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Omnislash's Witchwood Reveal: Chameleos

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Chameleos is the next card in a long line of exciting, powerful, and well designed Legendary minions from The Witchwood.

 

Revealed live on Omni/Stone is yet another exciting Legendary minion from The Witchwood. Between this card, Blackhowl Gun Turret, and Lady in White, the quality of design on the Legendary minions in this set is off the charts:

 

chameleos.png

 

First things first, this card is going to be really good. The obvious benefit of Chameleos is that it will sit around and collect information on your opponent's hand, which is a tremendous value in and of itself. The other major benefit of Chameleos is that it is quite likely to eventually turn into a good card which has application against your opponent. Against control decks you might get an extra win condition out of Chameleos, and against aggro you might get a cheap minion to play to the board. As Firebat said on the Omni/Stone stream "it is pretty reasonable to assume that your opponents play good cards in their deck".

Chameleos might force some awkward scenarios where you may not want to play the powerful card the turn it becomes it in your hand, but I think that's an extremely fair price to pay for a card that already does so much on its own. My instincts say that Chameleos will be meta defining for Priests and a reason for the class to lean towards control decks.

Are you as excited to take Chameleos out for a spin as I am? Let us know in the comment section, and be sure to check out our Witchwood Hub for more info on the upcoming expansion.

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I think we need to see this card in play before I make a final judgement.  My instincts are telling me exactly the opposite, but they are heavily colored by other similarish cards, mind visions, psionic probe, the shifting cards.  On one hand this is a lot better, on the other, still has all the draw backs.  Going to leave this one with a giant ?.

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Mind Visions and Psionic Probe are 1 mana more expensive than this, and you don’t get to say ‘nah, that shield slam isn’t going to be doing much for me’ with them. Shifter Zerus and Shifting Scroll are completely random so are polling from a much weaker collection of cards.

Seems great to me. Admittedly on ladder you generally know what’s in your opponents deck after the first few turns but just learning that Tarim (or divine favour) is already in hand before later slamming down a righteous protector isn’t exactly bad, and that’s probably the worst deck to be facing with it. And sometimes you’ll spot tech cards that aren’t auto-includes. Against combo decks it’s amazing, ‘oh look, antonidas! Guess I’ll play Brann+Dirty Rat+Death this turn then...’

Edited by Bozonik

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A really awkward thing.

Even if it might not win you games, this card is exactly why playing against priest is the worst experience.

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Design wise I like this card. Practical use is another thing. Priest already has cards that give them a copy of their opponents,Most decks play the big impact cards when they draw them/asap so your chance to get a copy of it and be able to afford its cost dont seem that high, and if you see your opponent has a piece of a combo, then what? You still dont know if the have the rest and you can't pull the combo off yourself. As someone who plays mostly Mage, I could see this card giving my opponent a DK Jaina, but then what? I doubt they have anywhere near the same elemental synergy my deck is running. They get a piece of the quest combo? What are they suppose to do with a single piece, and how does that stop me?

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I think it's by far more important when they would go face to kill you in the following turn. But because they know you have a Jaina, which means you will get health from your elementals they choose to better get rid of your minions before they can generate health.

I think getting info about your opponents hand every turn plus remembering which you already saw and are still in their hand can be a huge advantage. But for that you have a card in your hand that is doing nothing else.

Edited by Caldyrvan

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This card replaces Drakonid Operative ability to spy opponent cards and take the one you like most and play against him.

Yes you can't choose but you simply hold it until you hit a profitable target and until that time you get info about your enemy hand and it's already a great ability to have.

Drakonid Operative was probably the strongest card in his set for multiple reasons this one will be an auto-include in any priest deck since has no restritcion to Dragon decks.

Should be also noted that has the potential to win a game alone if you copy something like a mage quest completed, a hero card or a removal you need or a face damage to kill an opponent.

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27 minutes ago, Caldyrvan said:

I think getting info about your opponents hand every turn plus remembering which you already saw and are still in their hand can be a huge advantage. But for that you have a card in your hand that is doing nothing else.

Yes, I think it’s strength comes from the information you get primarily. In the right deck that’s worth having a card sitting in your hand for a while. Any high mana card sits in your hand for a while if you draw it early, it doesn’t make the card unplayable. Obviously at some point you’ll play it, but deciding when to and using the info you gather from it well is the skill testing part.

What it also has on the other cards you can use to steal cards (now that drak op leaves standard) is that it doesn’t cost you tempo to do so.

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I have put some more thought into this, and I will change my opinion from ? > bad.  While it is true that your opponent will be playing good cards, a lot of decks run off of internal synergies.  This means that a lot of there cards are going to be worse, and in some cases spectacularly worse, for you then your opponent.  The expected outcome of this card should be worse for your then your opponent, and in general will be worse for you then putting in another card in your deck that synergizes with your strategy (Also there is a far less likely chance that you will get something really good from it like frost lich or guldan because they will probably play it as soon as they are able too, so you have only 1 turn to maybe get it).  There is value in the information you gain from your opponent.  But there is also a limit to how far this information can go. For one, the information is randomly fed to you, and second, it is incomplete, which means its overall value can be highly misleading, or generally less useful then you might expect (the warlock has twisting so you play out two or three lower value minions only to have them die to a hellfire that you didn't see, etc).  On top of that, as a top deck vs an aggressive deck, it is entirely possible that this is just a 1 mana 1/1.  

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14 hours ago, ThunderChanter said:

Design wise I like this card. Practical use is another thing. Priest already has cards that give them a copy of their opponents,Most decks play the big impact cards when they draw them/asap so your chance to get a copy of it and be able to afford its cost dont seem that high, and if you see your opponent has a piece of a combo, then what? You still dont know if the have the rest and you can't pull the combo off yourself. As someone who plays mostly Mage, I could see this card giving my opponent a DK Jaina, but then what? I doubt they have anywhere near the same elemental synergy my deck is running. They get a piece of the quest combo? What are they suppose to do with a single piece, and how does that stop me?

IMO you didn't quite get the whole possibilites of this card.
You don't learn 1 card of the opponent - you learn 1 card EACH ROUND. And one he has on his hand. Which is a hundred times more important then knowing what he has in his deck.
There are quite some priest decks that don't focus on playing tons of cards early on.
Let's imagine you start with this card on your hand.
You hold it for 4-5 rounds -> obviously it is random which cards of the enemy hand is revealed. Chances are that you get the same card twice. And there is the chance that the opponent plays a card you knew he had in his hand.
Nevertheless, chances are very high that on turn 5 you know at least 2, ,maybe 3 cards your opponent is holding.
That is HUGE.
Knowing around 50% of the opponent cards?
How would you play poker with knowledge like that? If you know in Texas Hold Em 1 one his 2 cards?
That should increase your odds for winning dramatically.
And there is absolutly NOTHING the opponent can do against it. (Well, Dirty Rat - but only if the Card is a minion this turn, which isn't even sure.)

For a class that relies on playing much cards from the start this card would have a nice benefit if knowing the enemie cards - but a huge drawback, because to learn about the enemy you have to keep this in your hand. Making it a dead card.
But for Priest? Who sits on a hand full of cards? Where is the drawback in this card? Holding 6 playable cards instead of 7 (and in case of emergeny you CAN play it) but knowing half of the opponents hand?
Sign me up.

For Priest the card seems totally broken to me. It reveals way too much about your opponent and the cost for this information is next to nothing.

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16 hours ago, Caldyrvan said:

A really awkward thing.

Even if it might not win you games, this card is exactly why playing against priest is the worst experience.

Sorry, I have to quote myself, also it is a (possibly) strong legend and your opponent has no way (unless they play priest too and use this or similar cards like Mind Vision) to know that. It's not enough that you have an advantage that your opponent can't interact with, they don't even know it.

The Quests have shown (imo) that a card that your opponent can't interact with, they can just watch you complete the quest, is bad. And this one might turn out to be even worse plus you might lose a game not even knowing why.

Edited by Caldyrvan

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2 hours ago, WedgeAntilles said:

IMO you didn't quite get the whole possibilites of this card.
You don't learn 1 card of the opponent - you learn 1 card EACH ROUND. And one he has on his hand. Which is a hundred times more important then knowing what he has in his deck.
There are quite some priest decks that don't focus on playing tons of cards early on.
Let's imagine you start with this card on your hand.
You hold it for 4-5 rounds -> obviously it is random which cards of the enemy hand is revealed. Chances are that you get the same card twice. And there is the chance that the opponent plays a card you knew he had in his hand.
Nevertheless, chances are very high that on turn 5 you know at least 2, ,maybe 3 cards your opponent is holding.
That is HUGE.
Knowing around 50% of the opponent cards?
How would you play poker with knowledge like that? If you know in Texas Hold Em 1 one his 2 cards?
That should increase your odds for winning dramatically.
And there is absolutly NOTHING the opponent can do against it. (Well, Dirty Rat - but only if the Card is a minion this turn, which isn't even sure.)

For a class that relies on playing much cards from the start this card would have a nice benefit if knowing the enemie cards - but a huge drawback, because to learn about the enemy you have to keep this in your hand. Making it a dead card.
But for Priest? Who sits on a hand full of cards? Where is the drawback in this card? Holding 6 playable cards instead of 7 (and in case of emergeny you CAN play it) but knowing half of the opponents hand?
Sign me up.

For Priest the card seems totally broken to me. It reveals way too much about your opponent and the cost for this information is next to nothing.

The thing is you have no idea if that card is unique or not. You could get fireball one round, intellect another, and then fireball again. You have no idea if thats a second fireball,or the same as the first. Also, if there is a duplicate card in your opponents hand and they play one copy of it, and you act on thinking you know they no longer have that card in hand, you can get punished hard for that. On paper, if everything went in your favor, this card is great. In practice, I think its decent at best and a lost card slot for something more consistent at worse.

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It's not bad, it just favors everyone with a very good read on their opponents deck, card in hand, cards played, skill etc.

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3 hours ago, ThunderChanter said:

The thing is you have no idea if that card is unique or not. You could get fireball one round, intellect another, and then fireball again. You have no idea if thats a second fireball,or the same as the first. Also, if there is a duplicate card in your opponents hand and they play one copy of it, and you act on thinking you know they no longer have that card in hand, you can get punished hard for that. On paper, if everything went in your favor, this card is great. In practice, I think its decent at best and a lost card slot for something more consistent at worse.

Do you use Decktracker?
If yes, why? It doesn't give you every information about the enemy.
Generally spoken, do you play each Hearthstone game exactly the same? Do you totally ignore which class your opponent plays? And what cards your opponent played in the first turns?
If no, why do you adapt your playstyle? You don't know exactly what your oppoent has in his hand, do you?

Do you play Poker? If yes, do you adapt your play in the slightest to the plays your opponent does? If yes why? How he bets / folds... doesn't tell you exactly which cards he has now.

The point about information is: You don't need to know everything. The more information you have the better.
You can evolve your strategy.
Information will not give you a win in a specific game. But it will give you more wins if you play 100 games.

Sure, you can just play your own cards. In Poker as well as in Hearthstone. You will win some games. If you play a Tier 1 deck maybe even 40%.  And constantly cursing your bad luck. You never get to legend, because of bad luck. You never get 12 wins in Arena - because of bad luck. You will never be the one on the Pokertable who wins the big pot. Because of bad luck.
Or you can take everything you can possibly know about your opponents into consideration.
And start to increase the percentage of the games you win.

Just ask yourself: Why are the top players not totally random guys each month? Because the top players are ALWAYS lucky? The whole years?

No? Well, then there maybe some more to winning then just playing your cards.

And I have no doubt that learning more about the cards your opponent holds is invaluable.
Not in every single game, sure.
But in a lot of them.

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I'm not saying knowing information is bad. I'm saying knowing partial information that you can't verify is bad. The Rouge has a cold blood in hand? Okay, I only need to worry about an additional 2 or 4 damage. Oh wait, no, they had both cold blood hand. My opponent has a polymorph? Did they get it off the glyph they played or is it in their deck baseline? How many do I have to play around? This card hasnt shown me a weapon so that means the warrior doesnt have one oh wait yes he does. On paper the knowledge this card can give you is decent. In practice that knowledge isn't going to do much better then just knowing what most decks are running. Theres very little benefit to losing a spot in your deck to include this card when you can easily just tell what kind of deck your opponent is running a few turns in anyways. This card takes up a spot to maybe get a lucky copy, maybe tell you a card that you could have just as easily guessed your opponent had anyways, I'm not saying the knowledge this card may give you isn't useful. I'm saying its not worth a card slot when you could have a more impactful, more consistent card there to begin with. If you watch high ranked players talk about their plays, most of them can call what an opponents next move is just by knowing what the deck matches win conditions are and how the turn before hand went. Giving up a deck slot isn't worth inconsistent knowledge that an understanding of deck building, tempo, and win conditions gives you.

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We'll see in a few weeks. You can then look back at this topic and see that you were wrong :D

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Frankly I think this is amazing no matter how you slice it.

Against aggro?   Drop a imp/charge murloc/etc of your own and call it a day.   Buys you time to get defenses/healing.

Against other control?   INFORMATION.   Your opponent has Antonidas and at least one mana gnome?   Ok, probly a good time to use the Dirty Rats.     He has a Mind Control?   Probly shouldn't drop Ysera just yet.   Same with Board Wipes and similar.     Moreover, you get to Steal powerful game enders like Rin, the first disciple.   

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      It should be noted that this discard, the devs have confirmed to us that it will trigger your opponent’s “Whenever you discard a card” effects. So try and clear a Discard Warlock's Tiny Knight of Evil and perhaps try to play around having Suffocating Shadows or Soul Barrage trigger in that matchup. 

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

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

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



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

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

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

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

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

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

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

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