Jump to content
FORUMS
Sign in to follow this  
Aleco

A Special 20th Episode Of What's the Move!

Recommended Posts

AAq40V4.png

 

Beginning with the 20th episode of What's the Move, the series will be moving to a new, more community-oriented format.

Welcome to the first two-part episode of What's the Move! Beginning with episode 20, I'll be presenting a tricky Hearthstone situation (as I always do) but I won't provide the "solution" as I normally do. Instead, I'll give the community time to debate and discuss what they would do in the same spot, then present my answer to the situation in the following episode along with a few of my favorite community responses.

My hope is that this new format will foster more discussion and debate about Hearthstone, which will in turn lead to more improvement for all of us as players. The goal of this entire series is to improve at Hearthstone, and what better way to improve at Hearthstone than to debate and discuss its many nuances?

Without further ado, let's jump into this week's situation:

part 1.png

Here I am playing my favorite deck in the current meta, Combo Dragon Priest. We're on The Coin against Dude Paladin, and my opponent just spent their turn 4 playing Call to Arms into Righteous ProtectorArgent Squire, and Drygulch Jailor.

We have plenty of options available this turn: we could Mass Dispel, we could Duskbreaker, and we could play some combination of Radiant Elemental and Potion of Madness. It's obvious that we have the stronger late game and that our goal in this spot is to slow down our opponent's aggression - but what's the best way to go about that? What would you do in this situation? Let us know in the comment section here on Icy Veins or tag me in a tweet with your response!

As always, I highly encourage readers to submit their own situations to What's the Move! With the new format its now easier than ever. All you need to do is play with a deck tracker, send me the game's replay link, and include a screenshot of your situation and your decklist as I did above. Both the replay link and the two screenshots can easily fit in a tweet to @Aleco_P. I look forward to reviewing your submissions soon!

  • Like 4

Share this post


Link to post
Share on other sites

I don't play a lot of priest so pardon me if I miss something obvious here.  My play would be to use Mass Dispel to turn his board into 2/2 and a bunch of 1/1. Individually those cards dont give much of a threat. Their power comes from their abilities not their stats. Sunkeeper wont be a threat til the next turn allowing you to play duskbreaker to clear the turn after. Using duskbreaker now clears 2 minions but gives your opponent Silver Hands, which can lead into a knife juggler play or crystal lion, much more threatening cards. 

 

Edited by ThunderChanter
  • Like 1

Share this post


Link to post
Share on other sites
9 minutes ago, ThunderChanter said:

I don't play a lot of priest so pardon me if I miss something obvious here.  My play would be to use Mass Dispel to turn his board into 2/2 and a bunch of 1/1. Individually those cards dont give much of a threat. Their power comes from their abilities not their stats. Sunkeeper wont be a threat til the next turn allowing you to play duskbreaker to clear the turn after. Using duskbreaker now clears 2 minions but gives your opponent Silver Hands, which can lead into a knife juggler play or crystal lion, much more threatening cards. 

 

Agreed. Maybe a duskbreaker on turn 5?

Share this post


Link to post
Share on other sites

It's really interesting and even though it seems obvious for some ppl here I want to give a more detailed answer, Aleco put in some work on this so can I. So many plays are possible and one thing that I miss is which cards you have already played. obviously the coin but which were the other two cards?

Options:

  • Mass Dispel would remove the Shields, deny the deathrattle as well as reducing his attack power by 1.
  • Duskbreaker would remove the Shields, reduce his attack power by 4 but also triggering the deathrattle.
  • Potion of Madness could be played in a combination of none, one or both Radiant Elementals and Hero Power and it could:
    • Remove both Shields or,
    • Remove one Shield and kill the Drygulch (either giving you 3 dudes or him) and reducing the Palas board attack power by 1.

I'm not a pro, so I'm sure I missed something, be kind :)

My play: I think I would go for the Mass Dispel. You remove the shields, in case he has a Rallying Blade. I am not interested in the Potion of Madness play because it either gives him 3 dudes, which is obviously not good to do against a dude Paladin, or you get 3 dudes you don't want which is also bad in case he has a Divine Favor. You can follow up with a Dusbreaker on your next turn without worrying about your elementals, as well as killing even more of his minions than you could do with the Duskbreaker this turn. It might be bad if he had Blessed Maul  but you could handle the damage, I guess. Purifier's Maul would be pretty annoying.

Alternative plays:

  • The Duskbreaker could minimize the damage you will take on your opponents turn especially if he has a Blessed Maul but I think on the long run you will feel like you wasted your Duskbreaker, unless you are lucky enough to draw your 2nd.
  • Potion of Madness + Hero Power and gamble to plan an even more efficient Duskbreaker next turn but this would leave the deathrattle effect up, that's why I don't like this play.
Edited by Caldyrvan
A lot of typos -.-
  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
1 minute ago, Caldyrvan said:

So many plays are possible and one thing that I miss is which cards you have already played. obviously the coin but which were the other two cards?

Here's the link to the replay (though it contains my answer - spoiler alert!)

The two cards were Tar Creeper and Kabal Talonpriest.

  • Thanks 2

Share this post


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

Here's the link to the replay (though it contains my answer - spoiler alert!)

The two cards were Tar Creeper and Kabal Talonpriest.

That's enough information, I think I will not watch the replay, maybe the discussion will be interesting as long as I don't know what you actually played. Also, those watching the replay, no spoiler of the result, please :)

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

Hi there, I also like playing "innerfire-Combo-Priest" and "Spiteful-Dragon-Priest" a lot.

I like your anylization Caldyrvan and you are rightfully so pointing out the different takes/approaches to resist the early aggression there.

I my opinion the more defensive you play the harder it becomes to closing out the game in your favour.

Using the Duskbreaker here is a total waste, since turn 5 could allways bring a "Stand against Darkness", a second "Call to Arms", also keeping your handsize kinda big is a problem because of "Divine Favour".

sure the weapon could be also pretty nasty on the Paladin Players turn 5 but, it wouldn't be as threatening in long term as a refill mechanism or actually minions.

What we really wanna do is swing the board as hord as possible in my opinion.

So since Duskbreaker is out of the question because it is your only removal right now for answering wide boards.

I would simply go with the following play:

- playing 1 Radiant Elemental,

- use Potion of Madness on the Drygulch Jailor,

- run it into the Rightous Protector,

- fill the board with 2 of the recruits,

 

Why 2 recruits? Simply because of 4 reasons.

1. Your heropower is to slow at this point, it doesn't effect the board, and even though it is able to prolong your stand against his threats I do no it's a troublesome decision - dare to say misplay - to actually just heal your face here.

The second and more obvious reason is, it's a DudaDin, he usally doesn't play any form of removal, so it can't deal with it's own 1/1's, 3. Well it decreases your handsize down to 5 in that scenario, and Divine Favour is a thing, sadly ...

4. Most importantly you want to have one of the combo enablers (Radiant Elemental) still to be available - IMO - and even though you can end up with your 1 more card in your hand if you use both R.E. here, it's not that good in any possible follow-up turn 5 play of your oppenent. Because putting 3 bodies on board is way better in this current game state than just 2, and yeah even if you have more stats in play with 2 R.E. - still we don't know the opponents cards, but I would stick to that plan.

Hope it makes sense for some. :D

  • Like 4

Share this post


Link to post
Share on other sites

I like your answer. I have to add that I stopped my time to consider all plays I could do and what my opponent could do next turn and I was at 63 seconds before I decided I considered everything and started writing my post.

I totally missed that I can play the dudes if I get them in my hand in order to have something on the board as well as reducing my handsize. So nice to read your thorough answer and idk why but it somehow it excites me that I missed that play :D

Edited by Caldyrvan

Share this post


Link to post
Share on other sites

The Move:

Drop 2 Raidiant Elementals, Potion the Dry Gulch and trade him into Protector  

Why:

Leaves you with the strongest possible board on the other side of the move (2x 2/3) and denys one of his reloading mechanisms, which preserves two of your more potent tools. The dude deck’s whole strength is a two part tangential of reloading and buffing. The more of either you deny either aspect of that plan, the less the deck works. As a result preserving Mass Dispel to counter buffs (Stego, Spikeridge, Blessing of Kong’s, Level Up)and Duskbreaker for the two most powerful turn fives he has (Stand Against or a second Call to Arms.) 

It also forces your opponent into the worst possible turn from their side. You’re saying if you don’t begin to trade into me, you’re allowing me a discount of 1 or 2 mana on the next turn. Decent players know the combo deck and are aware with any sort of mana discounts left on board, it can go off.

So now think like the Paladin: Can you afford to let your opponent double Shadow Visions into PW: Shield, Potion of Madness, Divine Spirits? No because all of those things allow a board of 2/3 to dismantle your board. If you just try to ignore the reality of that board state, you likely lose 9/10 of those games. You also saw the priest do something besides Duskbreaker on 4 into your full board, so you might be more inclined to think they didn’t have that card in hand. So if you do have a reload like Stand or Call you’re more likely to trade your board in to prevent shenanigans and reload with one of those cards. 

Now you’re the Priest again and which of those scenarios are bad for you? None. They’re all fantastic. If they Weapon an Elemental and make a dude, and ignore your board otherwise you can Duskbreaker, getting all but the buffed Argent Squire, that leaves you with a 3/3 to their 2/2. If they trade in and refill via Stand or Call 2, then you Duskbreaker and drop a dude on the back end of that. If they just weapon and make a dude and trade into your board because they respect the elementals, that lets you safely develop the Operative. If they Blessing or some other buff you Dispel, trade and drop some of your own dudes. In all scenarios you’ve likely won the game moving forward.

Also to consider, it’s now heading into turn 5/6 so you don’t care about Elemental discounts for combo anymore, that’s more to punch slow control decks before they can react. You need board in aggro. You have Operative and other stronger cards you want to develop later, they’re not keeping up with that, until a possible Stand and Level Up, but 8 is a long way and that’s a very specific combo featuring a 1-of. Plus in more than half the scenarios above you’re holding onto that Dispel anyway.

Think about the whole game, not just this turn if you want to win. 

Just my 2 cents. :) 

  • Like 2

Share this post


Link to post
Share on other sites

I went elemental, madness, dude, dude too though I nearly went madness, dudeX3 (elemental could be worse if you play the duskbreaker soon, but dudes are  more vulnerable to pings from juggler).

I think you clearly can’t play the duskbreaker as you’re giving him fuel for reload without holding anything that deals with it. Mass dispel sets up a good duskbreaker but seems likely to force duskbreaker the following turn and potentially gives them a good divine favour. Mass dispel might be better on a turn after they’ve buffed dudes too.

Edited by Bozonik

Share this post


Link to post
Share on other sites

My move would be 2 elementals + potion on jailor, and hit the taunt. I had similar situation a few days ago, and it was really fun battle. Can't remember if i won or lost though.

EDIT: right after typing this watched your replay. Well, there's always another way :)

Share this post


Link to post
Share on other sites

I believe Mass Dispel would be the move here, it would clear out the divine shields and remove any future threat of the deathrattle that would spawn the silverhand recruits. I would nurse the duskbreaker until next turn to allow them to potentially overplay a few more minions and set you up for a solid midrange game! 

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...