Jump to content
FORUMS
Sign in to follow this  
Starym

December 19th Tuning - Wild Growth, Nourish Nerfs and More

Recommended Posts

TGO8NAIAY89Z1542761407150.jpg
 

There's an unexpected balance update coming today with Druid decks getting focused, with 1 mana cost increases for mainstays Wild Growth and Nourish, encouraging more diverse deckbuilding and making the cards feel less mandatory. Paladins also get a bit of a nerf with a similar 1 cost increase on Level Up!, while Leeching Poison gets the opposite treatment, having its cost reduced by one. Finally,  Saronite Chain Gang gets a tweak to make Shudderwock more difficult to play multiple times in a match.

Check out the full details and developer commentary on the changes below and, as usual, you'll be able to disenchant the non-basic cards that got changed for their full Arcane Dust value for two weeks.

Blizzard LogoDecember 19th Update (source)

In an update scheduled to arrive December 19 PST, the following cards will be changed.

Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.

HS_Blog_Divider_Filigree_Bar.png

 

Wild Growth – Will cost 3 mana. (Up from 2)

HS_1309__Wild-Growth---EN.png

Nourish – Will cost 6 mana. (Up from 5)

HS_1309__Nourish---EN.png

Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.

Level Up! – Will cost 6 mana. (Up from 5)

HS_1309__Level-Up!---EN.png

Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.

Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

HS_1309__Saronite-Chain-Gang---EN.png

Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.

Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

HS_1309__Leeching-Poison---EN.png

We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.

Once these card changes are live, players will be able to disenchant the changed non-Basic cards for their full Arcane Dust value for two weeks.

  • Like 1

Share this post


Link to post
Share on other sites

nourish-wild growth nerf will hit all druid decks, but they will survive and be strong. with level up costing 6 mana probably even paladin becomes the better deck. i dont think odd pala can be a top rank deck whitout it. shudderwork will be A good card to include in any shaman deck with a reasonable amount of positive battlecries but i cant think of one and with the chain gang nerf shudderwork shaman will be dead too. with the leeching poison nerf, kingsbane rogue becomes a off meta very weak deck.

i think they were surprised that old decks were more powerful than the new decks, so they basically destroyed them so new decks could be born.

Share this post


Link to post
Share on other sites
2 hours ago, blackstar128 said:

with the leeching poison nerf, kingsbane rogue becomes a off meta very weak deck. 

Dont think the deck will fall to far off from where it was, sure the Late-game potential is lower and all, but the deck is still solid and the weapon can, if you get the buffs early, win against control early in the game. I do feel that you´re right. but dont expect the deck to go away. People will find a way to make it work ?

Share this post


Link to post
Share on other sites

Better late than never I guess. Kingsbane Rogue and Shudderwock Shaman, while maybe not as good in the past as nowadays, have always been very unfun to play against. I am really glad they got nerfed.

I think Blizzard went a step in the right direction regarding druid. Maybe they should think twice about giving druid more stupid combo enablers every expansion including cheap flexible cards, absurdly effecient card draw while at the same time the ability to gain huge amounts of armor.

Share this post


Link to post
Share on other sites

hmm, many deck will be die soon.
mostly druid deck will suffer, odd paladin will die in standard/wild, shudderwock will die in standard, kingsbane will die in standard/wild.
Is blizzard expect new meta soon?
but i lost many key cards to make fun for this game.

Share this post


Link to post
Share on other sites

Wow.   I'm not against any of these changes.    That's a first.

Only thing I'm worried about is we're going to see everyone and their mother swap to hunter.    

 

  • Like 2
  • Confused 1

Share this post


Link to post
Share on other sites

But isn't this a huge nerf to the Saronite Chain Gang itself? I mean, I believe this means that a buffed up SCG summons a normal 2/3 SCG from his battlecry. Not having it summon a buffed copy makes this card also worse for some other decks out there (for example, decks running Prince Keleseth). Going after the explanation for the change, this (big) nerf seems unintended.

Share this post


Link to post
Share on other sites
Guest

Awesome:

2 x Noursish = 200 dust (kept 2 copies because of my Jade-Druid deck)

5 x saro = 500 dust (kept 0 copies)

1 x saro gold = 800 dust

15 x Leeching = 600 dust (kept 0 copies)

2 x Leeching gold = 800 dust (kept 0 copies)

1 x level up = 400 dust (kept 0 copies)

-------

3500 dust gained.

And if need be I just recraft those cards.

Extremly lucky with the 3 golden copies I had :)

Share this post


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

Dont think the deck will fall to far off from where it was, sure the Late-game potential is lower and all, but the deck is still solid and the weapon can, if you get the buffs early, win against control early in the game. I do feel that you´re right. but dont expect the deck to go away. People will find a way to make it work ?

Wouldn’t the kingsbane card still keep lifesteal if you destroy it that then and returns to your deck ? Cause it was an enhancement from that turn 

Share this post


Link to post
Share on other sites

RIP odd paladin, there are no other alternatives to Level Up..... Also Zoo Lock has been nerfed by Saronite Chain gang which doesn't seem like it was even intended. These are my 2 strongest decks, now I have to construct new ones. Might as well wait until NEXT xpac since the meta will change. Also conveniently no Legendaries get refunded so even though entire decks become scrap you only get meager refunds. FANTASTIC for anyone who doesn't play these decks though.

Share this post


Link to post
Share on other sites

Man seriously F these changes! 60% of all encounters are hunters these days. With these nerf it'll bring that to roughly 70% - 80%. The life leech nerf is unnecessary imo, kings bane rogue was not that big of a treat in standard either.

and although I have a lot of druid decks running these druid nerf are welcome imo. Forces a little more diversity in druid decks to come

Share this post


Link to post
Share on other sites
10 hours ago, Regdorito said:

RIP odd paladin, there are no other alternatives to Level Up..... Also Zoo Lock has been nerfed by Saronite Chain gang which doesn't seem like it was even intended. These are my 2 strongest decks, now I have to construct new ones. Might as well wait until NEXT xpac since the meta will change. Also conveniently no Legendaries get refunded so even though entire decks become scrap you only get meager refunds. FANTASTIC for anyone who doesn't play these decks though.

if aggro decks have been negatively affected by these changes, well I'm trying really hard to dig deep into my sympathy pockets but today they just seem to be empty.

Share this post


Link to post
Share on other sites

it seems Saronite Chain Gang has been inadvertently broken by the new wording, rendering it useless not only in Shudderwock decks but also Zoo Lock and the rare but interesting Hand Paladin where stat buffs won't get replicated in the second copy of the minion.

Share this post


Link to post
Share on other sites

My 2 cents:

  • With nourish and wild growth nerf Blizzard have told us one thing: ramp druid time is over, druid should not be a combo class, but an aggro/token one. WG is unplayable at 3 mana, IMHO: doing nothing on turn 2 was acceptable because often your opponent did nothing turn 1; but doing nothing turn 3 (often not having anything better then hero power - attack face on turn 2) will make the druid lose to everything. Jade blossom at least summoned a jade golem. Nourish will be played, but not for ramp IMHO, the druid's curve isn't build for doing nothing on turn 6. Surely there will be something using that for drawing, but now it's very slow. Oh, and it's a huge nerf to odd druid too, whenever the deck exist now or will exist in future.
    About ramping nerfs, you can make an argument about class identity, as druid used to be the ramp class, but now after innervate and this nerf, it isn't anymore. And I would have had the chance to see how OG Star Aligner Druid performed under this nerf, instead of killed forever with Aviana....
  • Level Up can be played in a dude paladin that isn't odd. I'm unsure about this card on even paladin, and I don't know if some kind of dude not-odd paladin will exist. Odd paladin in standard may be over as t1 deck, in wild it will continue to exist with quartermaster and other buffs. However, I don't have that much problem with this nerf, as there will surely be some way other to play odd-paladin, I'm sure about it.
  • For Saronithe, this is the first time I think a nerf is right. Shudderwock isn't a problematic card, the problem was the infinite time-spending combo that needs so much time to win a match. I think that they should have touched only the interaction with Shudderwock, but this way is also good. This is a kind of way to HoF Shudderwock combo OTK without sending anything to wild, I like it. As a Wild player, I say that Shudderwock combo OTK isn't a problem at all, so there is no problem seeing it there.
  • For leeching poison, again this is Blizzard telling us something. This case is that rogue shouldn't be a control class, and that Kingsbane should be used in an aggro/tempo/face deck and not in a slow control/mill one. The only problem I have with this nerf is that rogue has no way to build a slow deck with no healing, so now I don't know how to build my pogo-hopper deck.
    Oh, and the fact that now Kingsbane can be useless, as tempo odd-rogue will be better then a kingsbane aggro, but you'll get only 80 dust back. Giving some dust for every kingsbane owner wouldn't have been a bad move, IMHO. Not full refound, only a small amount would have been enough.

Share this post


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

My 2 cents:

  • With nourish and wild growth nerf Blizzard have told us one thing: ramp druid time is over, druid should not be a combo class, but an aggro/token one. WG is unplayable at 3 mana, IMHO: doing nothing on turn 2 was acceptable because often your opponent did nothing turn 1; but doing nothing turn 3 (often not having anything better then hero power - attack face on turn 2) will make the druid lose to everything. Jade blossom at least summoned a jade golem. Nourish will be played, but not for ramp IMHO, the druid's curve isn't build for doing nothing on turn 6. Surely there will be something using that for drawing, but now it's very slow. Oh, and it's a huge nerf to odd druid too, whenever the deck exist now or will exist in future.
    About ramping nerfs, you can make an argument about class identity, as druid used to be the ramp class, but now after innervate and this nerf, it isn't anymore. And I would have had the chance to see how OG Star Aligner Druid performed under this nerf, instead of killed forever with Aviana....
  • Level Up can be played in a dude paladin that isn't odd. I'm unsure about this card on even paladin, and I don't know if some kind of dude not-odd paladin will exist. Odd paladin in standard may be over as t1 deck, in wild it will continue to exist with quartermaster and other buffs. However, I don't have that much problem with this nerf, as there will surely be some way other to play odd-paladin, I'm sure about it.
  • For Saronithe, this is the first time I think a nerf is right. Shudderwock isn't a problematic card, the problem was the infinite time-spending combo that needs so much time to win a match. I think that they should have touched only the interaction with Shudderwock, but this way is also good. This is a kind of way to HoF Shudderwock combo OTK without sending anything to wild, I like it. As a Wild player, I say that Shudderwock combo OTK isn't a problem at all, so there is no problem seeing it there.
  • For leeching poison, again this is Blizzard telling us something. This case is that rogue shouldn't be a control class, and that Kingsbane should be used in an aggro/tempo/face deck and not in a slow control/mill one. The only problem I have with this nerf is that rogue has no way to build a slow deck with no healing, so now I don't know how to build my pogo-hopper deck.
    Oh, and the fact that now Kingsbane can be useless, as tempo odd-rogue will be better then a kingsbane aggro, but you'll get only 80 dust back. Giving some dust for every kingsbane owner wouldn't have been a bad move, IMHO. Not full refound, only a small amount would have been enough.

So In general they are pushing 2 classes to aggro again. For a player who loves to play control this is a big pain imo

  • Sad 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...