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Three New Rise of Shadows Cards Revealed in Latest Hearthside Chat

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In his inaugural Hearthside Chat appearance, Chad "Celestalon" Nervig introduces us to the League of E.V.I.L. and shows two new Warrior and a Warlock card.

Rafaam's Scheme: The number of 1/1 Imps grows each turn

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Omega Devastator

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Imrove Morale

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We also learn that the 5 Lackeys shown in the announcement video are all Lackeys we'll get for Rise of Shadows. More of them will be recruited in the upcoming expansions.

Card images are a courtesy of Hearthpwn.

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Omega Devastator wil be a good addition to a mech warrior deck. I expect to see a control oriented one, carried by Dr. Boom, Mad Genius in late game. Then, this card will be strong too. Really nice to get from Omega Assembly, can be magnetized, and etc. I like it.

Improve Morale is more situational. It is a really nice Execute activator, with a nice effect. Reminds me of Slam and Blood To Ichor, both of which saw play in various warrior decks in the past. This will too. Probably one copy, maybe even two, depending on the archetype.

Rafaam's Scheme is not very strong I think. Also depends on what kind of board buffs warlock gets, but its effect doesn't seem really exceptional to me for a card you probably have to keep in your opening hand. To be strong, I think it has to summon at least 3 Imps. Now, I don't know how Schemes work, but if they are upgraded at the beginning of your turn, this card makes a good turn 3 play if it was in your opening hand. 

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5 minutes ago, FanOfValeera said:

Omega Devastator wil be a good addition to a mech warrior deck. I expect to see a control oriented one, carried by Dr. Boom, Mad Genius in late game. Then, this card will be strong too. Really nice to get from Omega Assembly, can be magnetized, and etc. I like it.

Improve Morale is more situational. It is a really nice Execute activator, with a nice effect. Reminds me of Slam and Blood To Ichor, both of which saw play in various warrior decks in the past. This will too. Probably one copy, maybe even two, depending on the archetype.

Rafaam's Scheme is not very strong I think. Also depends on what kind of board buffs warlock gets, but its effect doesn't seem really exceptional to me for a card you probably have to keep in your opening hand. To be strong, I think it has to summon at least 3 Imps. Now, I don't know how Schemes work, but if they are upgraded at the beginning of your turn, this card makes a good turn 3 play if it was in your opening hand. 

I agree.

Omega Devastator is a strong card. Insane with 10 manacrystals, but if you need to play it before 4/5 for 4 mana is fine too.

Improve Morale will see play (if they won't reveal e.g. 10 more lackeys which all suck horribly of course. But I can't imange they'll do this)

The Scheme completly depens on HOW it will upgrade. Will it upgrade to 2 x 1/1 then 3 x 1/1? Or 2 x 2/2 and 3 x 2/2 or something like that? But I guess it won't be a great card.

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Omega Devastator is good but not too much. Yes, it's very nice, but you still need to wait until turn 10. This means that this card will be played if both 1) there exist a control mech warrior based on Dr Boom mad genius, and 2) the meta is slow enough to accept another omega dead-until-turn-10 card, as that control warrior will have the omega draw 3 mech card. However, Omega Devastator is very nice when pulled from Omega Assembly and from Dr Boom hero power, and this is surely improving the mech pool.

Improve Morale isn't that good imho, if there isn't some super strong lackey synergy. You should play better things to activate execute.

(Oh, and I bet there will be this card: neutral legendary, "battlecry and deathrattle: add a Lackey to your hand)

Rafaam scheme is trash, unless some kind of aoe buff, better a +1/+1 then a only attack one, will be printed. In that case, it will be nearly OP.

Edited by Synesthesy

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3 hours ago, WedgeAntilles said:

Improve Morale will see play (if they won't reveal e.g. 10 more lackeys which all suck horribly of course. But I can't imange they'll do this)

They won't, not in this set at least.

 

3 hours ago, WedgeAntilles said:

The Scheme completly depens on HOW it will upgrade. Will it upgrade to 2 x 1/1 then 3 x 1/1? Or 2 x 2/2 and 3 x 2/2 or something like that? But I guess it won't be a great card.

2 1/1, 3 1/1 and etc.

 

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5 hours ago, WedgeAntilles said:

The Scheme completly depens on HOW it will upgrade. Will it upgrade to 2 x 1/1 then 3 x 1/1? Or 2 x 2/2 and 3 x 2/2 or something like that?

I suggest watching the video before commenting ?

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So there will be one callback card per villain. We already know Rafaam himself (Golden Monkey, back from League of Explorers), Forbidden Words for Madame Lazul (The Forbidden, back from Whispers of the Old Gods) and now Omega Devastator for Dr. Boom (Omega, back from The Boomsday project). Anyone wants to bet on what we will get for King Togwaggle and Hagatha?

King Togwaggle is from Kobolds & Catacombs. In that expansion, we had Legendary weapons, Spellstones, Unidentified items and Rogue secrets. Legendary weapons and Spellstones already form complete sets (one for each class), so I don't think they will be the callback. I would bet on a new Unidentified item (there was none for Rogue so far) or a new Rogue secret - they don't have many, and this is King Togwaggle's class so it would fit nicely.

Hagatha is from The Witchwood. It seems reasonable to rule out any even/odd card, as they will move to Hall of Fame at the same time Rise of Shadows will be available. The other mechanics for this expansion were Echo and Rush. Shaman had neither of these back then. Rush does not really fit with Shaman though, so my uncertain bet would be on a card with Echo. There were also minions shifting attack and life while in your hand, but I don't think they saw much play, so I doubt Blizzard would make another.

It is worth noting that so far the known callback cards reuse old mechanics which did not have a dedicated keyword in the game itself. My bet for King Togwaggle matches that trend, but not the one for Hagatha.

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1 hour ago, Smorod said:

I suggest watching the video before commenting ?

My boss has no problem if we use the Internet in some spare minutes - but I guess he wouldn't be thrilled if we started watching videos.

My colleagues probably wouldn't be grateful for the disturbance too^^

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4 hours ago, Smorod said:

So there will be one callback card per villain. We already know Rafaam himself (Golden Monkey, back from League of Explorers), Forbidden Words for Madame Lazul (The Forbidden, back from Whispers of the Old Gods) and now Omega Devastator for Dr. Boom (Omega, back from The Boomsday project). Anyone wants to bet on what we will get for King Togwaggle and Hagatha?

King Togwaggle is from Kobolds & Catacombs. In that expansion, we had Legendary weapons, Spellstones, Unidentified items and Rogue secrets. Legendary weapons and Spellstones already form complete sets (one for each class), so I don't think they will be the callback. I would bet on a new Unidentified item (there was none for Rogue so far) or a new Rogue secret - they don't have many, and this is King Togwaggle's class so it would fit nicely.

Hagatha is from The Witchwood. It seems reasonable to rule out any even/odd card, as they will move to Hall of Fame at the same time Rise of Shadows will be available. The other mechanics for this expansion were Echo and Rush. Shaman had neither of these back then. Rush does not really fit with Shaman though, so my uncertain bet would be on a card with Echo. There were also minions shifting attack and life while in your hand, but I don't think they saw much play, so I doubt Blizzard would make another.

It is worth noting that so far the known callback cards reuse old mechanics which did not have a dedicated keyword in the game itself. My bet for King Togwaggle matches that trend, but not the one for Hagatha.

A new secret for rogue isn't good at all, if there aren't at least other 2 or 3 secrets to make what you play... well, secret ? if your argument is right, I bet on a unidentified item. However it is good for the game mechanic, less for the lore (while it's clear why Boom takes a big mech with him, and why Azul uses the forbidden magic of the Old Gods, it's unclear why Togwaggle should take an item without knowing what it is!). So my bet is on something more lore friendly, like a treasure card.

For Hagatha, an echo card or something that generates random spells.

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I don't understand why Hearthstone has a problem of doing accurate portrayals of the quilboar. First it was Biker Pigs from Mars and now this... what the hell is that?

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9 hours ago, Synesthesy said:

it's unclear why Togwaggle should take an item without knowing what it is!

Well, you have heard him talk, the poor guy is not the brightest really. Unidentified candle? ?

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10 hours ago, Synesthesy said:

A new secret for rogue isn't good at all, if there aren't at least other 2 or 3 secrets to make what you play... well, secret ?

Oh, you are right. I totally forgot that the other Rogue secrets are cycling out soon, thanks for pointing it out. So it can't be a new Rogue secret. It would have to be at least 3, but then it would break the "one villain, one callback" pattern.

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Honestly I think all three of these cards are a little meh.  The mech is a great tempo play on turn 10, but that really isn't where tempo plays are particularly impactful.  Still good at 10 mana, but I don't think its good enough to include a yeti in your deck the rest of the time.  Plus warriors already have shield slam and execute.  Improve morale seems pretty meh. Looks to be a worse blood to ichor (A card that often felt like the worst card in most warrior decks) in both tempo and control warrior decks.  Feels like a 2/2 in control is still better then 3/5 of the lackeys, and the extra board presence immediately is what tempo wants.  Still might see play since some of the better execute enablers are leaving standard, notably blood razer, but really, just play slam or cruel task masker, seem better.  I will say, if warrior ends up with some sort of lackey synergy this card becomes much much better.  So it isn't completely hopeless.  The scheme is completely hopeless.  A 3 mana spell that summons 4 1/1s would not see play, and I personally think even at 5 imps it is at least slightly below the curve.

 

Edit: On further consideration, the omega devastator is probably good enough to see play.  A turn 4 yeti is pretty strong vs a lot of the tempo style decks and this card is really good late game.  Still don't think it is amazing, but I do think that with D boom giving mechs rush, that this card is definitely on or above the curve in terms of power level.

Edited by VaraTreledees

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On 3/23/2019 at 10:17 AM, VaraTreledees said:

Honestly I think all three of these cards are a little meh. 

Much things of this expansion will be meh, IMHO, for a clear choice of Blizzard of lowering the cards' power level.

If you think about it, all this 3 cards are trash without some external support: the scheme needs some kind of druidly aoe buff, the morale some lackey or enrage support, and the devastator needs a slow control shell to work. And other cards in this set are build with this mindset too: Rafaam in person is strong or not based on the legendary pool, that is based on what they'll print in this expansion and in the next two; but I don't remember the Raven's pool to be that strong. Surely in wild the legendary pool is almost trash, based on the fact that the Golden Monkey is now trash too.
And Swampqueen is again based on a slow meta idea that may or may not be true. Some people compare her to kazakus, but you must remember that Kazakus was a 4 mana minion that could give you fast options as well (1 mana potion was huge against aggro at turn 5, while 5 mana potions often gave you the tempo/time needed to stabilize) while Hagatha is only slow.

In fact, the powerlevel is lower, at least for now. I won't be surprised at all if some kind of super aggro face deck will arrive out of nowhere and take the meta to some kind of "deat by turn 5" place.

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9 hours ago, Synesthesy said:

Much things of this expansion will be meh, IMHO, for a clear choice of Blizzard of lowering the cards' power level.

I could be wrong as I'm still pretty new to the game, but isn't it always the case with the first expansion of a year? With 3 expansions cycling out of Standard, the "competition" with existing cards in this format is much lower than when they release the last expansion of a year, so they can set the average power level lower too.

I wouldn't complain. If they wouldn't do this then we would have a never ending arms race, only the latest few expansions would be played, and the newest cards would be so powerful that there would be no room left for strategy, be it in deck building or game play.

Personally I'm much more interested in new cards that will have a good value if put in the right deck and played right, than new cards that are so overpowered that everybody will want to open or craft them on day one and put in all of their decks unconditionally.

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Just now, Smorod said:

I could be wrong as I'm still pretty new to the game, but isn't it always the case with the first expansion of a year? With 3 expansions cycling out of Standard, the "competition" with existing cards in this format is much lower than when they release the last expansion of a year, so they can set the average power level lower too.

I wouldn't complain. If they wouldn't do this then we would have a never ending arms race, only the latest few expansions would be played, and the newest cards would be so powerful that there would be no room left for strategy, be it in deck building or game play.

Personally I'm much more interested in new cards that will have a good value if put in the right deck and played right, than new cards that are so overpowered that everybody will want to open or craft them on day one and put in all of their decks unconditionally.

Did you ever played yu-gi-oh? I was a good player in that game before switching to hearthstone, and I did it exactly because in yu-gi-oh it is an endless arm race where always more OP things appear while a ban list totally murders the older list that can compete. So, I wouldn't complain too.

But for example, in the last year the Witchwood was very meta defining, it was the more meta defining of the 3 raven's expansions, and it was so meta defining that the core cards of that set are rotating one year earlier.

Instead, the Mamooth year (or whatever it is written, sorry) was nearly as you describe it: while Un'Goro was a good expansion, KotFT was a lot stronger, and KnC was even better combined with the last one.

For me, the perfect year is still the Kraken: one very good expansion in Whispers, a not so expansive adventure with powerfull cards to change the meta, and a last expansion with something stronger that will live the least time in standard. You can argue about the power level of some cards like jade idol; however, it was a good designed year, and it is proved by the fact that almost every concept in that year was strong and meta sooner or later (everyone of the 4 Old Gods were played in t1 decks, 2/3 crime families too and instead of the third, there was the pirate family).

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      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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