Jump to content
FORUMS
Sign in to follow this  
Damien

Hearthstone Druid Minions and Spells

Recommended Posts

There's at least one word missing in Claw's Contructed Play section. The first sentence is "Claw can be great if the meta game is extremely aggressive, especially if are using Wild Pyromancer as well." Considering the card, I think it's supposed to be "you", but less experienced players could maybe think you were talking about the meta using Wild Pyromancer a lot.

  • Like 1

Share this post


Link to post
Share on other sites

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

Edited by EDL666

Share this post


Link to post
Share on other sites

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Wildwalker and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

Share this post


Link to post
Share on other sites

 

I would like to talk about how you talk about Beast Druid in Druid of the Flame's description and also Druid of the Fang's. I understand it mostly says that Beast Druid is totally not worth it, but I'd argue that one can totally make one since the release of TGT. There's enough interesting cards to make something interesting with Beast synergy in Druid and I feel like those descriptions might steer people away from it instead of encouraging them to try it with good synergy cards.

EDIT: You also say something very similar in Savage Combatant's description and I'd like to add that even LoE adds another reason to play Beast Druid with the fantastic Mounted Raptor.

 

The main problem is that the synergy is not strong enough. You only have Stablemaster and Druid of the Fang. For example, Mech Mage has Mechwarper, Blastmage, Cogmaster, Technician and sometimes even Clockwork Knight. That is what I call synergy. Having two cards that synergise is not enough. 

 

Well Stablemaster is a Hunter card(but there's also Wildwalker and Knight of the Wild) and I don't think you can compare Mech Mage to this, there's just Blastmage that's a Mage exclusive and you could totally make a Mech Druid with the same cards!

What I'm trying to say is that you don't have to put shitty Beasts to be able to make those cards work! You now have good beasts! Savage Combatant is good, Mounted Raptor is good, Druid of the Flame is good, Druid of the Claw is good, Druid of the Saber is good! Malorne is crazy good! Aside from that, you could experiment a little, nobody said that YOU have to ramp you could just curve out with more excellent Beasts like Haunted Creeper(Ironbeak Owl possibly if you REALLY want to not have Keeper of the Grove but I wouldn't recommend it), Tomb Spider, Stranglethorn Tiger, Stampeding Kodo, Mukla's Champion, Captured Jormungar, The Beast. King Mukla can be good if you can apply enough pressure. You could use Fossilized Devilsaur if you want more huge taunts besides Ironbark Protector... There's enough material there! Okay, BGH whatever you want to say that people are using because of the meta. I mean, If they use BGH on a big thingy and you play another, and another, or you just have so many beasts... That's a valid concept to me! I know Force of Nature + Savage Roar is incredibly stupid. That doesn't mean Beast Druid isn't good. It's just not that.

Share this post


Link to post
Share on other sites

Oh, yeah, I meant Wildwalker, not Stablemaster, sorry! The Knight of The WIld could be good, but if you get a bad draw, he won't be played before turn 6 anyway.

Yes, the beast cards are great, but as long as the synergy cards aren't that strong, you shouldn't focus on the synergy itself and rather build a midrange deck with good cards (and some of them will definitely be beasts). The problem with playing a big thing after another is that if you get BGHed once, you lose tempo (except for Boom, yay) and druids can't play from behind the board. This is one of the reasons why Ramp Druid plays without BGH targets. 

Share this post


Link to post
Share on other sites

Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

Share this post


Link to post
Share on other sites

 

Like I said, no need to ramp. Just because ramp Druid is popular doesn't mean you can't try something else

Just because Beast Druid exists doesn't mean you should play it. It is not a competitive deck, at least not as competitive as Ramp druid.

 

My original complaint was about not discouraging people that wanted to try it. Because it is quite good now. It is not the best, but you don't expect people playing on a budget to actually use the best deck either. I mean I get it that it's weird to want to use really shitty cards like Dalaran Mage. But Druid of the Flame isn't a bad card and a Druid Beast deck is not a bad deck either. Sure you won't explode ladder and crush everyone on legend, but is this a requirement to give tips about it?

Share this post


Link to post
Share on other sites

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

  • Like 1

Share this post


Link to post
Share on other sites

Well, I actually do think that players on budget who visit sites such as this want a good deck, instead of spending dust on decks that do not work as well as the "meta decks". Also, the price difference between Sottle's fast druid and Beast druid is 400 dust. The difference is low enough for newer players to play the meta decks instead. 
As I said previously, the beasts are good, it's the synergy that is not good enough. Druid of the Flame is played in midrange and so are Savage Combatant and Druid of the Claw. You can find Druids of the Saber and Mounted Raptors in aggro. The beast tag just doesn't matter, same as Azure Drake's dragon tag. Dragon decks weren't played either. Although there was some synergy, it just wasn't strong enough (but that got changed with TGT), same as Beast Druid.
 

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.


I am not criticising your deck, all I am saying that beast tag is not strong enough to be considered meta. That it is and will stay for some time with the Unique decks.

Share this post


Link to post
Share on other sites

I have a guide up for Beast Druid in the Unique decks section, so i'm not really sure what your criticism is.

 

We're not exactly dealing with statements like "You freaking noob! Why would you even think Beast Druid would be a thing! Learn to play before you dare read our site!"

The statements are like "but these decks have so far not proven to be successful." and "Druid Beast decks are also currently a long way from being viable." which are just accurate statements. Then on top of that, I have a guide published for people that want to experiment with it anyway.

So...yeah?

I'm sorry, I just wanted to give some input, but if you all think it's fine, we're having a discussion. It just feels like it's pushing away from the card rather than actual tips on how to use it like the description says it does, but it is my opinion.

Share this post


Link to post
Share on other sites
Guest Caleb Bright

Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

Share this post


Link to post
Share on other sites

Um, why does the "druid" pictured in the artwork seem to be wearing shaman 25 man T9 Heroic? Seems like a pretty massive mistake for the QC team, or am I just missing something obvious lol.

It would be nice to know which card exactly you're reffering to. Also, a lot of different clothing look alike and maybe the guy making the artwork just felt like it was better like this... I don't think anyone here can really answer that... Unless the guy that made the artwork is here, which I doubt a lot.

Share this post


Link to post
Share on other sites

I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

Also, in the Arena section of Savagery, Mark of Nature, Astral Communion, Poison Seeds, Soul of the Forest and Tree of Life, you might wanna take into account that they can't be drafted.

Share this post


Link to post
Share on other sites
25 minutes ago, EDL666 said:

I think it might be interesting to tell people which ramp cards will give them excess mana when played at 10 crystals and which ones won't. I didn't check all the cards, but Astral Communion doesn't(not that it really affects the card's playability in that specific case).

AC does give you the draw card, as does Wild Growth. If it is a spell effect that grants a permanent crystal, it will give you Excess Mana.

I'll note down your other points.

Share this post


Link to post
Share on other sites

No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

Share this post


Link to post
Share on other sites
20 minutes ago, EDL666 said:

No, not all cards that give permanent crystals give Excess Mana at 10 crystals. If I'm not mistaken, only Wild Growth and Astral Communion do. It was a suggestion as I've seen my opponents sometimes picking the crystal option with Mire Keeper at 10 crystals even though it doesn't give Excess Mana and I thought it wasn't that much a useless information in a guide aiming at teaching how to best use the card...

I've made a note of it for Sottle, but let me correct myself slightly:

If there is no other effect on the card that can be generated and it is a spell, it will generate excess mana. Darnassus Aspirant, Mire Keeper can still do things when played on Turn 10 that are not related to the mana increase. AC, Wild Growth do absolutely nothing but generate crystals, so they grant EM.

Share this post


Link to post
Share on other sites

I'm not sure about this, but it says in the Arena section of Mark of the Lotus that, since you usually only play one minion per turn, you are "likely" to find value out of the card. Isn't it the opposite? I could be wrong on that one.

 

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

Share this post


Link to post
Share on other sites
34 minutes ago, EDL666 said:

The second sentence in the Arena section of Jade Blossom should be improved because it is quite difficult to read. It is possible to understand but I'm fairly sure it is worded incorrectly and could be faster to understand

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

Share this post


Link to post
Share on other sites
1 minute ago, positiv2 said:

I find it very easy to understand. Do not draft ramp in general, but draft this ramp if you have jade golem cards. Is there a specific different wording you'd suggest?

It's not particularly difficult to understand, just difficult to read. Does removing "the card" between "Jade Golem" and "justifies it" preserves the intended meaning? English not being my main language I sometimes have difficulties that might not actually apply to the average English-reader.

Share this post


Link to post
Share on other sites

It is quite minor, but there's an apostrophe missing in the General Comments section of Lunar Vision. "Being able to draw 2 minions effectively reduces the cards Mana cost to 1"

Share this post


Link to post
Share on other sites
Guest H3R03

It's sad to see that you guys consider Savagery one of the weakest cards in the game. I am playing both Bite and Feral Rage in my Druid Jade deck and time after time Savagery allows me to turn the board into a winning state, often even winning me the game with either double Bite/Feral Rage or one of both, using Savagery to eliminate a big taunt, to have a full blown attack at face.

Combined with Gadgetzan Auctioneer it also enables you to draw through your deck even quicker and get to the point where you have only Jade Idol's left in 12-15 moves. It answers cards such as Ragnaros the Firelord and against the current aggressive pirate decks, it allows you to kill 2 minions from your hero, giving you full dominance over the board.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. 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...