Blizzard has revealed the remaining cards coming for Voyage to the Sunken City! We've got them all down below, organized by class, so take a look, give them a rating by logging in, and more importantly go and discuss them on our forums.
Demon Hunter
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Neutral
More From Year of the Hydra
Blizzard has plenty of new information to share about Year of the Hydra including the remaining cards for Voyage to the Sunken City.
- All 46 New Voyage to the Sunken City Card Reveals
- All Card Flavor Text for the Voyage to the Sunken City Hearthstone Expansion
- Everything You Need to Know About Hearthstone's Year of the Hydra & Core Set
- Future of Hearthstone Battlegrounds in 2022 - Seasons, E-Sports, New Keywords, Progression System and More
- Hearthstone Mercenaries Receives Big Updates in Patch 23.0 - Task System Rework, Balance Updates, & More!
- All Hearthstone Duels Updates for Patch 23.0 - The League of Explorers, Hero Selection Expands, Retired Heroic Runs, Treasures, & More
- Drek’Thar and Loatheb Are the Latest Cards To Join Hearthstone’s Diamond Club
- Our Wild Thoughts on the 24 Reverted Card Nerfs in Hearthstone's Year of the Hydra
- Open a Voyage to the Sunken City Pack in our Pack Opener
Comments
A question for Flux and staff: Will we have a tavern crawl page to track the cards we haven't commented on?
My comments on the new cards;
- Predation might actually be the card tempo dhunter needs in order to exist. Basically if half your deck is made of nagas then this is just an unnerfed eye beam sans the lifesteal. We have all seen how that card performed in the 1 week before it got nerfed. Granted this is harder to activate, but 0 mana deal 3 cannot be ignored.
- Urchin Spines is your replacement professor slate. Will it be enough for quest hunter? Because this card essentially does nothing before the quest is completed, and there may not be enough draw to justify more than 1 copy of it
- Hydralodon is a cool card but its powerlevel is a bit varied for me given that the big head only has 5 health. But whatever the case, the board will mostly be clean when its down, so your opponent has to skirt past this carefully or they'd summon more 3/1 heads that will certainly go face next turn.
- Rogue has some of the best cards it seems. Swordfish is completely broken, Gone Fishin' is a cheap draw engine, Swiftscale Trickster basically allows unimaginable amounts of mana cheat with Shadowstep. Looks like hooktusk wouldn't be the real threat after all.
- Druid does druid things. At least there's no more 2 mana ramp. Let's see if team5's smart enough not to bring Overgrowth into core.
- Forged in Flame might end up as one of warrior's best cards this expansion. Much needed card draw, and all that is needed now would be a high attack weapon in core.
- There's going to be some crazy combo with From the Depths and finley. Can smell it a mile away.
- Neutrals feature a 1 mana 1/3 naga (which is predictable given the number of naga synergies), and plenty of mech support. Perhaps we wont be getting magnetic after all, because they've basically printed something close to Zilliax in Sunken Sentinel
Ight lemme start my wild analysis.
- Predation is just nuts alongside Lady S'theno. That questline deck is looking a lot scarier than it already was.
- Green-Thumb Gardener is the very first -4+Guff mana card to be revealed!! In all seriousness, this card wil be abused in some sort of degenerate otk somehow, I just haven't thought of it yet.
- Harpoon Gun is actually very interesting. Although it's not what wild beast hunter needs but it's pretty fine.
I was laughing my ass off when I saw Seafloor Gateway because it perfectly fits in a deck that I theorycrafted. Basically, the deck aims to play Mechashark and a bunch of mechs. This card makes doing both so much easier.
- Illuminate is very scary. I don't want to think about turn three Shadow Essence, please get out of my head please.
- Swordfish, Filletfighter and Gone Fishin' will bring Odd Rogue back to tier one in a new, more piratey deck. Like holy crap Swordfish is insane.
- Swiftscale Trickster + Potion of Illusion = A Dane deck.
- Anchored Totem has a lot of potential. At worst, it buffs the totems from your hero power. You can copy it with Splitting Axe.
- The entire murloc package for warlock is weird. They don't aim to play a bunch of murloc at once, but buff the living crap out of them and then have a huge swing turn which is nice, but that also makes me scared of the potential for OTK murloc deck in wild.
- From the Depths is quite scary. Combined with Sir Finley, Sea Guide and you have a massively discounted hand.
- Obsidiansmith. Yeh.
- Don't you dare sleep on Pufferfist. IMO that this card is much better than Hench-Clan Thug AND it's a pirate. Fits perfectly in the Odd Pirate Rogue deck.
- Welp, Vicious Slitherspear is a 1 mana Naga. I guess that naga mage deck might be viable in wild too then.
- In wild, Security Automaton will be at least a 4/6 in the mech swing turns. And those swing turns happen very early so yeah I would say this card is pretty insane. You can also Call to Arms it.
I agree Swordfish looks insane, though it has anti-synergy with odd rogue: if a key card is a weapon with decent durability you're probably not getting enough out of the upgraded hero power for it to be worth excluding all even cost cards.
Which is fine. There will be games where you don't get to play your Swordfish or even have it activated, that's when the upgraded hero power is useful.
But on a second thought, maybe it's better to just play normal pirate rogue since you have access to Parachute Brigand and Fogsail Freebooter.
@Illuminate:
This allows Big Priest to play Shadow Essence on turn 3 - with coin even on turn 2.
Thats really nasty...
OK, so they weren't hiding anything especially fancy in rogue's last 5 cards; just more stuff to work with the pirates, including the expected Swordfish. I'm a bit surprised they added OG and unmodified Brann Bronzebeard to Core though. People disliked Tickatus, even in Standard, so having Shadowcrafter Scabbs around to make Brann + Hooktusk 9 mana seems like it's just wanting to make people angry.
You must mean Scabbs Cutterbutter. But no one has actually complained about Tickatus recently, and it never got nerfed. That means Team 5 must think it is reasonable. Also a three-card combo involving two legendaries is harder to pull off than a corrupted Tickatus.
No, I meant the hero card. It's hero power makes it a 2 card combo that's really trivial, and significantly more powerful than Tickatus ever was. The only reason it wouldn't be another nail in control's coffin would be if pirate rogue is too fast to care, which it might well be, but that does make it weird that it's flagship legendary isn't even relevant in the deck.
Ha, oddly enough, either Scabbs will do the trick. Either way, control isn't in a coffin, and it never will be. People just have trouble recognizing control if it doesn't involve fatigue.
I have always viewed 'control' in a Classic HS sense: no requirement to use fatigue, but slow and defensive with the primary win condition being that its cards do more than the opponent's. That could mean value generation, AoE taking out multiple minions, big minions being more card efficient than small ones etc. They can sometimes end like combo decks, but with a very different route to getting there (the focus is on survival not just drawing asap).
Card draw is so efficient these days that it becomes impractical to try to win via a resource war. Aggro never runs out of cards and combo finds everything more quickly than you can hope to race, leading to control decks becoming a rare sight. I laugh as people re-define control to include things like Kazakusan druid, which has none of the control gameplay and shows how far people have to stretch the term these days.
I think your definition is a bit narrow, though. Traditionally, "control" describes any deck that uses removal and healing to survive until it can achieve inevitability, which can take many forms. It does not have to be a "resource war" per se.
I would agree that Kazakusan Ramp Druid does not exactly qualify, because it's more about rushing to ramp up to the singular win condition of the deck, with survival being a secondary consideration.
Who remember 4 mana 7/7? Now we have part 2
Just an FYI: the Sunken Sentinel from Azsharan Sentinel is a 5 mana 5/6 Divine shield, Taunt and lifesteal minion.
I was taken aback by the power level of the cards that were revealed. So much to talk about jeez.
Normally the final dump has a lot of pack filler, but honestly yeah the power level of this set of cards is pretty decent
This expansion is gonna be crazy that coreset is nice
There's some cool stuff here. Excited for the set!