Day 10! We're almost finished with Hearthstone's Festival of Legends card reveals. Tomorrow (March 30) there will be a stream at 10 AM Pacific on the official Hearthstone Twitch channel which will conclude the reveal season. Today you can expect to see Warlock cards, which should help fill in those missing 7 holes we have for the set. Missed previous cards? Check out our expansion guide!
Don't forget to talk about the new cards in the comments and if you want to talk about them individually, we've got threads in our Card Discussion forum for every one. You can also take part in our expansion Tavern Crawl, which rewards you with limited-time cosmetics on-site, for voting and comments on cards.
Today's Card Reveal Countdowns
March 29 Festival of Legends Card Reveals
Here are all the cards that Blizzard have revealed today, March 29 2023, for Festival of Legends.
Symphony Movements
Comments
I want you to look at all of these cards and remember that in the same expansion, Warrior is getting a 5 mana 7/7 with Rush IF the board is empty.
Crazed Conductor - These cards are pretty neat in that not much blizzard prints interacts with fatigue. If I were to have a complaint it would be that this is ultimately just stapled to a second round of imp support. This one is a decent payoff, summoning 2+ 3/3s and a 4/5 (usually) for 5-mana is not a bad deal.
Baritone Imp is probably the one you would be happiest to play early to buff the rest of this package. A 2 mana 3/3 as a baseline is not bad, though it doesn't scale as well as the rest.
Crescendo - A one sided AoE that hits face is really nice. The caveat here being you would need to have played at least one other before this is big enough for the cost.
Felstring Harp is a neat card. Assuming you burn though all of its charges it will heal you for at least 7 health (assuming your opponent is dealing damage for you to heal which more often than not they are) which puts it just below Holy Light with the "tradeoff" being you have to play it first. That said realistically you are hitting yourself for more than 1-damage pings and honestly being able to just play this early and forget about it is probably better then having to wait until you have health to heal more often than not.
You know I thought I was capable of adding numbers, I originally came up with 9 but I thought I miscounted and managed to convince myself otherwise without checking it again. I do know what the card does though.
As a choir singer, I love these cards.
These cards seem cool, good, flavorful, and work well with cards that'll remain in Standard.
...
*looks at Warrior*
I love taking damage = power. That's such a fun concept. Though if I'm immune and don't have to take the damage then that is just power and not as fun. I'd rather see warlock sustain come from lifesteal or big taunts rather than just be immune on their turn with a 1 drop. While I doubt it will be as strong as The Demon Seed it still pushes in that direction and it will be a shame if we get another set of warlock cards band in wild.
A lot of these gain buffs depending on the self damage though. So if you are immune and take no damage....you take no benefits from the cards so you might as well not have played them.
Is that how these fatigue damage cards work?
Because if its literally anti synergy with immune, then that would be a massive misfire from team5. I think it'll work by looking at the fatigue counter, not the actual damage taken like Shadowblade Slinger
thats true. I hope thats how it works too.
This is how I assume it works too.
I'd rather it be the other way and have the immune effects be for other self damage not fatigue like syracz said.
To be fair, it's not like you can mitigate ALL of the damage 100% of the time, it's more of a failsafe so you don't eventually just kill yourself because your opponent happened to be an aggro deck that just went face.
If you try to mitigate with just healing and taunts you're gonna give them too many good tools and we get another Kobolds and Catacombs situation (where Warlock was allowed to be super-greedy because of all the recovery they had)
I kind of like that tension though.
And I get it they could go to far the other way. I just feel like if they print to many immunity cards the damaging cost then just doesn't matter. Mal'Ganis is one thing, expensive legendary, however Void Virtuoso just feels to easy.
Maybe that's just my Rakdos (MTG) side.
I want to call it Reverse Curselock because it relies on gradually killing yourself instead of your opponent.
That being said, it sounds actually pretty good, especially Cresecendo might be kinda nutty.
Honestly I was really wondering how they could possibly make the Self-damage meme any more interesting than what Demon Seed did, but they actually did it. I hope this works out.
I guess we just mix it with the imp package seeing how there's an overlap in minions already and Curse-Implock proves that the Imp PAckage is fairly splashable.
Yeah seems balanced...
Control Warlock instant tier 1.
Crescendo and Symphony of sins, busted
Audio Amplifier + Void Virtuoso + The Jailer = Fatigue Immune
Or you could just play Mal'Ganis and be immune to everything
But it will just get destroyed before you can even be immune by it 99% of the time
And you will get destroyed if your turn 11 play is a Jailer + Void Virtuoso as well.
Point being: If you can survive dropping Jailer you might as well play Mal'ganis.
But it will just get destroyed before you can even be immune by it 99% of the time
You play it after Jailer obviously, what don't you understand here?