Blizzard has showcased some of the new cards coming in the Galakrond's Awakening solo content!
- The new content will launch on January 21, with chapters releasing over 4 weeks.
- Each week brings us a new chapter and new cards.
- A total of 35 new collectible cards will be added to the game.
- The cards will be unlocked by progressing through the chapters.
- The whole adventure can be purchased for $20, or each chapter can be purchased individually for $7 or 700 gold.
New Cards
Four new cards have been revealed.
Cinematic Trailer
Quote From Blizzard Do you feel that? A chill swirls across the frozen wastes, glints of sunlight reflecting off the ice crystals carried by rising winds. But these winds carry more than frost…there’s an ill portent in Northrend as Dalaran soars in the skies and the final phase of an evil master plan is set into motion. In Dragonblight, the bones of an ancient power stir, and good and evil prepare for a clash that will save the world…or one that could bring about its utter destruction. And it all hinges on one name: Galakrond.
Introducing: Galakrond’s Awakening
Galakrond’s Awakening is the final solo adventure in the Year of the Dragon and will conclude the saga that began with The Dalaran Heist. When we last left our heroes and villains, the Tombs of Terror had been unsealed, spreading plagues across the sands of Uldum. The League of Explorers defeated the Plague Lords, but Arch-Villain Rafaam escaped with the Plague of Undeath. We now know why: to resurrect Galakrond, the progenitor of all dragons!
Will E.V.I.L. prevail and prove that Rafaam is truly the evilest of all villains? Will the Explorers defeat Rafaam and save the world? In this adventure, you have the power to choose. Galakrond’s Awakening is two stories in one, giving players the ability to play through both versions of the story and experience two completely different endings. Unlike The Dalaran Heist and Tombs of Terror, Galakrond’s Awakening returns to the classic linear adventure format, allowing you to progress through the story by completing individual boss encounters in order.
A Story of Good and E.V.I.L.
Each story contains four chapters, each one with three encounters for a total of 24 unique battles. In each encounter, you’ll take control of one of the heroes or villains you’ve seen this year, and you’ll be given a premade deck built specifically for that encounter. You’ll come up against some new and familiar faces; without saying too much, you’ll see more of some of the side characters you’ve grown to love including George and Karl.
After you finish a chapter, try your hand at the Heroic mode, where you’ll build your own deck to take on a more challenging experience. As a reward for clearing Heroic, you can earn two different card backs, one for Explorers and one for E.V.I.L.
Book of E.V.I.L. Book of ExplorersThe four chapters will roll out on a weekly basis like previous solo adventures. When Galakrond’s Awakening launches, you’ll be able to play through both the League of Explorers and League of E.V.I.L. versions of the first chapter. The first E.V.I.L. chapter will be free for all players, and the Explorers chapter will be available for purchase.
All individual chapters will be available for $6.99 or 700 gold each, which includes both the Explorers and E.V.I.L. side of the story. (The first chapter is the only exception: since the E.V.I.L. campaign is free, purchasing Chapter 1 gets you the Explorers campaign and three bonus cards.) The full adventure will be available for $19.99 and includes all chapters and all cards. Players can prepurchase the adventure starting today and get a Golden Classic Pack that will be available right away.
Collectible Cards Are Back!
Galakrond’s Awakening also marks the return of collectible card rewards that will become available to add to your collection. Over the course of the four chapters, a total of 35 cards will be unlockable by clearing encounters in both the Explorers and E.V.I.L. campaigns. Clear an encounter, get a card (sometimes two!). It’s that easy! As a bonus for purchasing the first chapter’s good campaign, you’ll get an additional three cards at the beginning of that chapter.
After you earn a card, you’ll also have the option to craft the golden version.
Here’s a quick view of how you’ll be able to unlock all 35 cards.
Chapter E.V.I.L. Campaign Rewards Explorers Campaign Rewards 1. (E.V.I.L.) 4 Cards - 1 (GOOD) - 4 Cards + 3 Bonus Cards 2 4 Cards 4 Cards 3 4 Cards 4 Cards 4 4 Cards 4 Cards TOTAL 16 cards 19 cards
A Peek into the Future
Without further ado, let’s take a look at some of the cards you’ll be able to earn in Galakrond’s Awakening.
Earned from Chapter 1 of the League of Explorers Campaign
Priests will add some extra Discovery utility – and a big bump of minion health – with Dark Prophecy. Combo this with other cards that buff minions for a variety of exciting new options.
Earned from Chapter 4 of the League of E.V.I.L. Campaign
This Paladin card can take a punch. Bringing back the Reborn mechanic introduced in Saviors of Uldum, Shotbot will stay on the board and combo extremely well with any of your Magnetic cards.
Earned from Chapter 4 of the League of E.V.I.L. Campaign
The rather horrifying Chaos Gazer will select a random card in your opponent’s hand and corrupt it, giving your opponent the tough choice of playing it immediately or losing it next turn. Chaos, indeed.
Earned from Chapter 4 of the League of Explorers Campaign
Reno may have been captured by Rafaam and subjected to endless rhyming puppet shows, but that won’t stop him from injecting some of his signature flavor into Galakrond’s Awakening. Play the Amazing Reno and all minions will disappear. Where did they go? Who knows? Reno definitely doesn’t. Truly amazing work, Reno.
The Chapters will unlock on the following dates.
- Chapter 1: January 21
- Chapter 2: January 28
- Chapter 3: February 4
- Chapter 4: February 11
That’s it for now. We’ll have more of the 35 cards to show off soon. We’ll see you in Northrend to retake Dalaran and save the world! Or soar with Rafaam to the highest heights of villainy? It’s your choice.
Comments
It specifically says affects only playable cards so wouldn't corrupt a 10 mana card at turn 4.
I'm less sure if it would affect a 5 mana card if opponent at 4 mana when you play it but they will have 5 mana when their turn starts. I assume no? Technically none of their cards are playable when you play this as it's your turn :)
Prepare for the most tilting turn 6-7 Chaos Gazer plays to ever exist in hearthstone history.
This should have been neutral so I can fit it into as many decks as I can just to brighten my day.
Just as a note, do you have an idea what 'corrupt a card' means?
It means the card is tagged. If your opponent does not play it on their next turn, it is discarded.
yes, actually, years ago we have adventure - packs - adventure - packs cycle and it was fine, but after 2 years, i think, blizz wanted more money, coz adventure too easy to obtain just 3500 gold and you got whole new expanssion even real money not needed. And they said - no adventures just packs, but, we will give you small single player exp. for free and all fine with it (maybe not all, but most of us), then came payment additions (not must have, but for who really wants single) now we have addon with packs with full old school real money or gold adventure, yes, this time 4 wings will be free. but still. it's not so good for f2p experience.
Yes, now we have 60 gold guarantee quests, but if here will be 6 addons per year - it's really not enough. Not complaining, no regrets for buying single players, best things in HS so far, but still, it's good object to discuss
They need to make money.
They need to keep the game f2p viable.
So they have to balance it to achieve both aims. If this is a one off 2800 gold expenditure we were warned about ahead of time (which we were) that's ok. If it's 3 expacs + 8400 gold for 3 adventures every year all but the most hardcore f2p players (infinite arena etc) will struggle to stay engaged.
Sure some will spend money, but most I think would leave over time. That's bad not only because I'd fall into the latter group, but the player base will reduce and new players will be rare. Queue times increasing and may put the future of the game in doubt eventually.
I think they're testing the waters with this new arrangement. If the heat is low enough this might be a permanent thing every year, if not every expansion.
Save 700 gold per week. It's 40 gold extra upon the daily quest per day. They've given the players enough time to invest their gold for the expansion anyway.
For those without much dust or gold, and have not been lucky with their packs so far, I'd say there's a good reason for them to save it up for packs rather than get the adventures. It really all depends on legendaries up on offer, but its just yet another massive boulder to cross for my f2p friends out there.
Interesting; while I would probably prefer the dungeon-crawl style of the previous solo adventures, I really like the split story idea and hope it's implemented well. The cards previewed go from decent to bonkers (a paladin reborn mech for 2 mana???), but I am excited!
Awesome little Trailer!
The Devs really put in some Work into this whole Expansion: Free Stuff, multiple Hero-Cards, Updates and now they'll add even more Cards! Really a great Climax for the Year of the Dragon.
The new Reno and that Warlock-Card seem pretty interessting, the Pally-Mech looks solid (Shielded Minibot anyone?) and that Priest-Card... uhh, exists? That's the most positive thing I can come up with.
BTW: Does anyone know how many Cards per Class there will be? Going by Karazhan and LoE (45 Cards), it could be 3 for all + some Neutrals. Or maybe it's like Blackrock (31) with 2 for all + 4 Heroes for the good guys.
Pre-ordered. I don't buy card packs and I always enjoy the solo content. Excited for this to come out.
So we get 4 heros from league, neat.
Chaos Gazer will definitely kill cards, I'm pretty sure it will be seen play just to ruin cards, combo decks will hate this card for sure, specially in the late games
Shotbot is pretty good with mech synergies and quest.
Dark Prophecy seems like a card you definitely want in an aggressive deck. very good to muligan.
Reno seems slow, good removal, hopefully the hero power is strong.
EDIT:
Wait, does reno delete ALL minions and not just from board? if that's the case Reno might be bonkers for that reason!
If reno actually make ALL minions go away including from hand and deck too, then HOLY CRAP, that is wild as hell.
only minions on board and minions neither can be resurrected or trigger their deathrattles
Has the can’t be resurrected been confirmed? That’s sounds amazing if it’s true
I think it's only on board, just like twisting nether. If it was hand and deck as well, blizz would have added a "wherever they are" clause to it
another useless card for priest. who would have thought?
this is sad.
i think reno battlecry removes minions from graveyard too. thats scary!
1) Dark Prophecy. Solid arena card (remember Arena? that other game mode?). I doubt it will see constructed play, but it's a nice little card for its cost.
2) Shotbot. Uh, am I crazy or is this actually better than Shielded Minibot, one of the best 2-drops ever printed? Super excellent card that I don't like.
3) Chaos Gazer: The word "playable" is tripping me up. Why not say "Corrupt a card in your opponent's hand." We're going to need some gameplay clarification, like if the card knows it can only corrupt stuff with a mana cost equal or less than your opponent's next turn. If your opponent is holding expensive cards on turn 3, will it essentially do nothing? Still, a potential combo disruptor in the late game. Play Malygos NOW or you don't play him at all.
4) Plague of Death plus 5 armor for one more mana? Seems good! What else were we doing with that last mana crystal anyway? They should tell us the hero power as well. Seems like a great card. Near auto-include for the battlecry effect and healing.
I think that's exactly what it means. Which sort of makes sense to me--otherwise you would always just tempo this out on Turn 3 and have a ~60% chance of hitting a card that costs > 4 mana, which sounds broken to me.
So adventures are going back to how they used to be. New meta cards and a unique thought about storyline instead of a randomizer with a fresh skin. Nice.
That's not quite right:
" In each encounter, you’ll take control of one of the heroes or villains you’ve seen this year, and you’ll be given a premade deck built specifically for that encounter."