ShadowsOfSense - Shadows for short - has been playing Hearthstone since it released, and actively creating and curating fan content for it for almost as long. An avid fan of the mighty Tortollan tribe, he also passes the time playing MTGA, Breath of the Wild and Final Fantasy XIII, to name but a few games.
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No he wouldn't summon a second parrot as far as i understand... Just like most elementals don't do their battlecry per elemental played last turn, except Ozruk who specifically says he does. So whether you played 1 quest or 5 it will be 1 parrot
So I'm a new player and I don't plan on getting this adventure any time soon (almost done buying Tombs of Terror and Dalaran Heist). Can I craft these cards without buying them?
You can craft cards from adventures only when they rotate to Wild. If you want to use them know, you have to get the advanture, and you just get them as you complete the chapters (no need to dust). That´s how it worked so far.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
Tombs of Terror and Dalaran Heist are terrible value for your gold. You are losing 400 gold for every wing you buy. If you are new I would suggest focusing more on packs and Galakrond's Awakening.
Actually, if you value cards more than content, you should stop buying Dalaran and Tombs since they just reward 3 packs per wings, while Galakrond's Awakening's value is much higher (e.g. 28 gold for 4 Legendaries and much more)
I ain't sleeping on it, seemed super strong the moment I saw it. I think of all the flexible cards, the ones that have an option to draw are usually the best.
Quest Druid doesn't really need it, you usually have better things to do than playing 3/2s or drawing a single card for 2 (Breath of Dreams already does it better)
Even after completing the quest it's basically just a slightly better Questing Explorer. Every other deck really doesn't need it either.
- Eye of the Storm - Considering that dragon's pack was 5 mana summon two 5/6 with no overload, I think this poor card has been nerfed recently before release. At 10 mana its really just not good enough, but I can see this as something to be experimented upon with control shaman and King Phaoris. Other than that, its just somewhat surprising to see something like this cost 10, and overload for 3. Given how powerful shaman has been for DoD, I doubt this card will see constructed play anytime soon
- Sky Gen'ral Kragg - Lol. Wasn't expecting this. Its a mishmash of good stuff with a condition that is easily satisfied. Its not quite Questing Explorer, but better since it guarantees an effect so long as a quest has been played, not if its active. I can see why its a conditional card; its just good, flexible stuff. Summoning a 4/2 rush is already somewhat acceptable for 4 mana, but establishing a taunt as well? I can see this being auto include in quest decks. Just slightly more difficult to activate for sidequests decks, since you don't draw them on turn 1.
- Arcane Amplifier - its Daring Fire-Eater, except its now an elemental and costing 2 more with better stats. Is it good enough to see constructed? I think so, but probably less for the obvious Jan'alai, the Dragonhawk synergy, but more because its an elemental, and its not a bad one. Elemental Allies is one of DoD's best cards and yet its also one of the most unplayable, given the lack of good elementals in standard. This one makes an elemental heavy deck for mage a little less terrible.
- Rising Winds - Its a flexible card that might see a one off in quest druid. Aside from that I just don't see it. Perhaps in embiggen druid, given that its a flexible draw card and you can establish a minion at your choosing. The twinspell is what makes this playable. Its 2 mana cycle, and that's not really half as bad as it looks.
Dragon's Pack isn't the best comparison, since that's a pay-off card for invoking and even with that restriction, the original version was so powerful it got nerfed. I think Rain of Toads is a better comparison and that card saw a bit of play. This is even more late game, but gives you enough stats to also have some offensive value. Still, 10 mana is a lot; I could only imagine this going into a highlander control shaman as a one-of.
Kragg should be good in Quest Shaman, since it either advances your quest or gives you the option of an additional 4/2 rush for 2 mana. I don't think every quest deck would play it, but I'll give it a try in Shaman, Rogue and Hunter for sure.
Chump was playing an Elemental Aggro Mage deck recently that Arcane Amplifier might fit into.
While I was initially positive, I'm starting to develop doubts about Rising Winds. Branching Paths was often used for drawing cards, but when it wasn't, the alternatives were very strong: picking armor could help you survive versus aggro or avoid getting OTK-ed, while picking attack could clear the board or add up to lethal damage. Compared to that, a 3/2 Eagle does nothing the turn it is summoned and doesn't do much late game either. Also 3/2 are not great stats for the current meta.
Comments
Eye of the storm is an absolutely insane Arena card. W
THERE HE IS !
I knew I saw Kragg in the Key art! 4 mana 6/5 isn't terrible, and obviously he gets better per quest played
I know my cyclone mage shell actually has a problem GENERATING too many quests than I usually want, he might make the cut as a goofy tech card
No he wouldn't summon a second parrot as far as i understand... Just like most elementals don't do their battlecry per elemental played last turn, except Ozruk who specifically says he does. So whether you played 1 quest or 5 it will be 1 parrot
oh well feh then
Someone leaked 8 more cards.
very specific information
https://beerbrick.com/2020/01/17/news-2020011701/
The card art makes this more convincing than it should be.
Is that a Shaman Legendary weapon I see in there? That's extremely specific; I'm thinking bullshit, but you never know *shrugs*
I agree bullshit, but I also could see it being real just because of Eye of the Storm.
So I'm a new player and I don't plan on getting this adventure any time soon (almost done buying Tombs of Terror and Dalaran Heist). Can I craft these cards without buying them?
You can craft cards from adventures only when they rotate to Wild. If you want to use them know, you have to get the advanture, and you just get them as you complete the chapters (no need to dust). That´s how it worked so far.
Tombs of Terror and Dalaran Heist are terrible value for your gold. You are losing 400 gold for every wing you buy. If you are new I would suggest focusing more on packs and Galakrond's Awakening.
No, you can't.
Actually, if you value cards more than content, you should stop buying Dalaran and Tombs since they just reward 3 packs per wings, while Galakrond's Awakening's value is much higher (e.g. 28 gold for 4 Legendaries and much more)
Four very nice cards. Everyone is going to sleep on Rising Winds. Don't sleep on Rising Winds. It's going to be a staple card like Branching Paths.
I ain't sleeping on it, seemed super strong the moment I saw it. I think of all the flexible cards, the ones that have an option to draw are usually the best.
I don't see the point tbh.
Quest Druid doesn't really need it, you usually have better things to do than playing 3/2s or drawing a single card for 2 (Breath of Dreams already does it better)
Even after completing the quest it's basically just a slightly better Questing Explorer. Every other deck really doesn't need it either.
It's not a bad card, it's just kind of redundant.
Agreed.
Quick thoughts;
- Eye of the Storm - Considering that dragon's pack was 5 mana summon two 5/6 with no overload, I think this poor card has been nerfed recently before release. At 10 mana its really just not good enough, but I can see this as something to be experimented upon with control shaman and King Phaoris. Other than that, its just somewhat surprising to see something like this cost 10, and overload for 3. Given how powerful shaman has been for DoD, I doubt this card will see constructed play anytime soon
- Sky Gen'ral Kragg - Lol. Wasn't expecting this. Its a mishmash of good stuff with a condition that is easily satisfied. Its not quite Questing Explorer, but better since it guarantees an effect so long as a quest has been played, not if its active. I can see why its a conditional card; its just good, flexible stuff. Summoning a 4/2 rush is already somewhat acceptable for 4 mana, but establishing a taunt as well? I can see this being auto include in quest decks. Just slightly more difficult to activate for sidequests decks, since you don't draw them on turn 1.
- Arcane Amplifier - its Daring Fire-Eater, except its now an elemental and costing 2 more with better stats. Is it good enough to see constructed? I think so, but probably less for the obvious Jan'alai, the Dragonhawk synergy, but more because its an elemental, and its not a bad one. Elemental Allies is one of DoD's best cards and yet its also one of the most unplayable, given the lack of good elementals in standard. This one makes an elemental heavy deck for mage a little less terrible.
- Rising Winds - Its a flexible card that might see a one off in quest druid. Aside from that I just don't see it. Perhaps in embiggen druid, given that its a flexible draw card and you can establish a minion at your choosing. The twinspell is what makes this playable. Its 2 mana cycle, and that's not really half as bad as it looks.
Dragon's Pack isn't the best comparison, since that's a pay-off card for invoking and even with that restriction, the original version was so powerful it got nerfed. I think Rain of Toads is a better comparison and that card saw a bit of play. This is even more late game, but gives you enough stats to also have some offensive value. Still, 10 mana is a lot; I could only imagine this going into a highlander control shaman as a one-of.
Kragg should be good in Quest Shaman, since it either advances your quest or gives you the option of an additional 4/2 rush for 2 mana. I don't think every quest deck would play it, but I'll give it a try in Shaman, Rogue and Hunter for sure.
Chump was playing an Elemental Aggro Mage deck recently that Arcane Amplifier might fit into.
While I was initially positive, I'm starting to develop doubts about Rising Winds. Branching Paths was often used for drawing cards, but when it wasn't, the alternatives were very strong: picking armor could help you survive versus aggro or avoid getting OTK-ed, while picking attack could clear the board or add up to lethal damage. Compared to that, a 3/2 Eagle does nothing the turn it is summoned and doesn't do much late game either. Also 3/2 are not great stats for the current meta.