Welcome one and all to the live recap of the final reveal stream! We'll have all the cards added here as they're revealed to us.
Recap of Upcoming Dates
Remember that we're getting a somewhat staggered release of content this time! Here's the dates you need to know.
March 26th
- Priest Rework
- Hall of Fame
- Duplicate Protection
- Illidan in Battlegrounds
- New/Returning Player Free Decks
- Returning Player Missions
April 2nd
- Demon Hunter Prologue
April 7th
- Rotation
- Demon Hunter Unlocked
- Ashes of Outland Unlocked
New Cards
We'll be showing off the new cards here!
Demon Hunter
Druid
Hunter
Mage
Priest
Rogue
Shaman
Warlock
Warrior
Neutral
Live Stream
Check out the stream live!
Learn More About the Year of the Phoenix & Hearthstone 2020 Changes
If you're looking for all the new details on the Year of the Phoenix and Hearthstone 2020, we've got you covered!
Learn More About Ashes of Outland
The first Hearthstone expansion of 2020 is Ashes of Outland! You can learn more about the expansion, including seeing all the revealed cards, in our dedicated Ashes of Outland Expansion Guide!
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Comments
@ShadowsOfSense you forgot 1 thing.
April 1st
New Ladder System
I feel that the Augmerchant cards could have been the new Lackey. Their effects are pretty interesting deal 1 damage to your friendly minion for a benefit. I feel that concept could have been an interesting gameplay.
Plus, I am surprise that the commons in this set are pretty descent. Usually, they have terrible effects and just plain stats to put in your deck as a new/FTP. However, they are descent enough to be played and be replaced with better cards when you have the resourced to do so.
Overall, I feel that this set, the first Phoenix set, is looking to have the same or slightly higher power level of that to the Dragon sets. I'm glad it is not another Raven power level.
Just going to throw my vote for best card art at Bamboozle.
Also, a few of these cards would adapt nicely into battlegrounds. Hopefully we see some support cards like Rustsworn Cultist added.
I was waiting for a secret tech since Chief Inspector is rotating out.
Standard have no secret tech first time after those years.
Seems like Team 5 wants Secret Rogue to work well.
You will never see a secret tech anymore, because there is one in the Classic Set, though this card is really bad...
Never say never :)
They incorporated Secret tech into the Classic set so they wouldn't have to keep printing more. SI:7 Infiltrator. Yes it's not as good as the secret tech from past expansions, but it does exist in the game.
oh, I completely forgot about that card after leaving Hearthstone for LoR. I'm kind of a returning player so thanks for warning. :)
there is the semi new classic 5/4 destroy a secret. Cant remember the name tho
Why neutral token support is suddenly in card dumb... what is that Rustsworn Cultist?
Why can't token support be neutral? It's not like tokens are a Druid-exclusive mechanic
I mean i don't mind, just surprised... Also why something so potentially impactful is in card dump is my main concern, it should have had it's own separate big reveal
You would think Dean would have invested something better than a $2.00 mic. Sound quality from him was horrible. I could tell Dean didn't like it when Kripp disparaged a card. It was like Kripp was insulting his mother. Kripp on the other could try saying more nice things like commenting on the art or animations.
I haven't played much HS since Runeterra came out and that stream did very little to bring me back. The prevalence of RNG in so many cards just isn't fun any more. A little RNG is fine, but when it's one of the main mechanics, far too many matches are determined by dice rolls. It's hard to take the game seriously when so much is left to chance, and there's no way to play the decks I want unless I put a ton of time into playing or put a ton of money into the game, so I might as well not play at all.
If RNG is starting to bug you as well, it's worth giving Legends of Runeterra a chance. You can easily get a ton of cards for free every week and the dynamic turn system offers a lot of strategy options.
I love LoR now but blaming HS on rng is a noob move, sorry. theres is a lot of RNG sure but i see not so good players always blaming stuff on RNG. u can bend it to ur will and thats why pros maintain their dominance despite such rng u claim that decides matchs. SOMETIMES it does but most of the time its maneuvered into ur favor with the various plays u do prior to the final momet
I didn't say all or even a majority of matches are determined by RNG. I said far too many are. It's may only be ~20% determined by RNG, but that's gotten to be too much for me now. That figure might not be a problem in the pros because tournaments are based on best of 3 or best of 5, but when I'm just playing 1-2 games on my lunch break, 20% is too common.
Plus, my complaint isn't so much the number of games that are determined by RNG. It's the new cards that encourage players to rely on RNG, like the new casino mage prime card. How would a pro bend that RNG to their will? Maybe they can't and the card turns out to be too inconsistent to be used in serious decks, but how would that be a good thing? It would suck for mage players if one of their two legendary cards this expansion was unplayable because of inconsistency. Blizzard could have made another fun, playable card in that slot, but they had to stick with their RNG focus.
Even if Blizzard eliminates all RNG mechanics from cards, their limit of 1 legendary per deck will always be a significant RNG factor. Many legendary cards encourage some fun decks built around them, but how consistent are they if they're near the bottom of your deck? Some types of legendary cards got around that, like quests, but most leave you to find that 1 card in your deck. That may not be a huge problem in HS, but it's another reason I enjoy LoR much more because you can put 3 of any card in your deck.
Hearthstone isn't entirely a game decided by RNG, or else the same pros wouldn't be able to consistently top. There is a heavy dose of RNG in the game, but that's what blizzard was going for, as they were able to do that in the digital card space. The RNG keeps the game fresh and exciting each time you play and learning to manage the RNG, and being able to play to your best outs through all the RNG, is one of the most interesting facets of Hearthstone imo, and one of the skills that sets the pros apart.
I'm not talking about pro play. I'm talking about the average player who wants to have fun with whatever deck they made, but they face many players who don't care about fine tuning a deck and instead build decks around getting high rolls. How do you manage the RNG of playing against an evolve shaman or casino mage? They may not be consistent enough for the pros, but they are annoying enough to get tired of playing against as an average player.
I think the average player is more likely to enjoy random effects than a pro is.
Extremely random effects swinging games in your favour feels good if you're not a great player; mitigating the effects of randomness by building your deck correctly feels great for players of any skill level; overcoming or playing around some random effect can also feel great (though admittedly this does feel bad if you fail to do that); even just playing a bunch of random cards for fun as you mentioned is super fun, since games are always different.
I was one of those campaigning for unnerfed Yogg though, so I may be biased =P
That's true. However, no game that calls itself an esport should be designed or balanced around average or casual players. If that were the case, heroes in DotA such as Wisp, Chen and Earth Spirit would've been buffed despite being some of the strongest heroes in the game during their particular metas and even today. I use DotA as an example because it's the game I'm most familiar with. Game balance and design should be based on how a game is played at tournament level. It doesn't hurt to have fun random cards here and there, but there should not be entire decks based around randomly generating minions that do something random (e.g Galakrond Rogue). Seeing some of the Zephrys issues posted by people playing in tournaments recently (and laughably, even live on stream) only gives me a stronger impression that randomness is harmful to a games image as competitive.
Being able to adapt to a situation created by randomness is a skill within itself; however, randomness is not something which should be prevalent enough that it wins a game by itself or causes constant tempo swings. Someone is always going to be upset about a Rotnest Drake hitting a taunt and giving the hunter lethal, and someone is always going to be upset about Rotnest hitting the non-taunt and the hunter losing shortly after.