The face up grant an enemy vulnerable landmark is REALLY important. Chump blockers have to be aimed to work and if you cant aim chump blockers then stats matter a lot more. Desert Naturalist is a 7/8 overwhelm a non zero amount of time. This deck wants to set up on odds and attack on evens. Hitting predict is very important so the deck can go brrr. Lots of 2 ofs because of predict. Noxus seems like the best splash. Spell mana predict is something this deck probably wants so we can 6/6 gator on 5 with draw champ allegiance. Predict could allow you to splash harder. Noxus is probably the choice splash. There are options at the low middle and high end with Farron, Darius, Ballista, Decimate, House Spider, Arachnoid Sentry.
House spider MIGHT be sick as a chump attacker with vulnerable but there's already 16 2 drops.
Xenotype Researcher is NUTS.
Baccai should probably be 2 of.
Farron might be wrong since it eats the +3/+3.
Hourglass is probably a mistake.
Aphelios on 3 is really middling into rock hopper, using pablo, value bump the 3/1 is fine but they're oom and renekton arrives just the same.
Caretaker gets nommed by renekton and there's a lot of counter attack tricks.
This deck wound up being mono shurima too b/c 39 card deck seems better than 40.
From Cephalopod: 4 mana naturalist is nuts. We can always proc her with the disc. Keep an eye out for big plays on 2/3 to just crush em.
Yeah, Twin Slice has been a massive pain in the ass all year and I'm glad to see it shelved. It sucks because its a really sweet idea and the thematics were incredible, but there is such a fine line between god and unplayable with that card it feels like.
It'll be interesting to see where they'll be pushing dhunters towards, since they would be losing a good deal of their usual cards. Token dhunter, while being somewhat unamazing, has now lost some of its best cards (Nethrandamus, Wrathscale Naga, and Command the Illidari) and it remains to be seen how they intend to work better without it.
Going big might be good enough now, mostly because the other classes have had most of their best removal options taken away from them. I look forward to this taking the meta by storm and then the inevitable nerf.
But ultimately, given that dhunters is likely to be pushed as the new aggro class along with rogue, ever since hunters lost some of their best cards like Eaglehorn Bow and Kill Command, I wouldn't be surprised if we'll be seeing the usual tempo dhunter from AoO again, subject to the reveals in Barrens. Getting warglaives back at 5 is the right choice even without the slight nerf to its durability, but only time will tell if this card will still be good enough without the usual staples like Glaivebound Adept.
I agree that weakness / resistance mechanics are cool but probably a layer of complexity beyond normal HS. Mostly because you'd need to specify who's weak / resistant to what, which is a lot of clutter on cards that already try to keep to a maximum of 4 lines of text.
I also agree that they'd be perfect for Mercenaries, and it would help in making it so some characters are good against some enemies, which encourages us to try a wide range of characters.
I'm particularly interested to see whether hunter and rogue get enough spells with given schools to justify creating a janky archetype for them. E.g. shadow and nature (poison) spells are perfect thematic fits for the Subtlety and Assassination specialisations in WoW. The question is just whether Blizz wants to turn those specs into archetypes in HS. They went with Enhancement shaman last expansion despite the class having no prior weapon synergy, so who knows?
The trick that always works is using card IDs instead of names, but that does require searching for the said IDs beforehand e.g. 2704 for old Drain Soul (which will be buffed to be the same than the core card) and 11445 for the new Drain Soul.
Additionally, when using [card]-tags, you can add set="Core 2021" within the first parentheses to get the core version by using the card name, e.g. [card set="Core 2021"]Drain Soul[/card] without the bolding should give you Drain Soul.
We haven't got the new Classic-format cards in db yet but I'd imagine we'll have a similar solution for them too. Up to Flux if he wants to add new buttons for the text editor for either/both.
That's really cool - I had no idea that "set" attribute existed. Thanks for the help!
I hate Twin Slice and Altruis so much. So happy they're leaving. Umberwing is one of those cards that never felt oppressive to play against, but probably accounted for a huge boost in DH winrate in the decks it was part of.
Haha, right now my biggest question is how diligent the team will be about back-populating spell schools once rotation drops. It seems relevant (not unlike when they back-populated Elemental tags), but I don't think I've seen anything explicitly saying that they will do that.
That said, I like the idea of vulnerability or resistance to a spell type, but I suspect that if it were to be introduced, it would be used in very narrow circumstances. Adding such a feature could have lopsided balance impact (e.g. a card with resistance to holy would screw over Priest and Paladin, and do basically nothing to Mage).
Yeah I also was mostly disappointed by the new art. As you mention, I think the wide angle of the dragons just doesn't work as well. When you are zoomed in on their faces, they look larger than life and you really get that feeling of power, awe, majesty, etc.
Also, they just look a bit too colorful and cartoony, much like the Shadow Hunter Vol'jin card, which again, pales in comparison to Vol'jin.
I am quite happy with Spell Tribes added to the game and that brings some posibillities to the game and questions to my mind.
I never thought that Rogues will get nature spells and then i learned that Poisons deal nature damage in WoW as a person who played WoW for a little time and it makes me ask the question that "What kind of synergy can a rogue get with nature tribe."
I can answer this question with the bunch of existent mechanics of Hearthstone;
There might be cards that discovers "Nature" spells
There might be cards that discounts the mana cost of "Nature" spells.
There might be cards that makes you draw "Nature" Spells or copy "Nature" spells.
Here comes the interesting part. Since Deadly Poison is the Nature spell, Does it mean that The weapon which is buffed with Deadly Poison will deal Nature damage like WoW? If it is like that, it brings some opportunities to the game like Nature Resistance +X, Frost Resistance +X etc. or vice versa; Nature Vulnerability +X , Frost Vulnerability +X.
I mean, I really don't think that will the case for the core game, it will be so complicated for it but It makes sense when there will be upcoming Mercenaries game mode. I honestly think that there might be Resistance mechanics in it.
To be honest, I do think that the artwork left alot to be desired. Its not bad, but it's not epic. Compare both versions of Alexstrasza, old Alex looked like the real stuff (the golden animation is to die for) and this one just looks like she stubbed her tail mid flight.
Even old Deathwing looked real mean, staring down at us worthless mortals. New deathwing looks more like he's spewing lava after a particularly bad episode of chilli.
Its a small point to be sure, and I do not doubt the talent involved, but something looks suppressed here. Its as though that its entirely deliberate, a struggle to get an artform that's neither realistically epic and yet not downright cartoony.
Alex will be just a really annoying card to have exist. If not run outright, which i think that will happen, Discover and random effects giving you 8 face damage is going to be quite annoying for your opponent.
You'll now find Core 2021's set guide is under Forged in the Barrens in Expansions.
Year of the Phoenix is still going to kick around for a bit under Expansions. Once we move on to Gryphon, Core 2021 will move to be under that category.
Cards dropdown moved to a mega menu to make it easier to use on desktop - it gets a bit longer on mobile now but it is categorized at least!
Arena menu is now the Modes menu. It's fairly empty right now but we'll add to it! Dedicated portals for BGs, Duels, and Mercs are coming.
Chevrolet Movie Theatre
Thoughts:
The face up grant an enemy vulnerable landmark is REALLY important. Chump blockers have to be aimed to work and if you cant aim chump blockers then stats matter a lot more. Desert Naturalist is a 7/8 overwhelm a non zero amount of time. This deck wants to set up on odds and attack on evens. Hitting predict is very important so the deck can go brrr. Lots of 2 ofs because of predict. Noxus seems like the best splash. Spell mana predict is something this deck probably wants so we can 6/6 gator on 5 with draw champ allegiance. Predict could allow you to splash harder. Noxus is probably the choice splash. There are options at the low middle and high end with Farron, Darius, Ballista, Decimate, House Spider, Arachnoid Sentry.
House spider MIGHT be sick as a chump attacker with vulnerable but there's already 16 2 drops.
Xenotype Researcher is NUTS.
Baccai should probably be 2 of.
Farron might be wrong since it eats the +3/+3.
Hourglass is probably a mistake.
Aphelios on 3 is really middling into rock hopper, using pablo, value bump the 3/1 is fine but they're oom and renekton arrives just the same.
Caretaker gets nommed by renekton and there's a lot of counter attack tricks.
This deck wound up being mono shurima too b/c 39 card deck seems better than 40.
From Cephalopod: 4 mana naturalist is nuts. We can always proc her with the disc. Keep an eye out for big plays on 2/3 to just crush em.
Out of Cards Changelog - 2020-02-26
Something about how we don't release patch notes enough. Yup, that's what this line should be. Anyway, onto it!
New Features
Hearthstone
Runeterrra
Bug Fixes
General
Hearthstone
Known Issues
Hearthstone
Mythgard
All 51 Returning Cards That Received Buffs and Changes in Hearthstone's New Core Set
ah okay that makes sense thanks for clearing it up
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
Yeah, Twin Slice has been a massive pain in the ass all year and I'm glad to see it shelved. It sucks because its a really sweet idea and the thematics were incredible, but there is such a fine line between god and unplayable with that card it feels like.
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
It'll be interesting to see where they'll be pushing dhunters towards, since they would be losing a good deal of their usual cards. Token dhunter, while being somewhat unamazing, has now lost some of its best cards (Nethrandamus, Wrathscale Naga, and Command the Illidari) and it remains to be seen how they intend to work better without it.
Going big might be good enough now, mostly because the other classes have had most of their best removal options taken away from them. I look forward to this taking the meta by storm and then the inevitable nerf.
But ultimately, given that dhunters is likely to be pushed as the new aggro class along with rogue, ever since hunters lost some of their best cards like Eaglehorn Bow and Kill Command, I wouldn't be surprised if we'll be seeing the usual tempo dhunter from AoO again, subject to the reveals in Barrens. Getting warglaives back at 5 is the right choice even without the slight nerf to its durability, but only time will tell if this card will still be good enough without the usual staples like Glaivebound Adept.
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
I should have caught this when editing. I removed the mention of it to prevent any confusion.
New Freljord Spell - Ancestral Boon
Wow, very very strong card, I'm guessing it will get nerfed.
Spell Schools - Posibilites, Some Questions + Mercenaries
I agree that weakness / resistance mechanics are cool but probably a layer of complexity beyond normal HS. Mostly because you'd need to specify who's weak / resistant to what, which is a lot of clutter on cards that already try to keep to a maximum of 4 lines of text.
I also agree that they'd be perfect for Mercenaries, and it would help in making it so some characters are good against some enemies, which encourages us to try a wide range of characters.
I'm particularly interested to see whether hunter and rogue get enough spells with given schools to justify creating a janky archetype for them. E.g. shadow and nature (poison) spells are perfect thematic fits for the Subtlety and Assassination specialisations in WoW. The question is just whether Blizz wants to turn those specs into archetypes in HS. They went with Enhancement shaman last expansion despite the class having no prior weapon synergy, so who knows?
New Demacia Card - Dragon Chow
I love how creative this card is. I never would've thought of it but the effect feels so natural and accurate to the lore.
Has anyone started to address the challenge of specifying card versions?
That's really cool - I had no idea that "set" attribute existed. Thanks for the help!
New Druid Minion - Nordrassil Druid
Every conceivable archetype in the game is getting hit with this rotation. For every Savage Roar, there's an Eviscerate that's also going away.
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
I hate Twin Slice and Altruis so much. So happy they're leaving. Umberwing is one of those cards that never felt oppressive to play against, but probably accounted for a huge boost in DH winrate in the decks it was part of.
Spell Schools - Posibilites, Some Questions + Mercenaries
Haha, right now my biggest question is how diligent the team will be about back-populating spell schools once rotation drops. It seems relevant (not unlike when they back-populated Elemental tags), but I don't think I've seen anything explicitly saying that they will do that.
That said, I like the idea of vulnerability or resistance to a spell type, but I suspect that if it were to be introduced, it would be used in very narrow circumstances. Adding such a feature could have lopsided balance impact (e.g. a card with resistance to holy would screw over Priest and Paladin, and do basically nothing to Mage).
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
Indeed. Nothing even seemed wrong to me. I was thinking he might end up making the Core set though.
But at least none of the rest of the review is affected by this.
How is Demon Hunter Going to Perform in Hearthstone's Year of the Gryphon? Core Set Review
Kayn is Ashes of Outland.
He is not leaving!!!!
Alexstrasza, Nozdormu, and Onyxia All Received Remakes - How Well Will They Do?
Yeah I also was mostly disappointed by the new art. As you mention, I think the wide angle of the dragons just doesn't work as well. When you are zoomed in on their faces, they look larger than life and you really get that feeling of power, awe, majesty, etc.
Also, they just look a bit too colorful and cartoony, much like the Shadow Hunter Vol'jin card, which again, pales in comparison to Vol'jin.
17 New Cards Revealed for Runeterra's Empires of the Ascended Expansion - Multiple Regions!
That's hilarious!
How do we work out the odds of pulling Dreadway?
New Targon Landmark - Startipped Peak
Targon has better ways to get the 3 mana or less celestials.
New Freljord Spell - Spoils of War
It's like they made this card for Gangplank/Sejuani and nothing else.
New Demacia Card - Dragon Chow
I give this 5 stars just for that artwork.
Spell Schools - Posibilites, Some Questions + Mercenaries
I am quite happy with Spell Tribes added to the game and that brings some posibillities to the game and questions to my mind.
I never thought that Rogues will get nature spells and then i learned that Poisons deal nature damage in WoW as a person who played WoW for a little time and it makes me ask the question that "What kind of synergy can a rogue get with nature tribe."
I can answer this question with the bunch of existent mechanics of Hearthstone;
Here comes the interesting part. Since Deadly Poison is the Nature spell, Does it mean that The weapon which is buffed with Deadly Poison will deal Nature damage like WoW?
If it is like that, it brings some opportunities to the game like Nature Resistance +X, Frost Resistance +X etc. or vice versa; Nature Vulnerability +X , Frost Vulnerability +X.
I mean, I really don't think that will the case for the core game, it will be so complicated for it but It makes sense when there will be upcoming Mercenaries game mode. I honestly think that there might be Resistance mechanics in it.
What do you think about it?
Alexstrasza, Nozdormu, and Onyxia All Received Remakes - How Well Will They Do?
To be honest, I do think that the artwork left alot to be desired. Its not bad, but it's not epic. Compare both versions of Alexstrasza, old Alex looked like the real stuff (the golden animation is to die for) and this one just looks like she stubbed her tail mid flight.
Even old Deathwing looked real mean, staring down at us worthless mortals. New deathwing looks more like he's spewing lava after a particularly bad episode of chilli.
Its a small point to be sure, and I do not doubt the talent involved, but something looks suppressed here. Its as though that its entirely deliberate, a struggle to get an artform that's neither realistically epic and yet not downright cartoony.
17 New Cards Revealed for Runeterra's Empires of the Ascended Expansion - Multiple Regions!
Glad to see that they are supporting some old archetypes.
Alexstrasza, Nozdormu, and Onyxia All Received Remakes - How Well Will They Do?
Alex will be just a really annoying card to have exist. If not run outright, which i think that will happen, Discover and random effects giving you 8 face damage is going to be quite annoying for your opponent.
Reachable Core Set Guide Page
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