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  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Jitterbug is a powerhouse. The best move when facing Divine Shield opponents is often to leave Divine Shield up. The punish for doing so is now REAL. On top of that, if Pally can generate Divine Shield on their turn and drop a Jitterbug, they are getting card advantage immediately.

    The "downside" to Jitterbug is the hit to stats. Sub-Yeti Health is bad, right? Well, when the enemy has to waste a damage source just clearing the Divine Shield, you've likely broken even there or even made a profit. So no real downside.

    If Pally gets a wide board early they could win the game by 5 just from card advantage. This is the kind of beatings Death Knight needs to match it. I'm not so sure the other classes deserve it.

    Spotlight is harder to estimate without being able to test a deck out. What it does do is punish the crap out of slower decks. Most decks have a hard time generating 5 damage AoE. (With Shadowcloth Needle going away, Undead Priest is really hurting on this point.) That means that the even if you sacrifice the minion holding Divine Shield to enemy crowd control, you still likely have an Elemental ready to swing face.

    And if a deck doesn't clear your crappiest Divine Shield minion, you punish with a 2-mana 5/5. And maybe you draw a card.

    And do you know what gives you a lot of trash weenies with Divine Shield? Lothraxion the Redeemed. Boy, it would be great if he were in Core -- oh look, he is. I questioned his usefulness in this expansion until now. And until he comes out, Buffet Biggun, Blood Matriarch Liadrin, and Sanguine Soldier can get you some cheap sources as well.

    Okay, upon reflection, this card may be waaaaay easier to play than I thought. 3 mana make a 2/1 and a 5/5 by turn 2 is pretty okay.

    I immediately thought that this was going to be a Control payoff effect with Starlight Groove. I'm now thinking that Starlight Groove has even more tempo/aggro potential than I originally thought. It will be like Warrior where you are forced to hit face to clear off Armor/Divine Shield so that the Warrior/Paladin can't synergize with it. That's going to be annoying to face and amusing to use.

    Funkfin is a Bloodlust. Drop him and maybe a Seal of Blood after your Divine Shielded Silver Hand goons were ignored by your opponent and get that win. Eat your heart out, Grave Strength.

    Okay, Paladin's looking solid, maybe as strong as it was at the top of the rotation before last. If Death Knight gets nerfed, so will Paladin and vice-versa, imo. Paladin should've gotten the metal theme instead of Death Knight, because Pally will be fuckin' brutal.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    In both cases the goal is to conserve Attack even as minions are lost with the eventual intent to attack the enemy hero with the minion(s) conserving attack as no deck running either of these has the ability to do significant face damage from hand or through hero attacks. Flag Runner comes down a turn or two earlier, conserves more attack because it can gain it from sacrificed minions over time, and combos better with minion-producers and support such as Wrathscale Naga because it costs less.

    So if you are lucky enough to have a bunch of rush minions survive a turn

    Why would you be lucky enough to have this happen? How on God's green Earth are you relying on luck to do what your deck should be doing every single game? Why would your minions survive attacks when they're supposed to die in order to grant attacks?

    On top of this, how is any deck you can beat with this deck not dying to literally any other minion deck? There are a lot of players who don't play Demon Hunter who get really upset when I point out problems here. The same thing happened with previous Demon Hunter cards -- people who didn't play DH got pissed when DH players were down on them, then conveniently forgot their malding when the playrate of the relevant cards turned out to hover near zero. (Azsharan Defector was a hilarious example.)

    Any viable deck needs to be able to handle a large number of 2-Health minions coming at it in the midgame because Unholy DK exists. DH generates a bunch of 1-Health minions, and does it more slowly. This doesn't work on paper. We had a better version of this in practice at the top of the last rotation and it was powercrept almost immediately.

    So is it a one of that costs 1 more? Yes. But it’s effect has much more burst damage potential!

    It has less damage potential. All you're doing is inefficiently clearing minions. None of that is doing significant face damage because it will be cheaply cleared. Having six Health the opponent can't efficiently clear with mounting attack has more damage potential.

    In wild, no matter what minions you have on board you can drop Halveria and Broom to make them all Rush minions.

    In Wild, I can lock up my opponent's mana, have a wider board, and have taller minions while clearing the opponent's minions by the time Halveria can drop. In Wild, it's even easier for Halveria to be destroyed. You actually don't want weenie Rush minions to gain attack if you're using Wrathscale in either format because you want as much enemy minion Health as possible on the board so you can send more minions into them and generate Wrathscale hits. In Wild, she's the answer to the question that no one asked. I could lose a winning game by playing her.

    Again: we've already been playing weenie DH. We don't have to guess its weaknesses. We already experienced them.

  • Blizzard Reveals Hearthstone's New Core Set for 2023 - Year of the Wolf

    Obviously so they could retain the entire three-part joke in the eclipse cards' flavor texts.

  • New Demon Hunter Minion - Snakebite

    Quote From dapperdog

    I'll be honest here, the fact that Flag Runner never saw any play makes me very doubtful this can.

    Flag Runner saw play in that hyper-aggro Demon Hunter from Sunken City's early meta.

  • New Demon Hunter Minion - Snakebite

    Quote From dapperdog

    I'll be honest here, the fact that Flag Runner never saw any play makes me very doubtful this can. Cards that only get better when you lose board is technically never a good thing, as we have found out later in alterac.

    But I'll give this one a chance, because even as a 4/4 rush minion that followed up from SECURITY!! on 4, that's still decent enough result. Probably wont see play, but definitely a maybe.

     

    I think this has a potential step above Flag Runner as it is a battlecry vs a static effect.  When a minion has a static effect, they tend to be targets right out the gate.  Vs a Battlecry is more difficult to be dealt with.

     

    I think the caveat to this is that it will rarely, if ever, be played on the curve.  It will take board presence for at least one turn to be useful.  That or a number of low cost rush summons, which there are plenty of in the game.

  • New Mage Spell - Infinitize the Maxitude

    I think people are being too harsh on this card. Discover last isn't usually optimal, but it's not the end of the world. There's plenty of times when you play a Discover card on curve for a future turn (For example, Identity Theft, Nerubian Vizier, and Venomous Scorpid are frequently all used this way). This requires a slow matchup for maximum value where you can afford to grind out a bit of value every turn. It's too specific to maindeck, but I think this will be a solid ETC card for midrange/control Mages and a top-tier Discover itself.

  • New Mage Spell - Infinitize the Maxitude

    Pretty bad for one reason alone: You always have to discover last and you never want to do that because Discover is about finding answers to your current situation not a hypothetical future turn.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Comparing Halveria and Flag Runner seems misguided.  Flag Runner gives itself attack, while Halveria gives all of your minions, I assume including itself, +1 when a Rush minion attacks.  So if you are lucky enough to have a bunch of rush minions survive a turn, you drop Halveria and send those minions to Face, watching them get stronger with each hit from a friendly Rush.  So is it a one of that costs 1 more?  Yes.  But it’s effect has much more burst damage potential!

    In wild, no matter what minions you have on board you can drop Halveria and Broom to make them all Rush minions.  Similar to how the ETC, God of Metal combo works.

  • Blizzard Reveals Hearthstone's New Core Set for 2023 - Year of the Wolf

    It's not really shocking. Cards just do more than put stats on the board now. Boom does nothing except produce aboveaverage stats, which was good back then, but isn't enough now.

     

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    I made this for a custom competition last year:

    ...just sayin'.

    Naturally I really like these Divine Shield cards...even if it is a stupid Murloc.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Staff

    And the best part is that since it's a Holy spell, it works perfectly with Starlight Groove. You just get the Divine Shield back right away with a 5/5.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    I had the same question - that seems correct based on a plain-text reading of the card.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Staff

    Does Spotlight convert the Divine Shield itself? Like, it removes it from whoever has it and summons a 5/5? If so, that's pretty cool. 

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Funkin might be cool with divine shield silver hand recruits 

  • New Paladin Spell - Spotlight

    Staff

    A new Epic Paladin Spell, Spotlight, has been revealed!

    Spotlight Card Image

    Discuss this card below or head on over to the card page to give it a rating!


    Learn more about Festival of Legends

    Head on over to our dedicated guide for Festival of Legends!


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  • New Paladin Minion - Jitterbug

    Staff

    A new Rare Paladin Minion, Jitterbug, has been revealed!

    Jitterbug Card Image

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    Head on over to our dedicated guide for Festival of Legends!


    Get Cheaper Card Packs

    This section contains affiliate links.

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  • New Paladin Minion - Funkfin

    Staff

    A new Common Paladin Minion, Funkfin, has been revealed!

    Funkfin Card Image

    Discuss this card below or head on over to the card page to give it a rating!


    Learn more about Festival of Legends

    Head on over to our dedicated guide for Festival of Legends!


    Get Cheaper Card Packs

    This section contains affiliate links.

    If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.

  • New Demon Hunter Spell - Rush the Stage

    Useful for Proving Grounds deck if I want to draw some Big Rush early.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Out of these cards only Rush the Stage seems pretty broken

    Can definitely see a grindy achievements for Infinitize the Maxitude

  • Card Design Conversation - Dead Space

    My name is Makoto Naegi, and we will get punished if we don't discuss this, don't lose hope now!

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Rush Demon Hunter is the most thematic Demon Hunter concept the devs have come up with since release.

    (Hell, it's the only thematic Demon Hunter concept the devs have come up with since release, but I give credit where credit is due.)

    Having shit on their choices since that time, including just days ago, this is the kind of relief you get after you stop experiencing excruciating pain. But it's still technically relief.

    As for the cards themselves -- ehhhhh.

    Let's start with the best:

    Rush the Stage has the absolute most potential here. It's not the best cost reduction, but tutoring plus cost reduction is potentially huge. If the devs don't abandon Rush going forward (which they well may), this will be key to Demon Hunter Rush success.

    Snakebite will be a frustrating card to run. It will have blowout turns, to be sure, but against Control it's going to feel awful. If the devs had thrown the only weenie card worth a damn back into Standard -- Expendable Performers -- Snakebite could be part of a more-reliable package. As it stands, there are a lot of board states where it just whiffs.

    But lets say it doesn't whiff. You put out a monster rush 10/10 for 2. Great. Swell. The opponent destroys it and the game moves on.

    There's no real follow-up. You don't have super-scary weapon damage to finish or other chunky gals to threaten with. Unholy Death Knight is fielding some thick minions and they don't have to do Hearthsthstone trigonometry to do it.

    Being forced to run Immolation Aura in an aggro deck just to combo your good card into acceptability doesn't seem great. And the rest of the package hits like a wet noodle. You're fragile and not sticking any boards here.

    SECURITY!! is the workhorse that's supposed to make the rest of this go. If you don't pull it or Coordinated Strike on Coin, you're fucked. Battleworn Vanguard rotates and the devs once again shut Umberwing out of rotation.

    Note that unless you're dropping specifically SECURITY!!, you're paying a lot of mana for a bunch of minions who are about to die who will then, maybe, put an okay-statted minion onto the board.

    Halveria Darkraven seems just plain bad. Her stats are fucking awful. How is it that Team 5 just got through giving 1-drops and 2-drops +1 Health in the Core set and this 4-drop is coming in sub-yeti with an ability that only works if you're damn near already winning board. You have ZERO stickiness and some of the lowest-Health minions imaginable. The only way her ability even works is if you're popcorning minions, throwing away their attack asap, which means some of those stats will be wasted in your trades. This is some bullshit right here.

    Halveria Darkraven is a worse card than Flag Runner, which costs one less and isn't legendary.

    Well, in the short-term abandon all hope, 'cause DH is DOA. Outcast is a bad mechanic -- always was -- because it literally can provide nothing but a cost break and it's clear that the devs don't want it to even do that. (SECURITY!! is trash non-Outcast and not great when conditions are met.) The only effects DH has to manipulate its hand order (the Nathria hand-return duo) the devs have already given up on -- and they didn't even intend for the effect to really be used that way, anyway. Rush AND statbuff is a possible way forward, but they stumble at the starting line there.

    I'm guessing that, so far, the no-minion Demon Hunter has a healthier chance here than minion-based decks. (Jace Darkweaver is gone so even that mediocre mainstay is off the table.) Sinful Brand into weenies whose only job is dying for face damage seems like it might be a better bet than trying to go toe-to-to with stickier aggro. We have to wait a whole expansion before DH gets to play anything but gimmicky combo.

    But after that, the devs might stumble backward into a good mediocre but acceptable idea.


    In other news, Infinitize the Maxitude could be acceptably-slow value at the top of rotation but there's little chance of it surviving once deck power curves up going forward. Grindy Control matches would have to come back in a BIG way to make this worth serious consideration after that.

    Credit to this card and DJ Manastorm on presentation, though.

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Halveria Darkraven - Seems like a high piwered finisher for token dh, assuming token dh is viable. I don’t know where else you’d put this. Dh is currently losing their support from alterac valley, and while the Wrathscale Naga buff is nice I don’t think it’ll be enough.

    Rush the Stage Is a nice card. Maybe outcast cares enough about finding their Vengeful Wallopers and Fierce Outsiders that it makes the cut in outcast dh. In token dh this doesn’t have enough targets they’d care about (pretty much just Snakebite).

    Snakebite - can’t believe they powercreeped the all powerful Wicked Skeleton Smh. More seriously this is an okay card. Considering how hard it is sometimes to get Feast of Souls to work I forsee similar problems with this card.

    SECURITY!! - Token dh probably wants the extra summon spell and it’s a decent spell for outcast dh. H

  • All Day 7 Card Reveals for Hearthstone's Festival of Legends Expansion

    Is that a... worgen demon hunter?

  • New Demon Hunter Minion - Halveria Darkraven

    I'd probably not think this card much, but I concede its win rate might just surprise me.

    Because if you just play this along with Coordinated Strike or SECURITY!! youre actually just buffing your minions by 4 attack, and chances are good that's good enough to severely damage, if not outright win you the game.

    Yes, you need to have an attacking board first, but if a card guarantees you a win if you can keep board I'd say go for it. That's practically how Savage Roar decks function, because there will be a time where they cannot fully rid your board.

  • New Demon Hunter Spell - Rush the Stage

    To be honest, the only thing stopping this from being good is that I can't think of many rush minion you'd want to tutor out of your deck.

    Fierce Outsider and Vengeful Walloper is probably the closest I can think of because you're likely to be able to play them immediately after drawing them.

    Maybe that's enough honestly. Fierce outsider in particular is just nutty on 0 mana, and this card reliably puts them in outcast position at least 50% of the time, if not 100% always.