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  • New Mage Spell - Puzzle Box of Yogg-Saron

    "Cast 10 random spells without Yogg in their names."

    That is the first nerf this card will see.

     

    I predict it.

  • Help with expansion concept.

    Staff

    Hey, folks! So, while I was on the road today, an idea for an expansion came to me and I want you opinion on it. Here's the gist of it:

    The table above highlights the main idea of the expansion: CLASS COMBINATIONnationnation! Here's how it works:

    • You pick one class (ignore the Warrior on top and the Druid on the bottom for now)
    • You take the classes that are adjacent to it (or in this case, above and bellow it)
    • Now you can use the cards from those classes, on the condition that you don't use any of yours. Furthermore, your hero is considered to belong to both classes.

    This would be accomplished with the following card:

    "Wait a minute!", I hear you say. "What if I don't have this card?" Not possible, since this card would be given to everyone, much like C'Thun was back in the day, or Archmage Vargoth more recently. Other features of the expansion:

    • Dual class cards, that can only be used in dual class decks decks. Unlike the tri-class cards, those are NOT considered neutral, but they belong to both calsses. For example: this is an Iron Hunter card, and belongs to both a Hunter and a Warrior. In terms of burgle cards, they DON'T activate if you're holding a card that belongs to either of your classes.
    • The expansion will have two legendaries per class, as usual, except one of them will be dual class. So, really, each class would get 3 legendaries for the price of 2.

    As you can see, there are still a few kinks I need to figure out, such as the reason those classes combine, and even the main theme of the expansion. Now, a few questions:

    • Do you find the concept or mechanics too hard to follow?
    • Is there any class combo you find particularly broken? (burgle Rogue notwhitstanding)
    • Do you think I should just go with a class and the one next to it, instead of this whole "adjacent" thing? Like, the Iron Hunter right now is comprised of Warrior and Hunter, with the Druid hero power, but I could simplify things a lot but just combining Warrior and Druid, and have a Warrior with a Druid hero power. My only concern with that would be burgle Rogue.
    • Speaking of hero power, how should I handle them? Right now, each "merged" class has the HP of the class in the middle, and this works for some (Iron Hunter, for example, would get +1 Attack and 1 Armor), but makes no sense for others (Shadow Warlock summons a random totem, while Rune Priest summons a Silver Hand Recruit). Another option is to merge the Hero Powers together, and upgrade the opponent's (yes, Genn players would keep the cost reduction), but then the card enabling this would have the text too big, like so:

    And that's about it. Thanks a lot for reading and I eagerly await your replies!

  • The Great Dalaran Heist Tuning Update - Bosses Nerfed & Buffed, Player Deck Changes

    The most fun Warrior deck gets even better.

  • A quick PSA about dusting cards

    My rule of thumb is to keep any Classic Legendaries.  That way, should you open a pack with a legendary, it should be either a Golden one, or one you don't have.   That being said, I am 3 classes away from having all Golden Heroes, so I will typically only keep the Legendaries that I crack in expansions that I will use in my preferred classes.  But that's me.  I'm trying to gold out my Warlock class.

     

  • Fill & Mill

    How's it working out for you Agent911?

  • Quest Trading - Play A Friend!

    Battletag: arcio#21350
    Region: EU
    Trade Only?: Yes

  • New Warrior Minion - Restless Mummy

    Rush seems like an obvious combo with Reborn, which makes me wonder how creatively will they be able to use this new keyword

  • Decks Assemble!

    I love this brawl!  Easily one of my favourites.  I expect that people who've played deck-building games like Dominion have a real advantage in this one, but that includes me, so... yay!

     

    I'll complete a lot of quests in brawl this week.

     

  • New Mage Spell - Puzzle Box of Yogg-Saron

    Quote From RavenSunHS

    Once more, I regret having kept Yogg after the nerf. Such a waste of dust...

    If you have Grumble, Worldshaker and Shudderwock, you can build a meme ShudderYogg deck. Whenever I'm in the mood for some fireworks, I go to wild casual and play it there. The trick is to copy Shudderwock a bunch of times before playing Yogg-Saron, Hope's End.

  • Quest Trading - Play A Friend!

    done

  • Decks Assemble!

    Same with Bad Blood. I took Hakaar and wound up with one in hand after he got offed.

  • Decks Assemble!

    It's been an hour, I still haven't won once. I hate this brawl, and I have to win 3 times to do the quest.

  • Worth crafting Thunderheads for aggro shaman?

    Deck is the bane of my existence on the ladder. Reluctantly, and with much disgust, I recommend you craft the card as it's freakin' insane. :) 

  • Here's some art, make a card! [Legacy Game]

    Didn't know in wich class it would fit more, choose Shaman because the card back is blue.

    Next: 

    Must contain the full art.
    Must be a spell, but cannot be a Warlock nor a Priest spell
    Must have "Visions" or "Vision" in the title.

  • The Great Dalaran Heist Tuning Update - Bosses Nerfed & Buffed, Player Deck Changes

    Noticed the Haro Setting-Sun and Vas'no nerfs today and passed them on heroic, both of those used to be almost auto losses and now are just hard. Nearly all my heroic runs failed on a Vas'no and I still think he's the hardest non-final boss.

    Overall changes look good although some of the rogue deck changes aren't anything special.

  • Saviors of Uldum Predictions and Expactations

    Staff

    I haven't got that many predictions to share yet but here's one: Mage quest reward Hero Power will be either "add a random spell to your hand" or "cast a random spell".

  • Captain's Parrot

    Hi elbkind,

    I would like to answer your question by directing you to an archived reddit post that Ben Brode replied to. (Ben Brode was the Game Director of Hearthstone) 

    https://www.reddit.com/r/hearthstone/comments/6hzkxt/why_was_oldmurkey_removed_as_a_collection_reward/

    HAHAHAHA

    683 points·2 years ago
     

    "Hey there!

    We had to make a call on "promo" cards: Should they be Standard forever? Or Wild?

    I think it could have gone either way, but the opportunity to remove another Charge minion in Standard (Charge has been the cause of a lot of balance issues, historically), was hard to pass up. We also stopped Captain's Parrot from showing up in "random Beast" drops in Standard.

    At the end of the day, we felt like Standard would be more fun without those cards. Maybe we should have just nerfed Murk Eye to remove Charge instead, but I actually like that it exists in Wild.

    We removed it as a reward because we didn't want players to randomly unlock Wild before our yearly rotation, or before they initiated the unlock themselves by crafting a Wild card. Ideally new players move through the cards in this order: Basic > Classic > Standard-Legal > Wild.

    In game design, you can eventually get players to very high levels of complexity, but starting with the most complex thing can turn new players off. We call it the "complexity curve", start with the basics, then layer in complexity. It's why you take Algebra before Calculus, and not the other way around. It's also one of the reasons why new players don't start with everything unlocked.

    In some of the comments here I think players see it as a lost opportunity for a free Legendary. If we want to give out some other free Legendary (and that might be a good idea), I don't think doing it for this specific card (Charge, unlock Wild) is the right solution."

  • Have you pre-ordered the expansion yet?

    I'll preorder because I know I want at least that many packs.  You say we barely know any of the cards so far.  That doesn't really matter. 

    That has never been a deciding factor.  I like opening packs.  I also like playing with cards that I've never used before.  And I will want a good amount of Legendary cards to start. 

    Who knows, maybe I'll have a good run like I did during Boomsday.  

     

    No matter if the cards are good or bad, everyone will be using them because they are the new set, and they will shape the meta.  Guaranteed.  

  • reveal the new cards

    And I'm guessing that any reveals will be up on this sight very quickly after they are shown, so I think I'll just wait for that.

  • reveal the new cards

    Staff

    The official site has the empty slots waiting for the community reveal timetable but it's still empty. About two weeks until community reveals should be a solid guess. Blizzard has previously given us some cards via blog posts even before the community reveals start so make sure to check our front page every now and then for latest reveals (usually blogs happen at 10:00 PDT/13:00 EDT/19:00 CEST).

  • reveal the new cards

    The Rise of Shadows reveals started exactly a week after the announcement, so probably 1-2 weeks.

  • reveal the new cards

    Staff

    No date given so far.

  • reveal the new cards

    I would assume the reveal schedule will be posted next week. They said they were happy with the way the ROS launch went so expect everything to be released over the last couple weeks of the month.

  • reveal the new cards

    Hey Guys, when they will start revealing the new cards? Theres a date or not have been said?

  • Decks Assemble!

    Try to get Tak Nozwhisker