Arthas
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5 years, 6 months ago
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Card Reveal
A new Epic Targon Unit, The Infinite Mindsplitter, has been revealed!
[runecardimg rating]689[/runecardimg]
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Learn more…
A new Epic Targon Unit, The Infinite Mindsplitter, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Epic Targon Unit, Inviolus Vox, has been revealed!
[runecardimg rating]687[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call o…
A new Epic Targon Unit, Inviolus Vox, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Champion Targon Unit, Aurelion Sol, has been revealed!
[runecardimg rating]686[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Ca…
A new Champion Targon Unit, Aurelion Sol, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Demacia Unit, Screeching Dragon, has been revealed!
[runecardimg rating]685[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more abou…
A new Common Demacia Unit, Screeching Dragon, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Unit, Fused Firebrand, has been revealed!
[runecardimg rating]684[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about C…
A new Common Targon Unit, Fused Firebrand, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Spell, Dragon's Clutch, has been revealed!
[runecardimg rating]683[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more abou…
A new Rare Targon Spell, Dragon's Clutch, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Unit, Whiteflame Protector, has been revealed!
[runecardimg rating]682[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more ab…
A new Common Targon Unit, Whiteflame Protector, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Unit, Herald of Dragons, has been revealed!
[runecardimg rating]681[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about C…
A new Rare Targon Unit, Herald of Dragons, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Fluxflashor
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5 years, 6 months ago
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Discussion
Since we've pushed out a few updates since this was last updated, I'm going to include some additional changes just so everyone is aware of them.
New Features
Hearthstone
Card pages now suppor…
Since we've pushed out a few updates since this was last updated, I'm going to include some additional changes just so everyone is aware of them.
New Features
Hearthstone
- Card pages now support full art.
- It is going to take some time to get all of Hearthstone's full art into our database, but it will come with time.
- We can also create and showcase wallpapers on card pages!
Runeterra
Changes
Hearthstone
- You can now filter by Artist on the card listing.
- Card pages now display their artist when we have full art available.
- If we have a link to the Artist's website, we've included it here.
Runeterra
- Deck listing now defaults to the hottest decks on the site.
- This should have been changed a very, very long time ago. Apologies!
- Deck widgets in news articles and on the portal now display their Shards cost.
- Ruenterra Expansions page overhauled to use images like our Hearthstone one.
General
- Added a link to our Merch store on the navigation.
- Avatars now get resized to a maximum of 180px by 180px.
- If your avatar isn't a square, it's going to be forced into being one.
- Unfortunately, we no longer support animated gif avatars because of this. They may make a return in the future.
- Listings on the site now tell you how many results were returned.
- Admittedly, this needs to look a little bit better since its very plain, but its functional!
- Made an update to our RSS feeds to assist readers in finding our thumbnail images.
Bug Fixes
Hearthstone
- Fixed an issue with collection calculations displaying too many missing stars on deck pages.
- Removed note about how the collection manager can't be automated and replaced it with a link to the HDT plugin.
- Fixed a missing Hearthstone breadcrumb on Tavern Brawl pages.
- Fixed collections not correctly syncing. (This has been fixed for over 2 weeks)
General
- Fixed an issue where some users were getting Premium access without paying for it.
- Polls no longer generate client-side errors if you are not logged in.
- Achievement triggers no longer generate client-side errors if you are not logged in.
Regrets
Runeterra
- We didn't get out voting and discussion site rewards for the Call of the Mountain reveal season.
- There was a bit too much going on to get this out. Our site migration took much longer than originally expected which pushed this back until the point it no longer really matters.
- Thanks to everyone who is participating anyway!
Orinoco
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5 years, 6 months ago
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Discussion
Playing Kingsbane Rogue I discovered that [card]Secret Passage[/card] will cause [card]Shadow Reflection[/card] from [card]Valeera the Hollow[/card] to not leave your hand at the end of you…
Playing Kingsbane Rogue I discovered that Secret Passage will cause Shadow Reflection from Valeera the Hollow to not leave your hand at the end of your turn. Furthermore the Shadow Reflections becomes a reflection of Secret Passage. I think it is because the Shadow Reflection returns from the ‘passage’ after your turn ends so the hero power doesn’t remove it at the end of your turn.
This gives you an extra shadow reflection next turn OR infinite secret passages (one every turn if Its the first card you play each turn).
No idea if this is of any use in some weird combo deck? Probably not but it’s a weird interaction anyway
Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Spell, Behold the Infinite, has been revealed!
[runecardimg rating]680[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more ab…
A new Common Targon Spell, Behold the Infinite, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Unit, Moondreamer, has been revealed!
[runecardimg rating]679[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call …
A new Common Targon Unit, Moondreamer, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Unit, Solari Priestess, has been revealed!
[runecardimg rating]678[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Ca…
A new Rare Targon Unit, Solari Priestess, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Unit, Lunari Priestess, has been revealed!
[runecardimg rating]677[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Ca…
A new Rare Targon Unit, Lunari Priestess, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Unit, Spacey Sketcher, has been revealed!
[runecardimg rating]675[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Cal…
A new Rare Targon Unit, Spacey Sketcher, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Arthas
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5 years, 6 months ago
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Card Reveal
A new Rare Targon Unit, Mountain Scryer, has been revealed!
[runecardimg rating]674[/runecardimg]
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Cal…
A new Rare Targon Unit, Mountain Scryer, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!

Cocoduf
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5 years, 6 months ago
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Card Reveal
I'm suggesting the following changes to a few cards from this year, for classes that in my opinion could use a little help.
The aim of these buffs is to at least provide those classes with stronger …
I'm suggesting the following changes to a few cards from this year, for classes that in my opinion could use a little help.
The aim of these buffs is to at least provide those classes with stronger options to consolidate some "non-oppressive" archetypes.

Do you think some other cards should be buffed ? Or do you think these buffs are exagerated ?
Cheese
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5 years, 5 months ago
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Fan Creations
HUNTER CORE SET REVAMP
Introduction
Neoguli's post kickstarted me to finish my own
After Priest and Shaman, it is Hunter's turn to have its core sets revised. I have all classes ready. Howev…
HUNTER CORE SET REVAMP

Introduction
Neoguli's post kickstarted me to finish my own
After Priest and Shaman, it is Hunter's turn to have its core sets revised. I have all classes ready. However, neoguli already dealt with Warlock, Druid, Rogue, Warrior, and Paladin. For the moment, I will focus on classes that weren't modified yet.
In terms of core set quality, Hunter is above average, although its sets aren't as good as Mage's or Rogue's. The main issue with Hunter's current set is its one-dimensionality. Up to 2017, Hunter was a one-dimensional class with an extremely linear gameplay. It had only one viable archetype (at best), oscillating between face and midrange.
After 2017, internal diversity increased: Egg, Cube, No-minion, Big, etc... Deathstalker Rexxar enabled late-game-oriented Hunter archetypes. Big Beast synergies enabled non-linear playstyles. One major constraint, as Blizz themselves noticed, is Hunter's lack of card draw. Lack of card draw intrinsically limits a class' design space. However Blizz developed workarounds such as card generation (Rhok'delar)or costly but powerful tutoring ([Hearthstone Card (Scavenger Ingenuity) Not Found], Ursatron) as opposed to general card draw, or "Recruit" mechanics.
Directions
General directions I follow for the core sets
Blizzard's official post on class identity is weird. It mixes class mechanics with strengths and weaknesses so most of the stuff doesn't make sense. The way I proceeded is completely different. I started by listing what should be the primary and secondary mechanics of the class, the strengths and weaknesses of the class as well as the archetypes available to it should follow from this list.
I say "core sets" a lot, but the Basic and Classic set are NOT interchangeable in their functions.
- The Basic set is the spine of the class. It ensures the class' viability and establishes its primary mechanics.
- Must be simple. Most cards must have 2 lines of text or less. Only simple keywords.
- Versatile to support multiple playstyles
- Minimal kit of everything a class needs to be viable (card draw; removal; direct damage; good standalone minions;...) even if not part of identity
- Fine if slightly more OP than what you would expect from expansions
- The Classic set is the limbs of the class. It ensures the class' internal diversity and estables its secondary mechanics.
- Presents the more "complex" mechanics of the game (Deathrattle, etc...)
- Because Classic packs are bought, there should be a sense of progression
- Unlike the Basic set, Classic cards should be slightly below average to let room for expansions
About tribal synergies, each minion type has its own identity
- Beasts
- All size of minions
- Good standalone value
- Buff each other a lot
- Each type of Beast has its subtheme (Bears=Taunt; Boars=Rush; Cats=Stealth; Wolves=buff other beasts; etc...)
- Most common type of minions, as such their identity is less precise
- Demons (Warlock & DH)
- All size of minions
- Powerful but with a drawback (taking damage; discard; ...)
- Dragons
- Medium to big minions
- "If you're holding a Dragon"
- Hand synergy
- Lots of legendaries
- 4/12 statline as a signature
- Elementals
- All size of minions
- "If you played an Elemental last turn"
- Value generation
- Battlecries
- Mechs
- Mechs were the focus of only 2 expansions (GvG and Boomsday) but they're otherwise a rare tribe and have no central identity!
- Murlocs
- Small minions
- Board-wide buffs for other Murlocs
- Relies on early-game snowballing. If allowed to stay on the board, they become nearly unstoppable
- Pirates
- Small to medium minions
- Weapon synergy
- Lots of direct damage
- Totems (Shaman)
- Small minions
- 0 attack with some exceptions
- Powerful ongoing effects (aura/end of turn/whenever)
Tribal synergies are part of a class primary identity in only 3 cases
- Beasts for Hunter
- Totems for Shaman
- Demons for Walocks and DHs
All other class-tribe associations are mostly a matter of coincidence as these tribes happen to fit in the class identity (eg pirates for Warrior/Rogue)
About which keywords I chose to keep in the core sets
- Charge vs Rush - As you know, Charge is a dangerous keyword. This is why Rush was introduced...however there are a few cards that were meant to be finishers that wouldn't make sense without Rush. I will replace Charge with Rush on all core cards with Charge (and tweak stats accordingly) EXCEPT when Charge is on a legendary minion. There are 4 legendary minions with Charge in the classic set and they will keep Charge
- Discover - Disover offers a choice between cards that are in standard. Due to how easy Discover can become skewed when the right cards are printed, there will be no Discover cards in my core sets.
- Poisonous - There were originally no Poisonous cards in the Basic set before the introduction of [Hearthstone Card (Master Poisoner) Not Found]. I will therefore also have poisonous cards in my basic set
- Lifesteal - There are currently no Lifesteal cards in the core sets. However the keyword is simple and I will therefore introduce some.
Hunter class identity
I tried not to steer away too much from what Blizzard defined for the class, although there are definitely some directions I disagree with and went against. I will signal it when it is the case.
- PRIMARY MECHANICS
- BEASTS (big and small): All classes have tribal synergies, but only in Hunter is this particular tribal synergy so central.
- SMORC : Face is the place.
- DEATHRATTLES : Through cards that trigger them.
- SECONDARY MECHANICS
- SECRETS - Hunter is a class with Secrets. Unlike Mage secrets (which are defensive) and Paladin secrets (which are situational), Hunter secrets are tempo-focused in nature, and helps you keep the lead on the board.
- SUMMONING SPELLS : Hunter has a lot of them. This is what allows the class to have minionless archetypes.
- TUTORING - Hunter has few "undiscriminated" card draw but has a lot of cards to tutor exactly the cards they need.
- HANDBUFF - Alongside other "Grimy Goon" classes, Hunter has lots of handbuff. Hunter's handbuff tends to be focused on
- PARTIAL REMOVALS - Hunter AOE removals tend to be very partial and position-hased. See Powershot.
- Hunter is GOOD at
- Direct damage : Through spells, charge minions, weapons, and of course Steady Shot. Face is the place.
- Horizontal pressure : Mostly through summoning spells.
- Vertical pressure : Big Beasts and ways to cheat and buff them.
- Hunter is AVERAGE at
- Tempo
- Single-target removals
- Board clears
- Hunter is BAD at
- Card draw : This is what keep the class in check. However, tutor cards (as opposed to generic card draw) is common.
- Multi-target removals : Hunter has a few small and situational board clears ("shots"), but no big one.
- Value generation (barring the anomalous data point that is Deathstalker Rexxar).
The new core sets
Hunter new Basic set
Justifications
Justifications
Basic
- Timber Wolf (unchanged)
- Arcane Shot (unchanged)
- Deadly Shot (move to Classic from Basic) - The effect feels like a basic effect. It needs to be here.
- Reload (custom) - Every class needs card draw to be viable. This doesn't mesh well with the "no card draw" identity of Blizzard. However, Reload strikes a compromise between the necessity of card draw and Hunter's class identity. By limiting the number of cards in your hand, Reload is effective without allowing Hunter to hoard cards like some other classes do.
- Animal Companion (artwork changed; effect made more explicit) - The card is functionnaly unchanged, it still always summon Huffer, but a basic card like this needs to give new players and idea of what a "Beast companion" is. (Same reason why I don't like Shaman's HP btw).
- Kill Command (artwork changed) - Like AC, I find this artwork much better. The current one is...weird. Especially since it pictures a bird but the animation clearly shows teeth.
- Multi-Shot (damage increased by 1) - This will hopefully make it more polyvalent. At 4 damage, Multishot can clear a lot more stuff than before without being OP (I think).
- Houndmaster (unchanged)
- Tundra Rhino (cost reduced to 4; gives Rush instead of Charge) - Honestly, it's a miracle that this card has been dodging nerfs and HoFing since the inception of the game given the broken combos it allows and the design space it screws up. In line with my policy of removing Charge from non-legendary cards, Thunda Rhino now only gives your beasts Rush. I also reduced its cost to (4) because it loses combo potential
- Cobra Shot (from GVG 2014; cost reduced to 4) - The original 5-mana Cobra Shot was printed at a time when HS games were very linera and Face Hunter tyrannized the meta. Devs probably thought it wasn't a good idea to give FH further face damage hence the 5-mana cost. Today, however, the game is much more "non-linear" and FH has been matched in degeneracy by another kind of Hunter (that hunts Demons). It can now cost 4 and be balanced. Also put into the basic set because it's a basic effet.
Classic
- Webspinner (from NAXX OUT 2014) - I strongly hesitated to put this into the Classic set due to how obiquitous it was back in the day. I still put it back because the effect really feels very "core" and the Hunter class has more internal diversity than it had in 2014 so it might not be as ubiquitous nowadays.
- Explosive Trap (unchanged)
- Pressure Plate (from SOO 2019) - So that Hunter has Secret to counter spell-centric decks.
- Snipe (unchanged)
- Scavenging Hyena (nerfed to +1/+1) - Hyena's snowball potential is waaay too good for this effect to remain core. It has been in every aggro/midrange archetypes of Hunter since the game's inception.
- Unleash the Hounds (nerfed from Charge to Rush) - Follows my policy of cutting Charge of all non-legendary core cards.
- [Hearthstone Card (Venomous Trap) Not Found] (from KFT 2017) - Replaces other secrets I feel weren't basic enough or too weird.
- Eaglehorn Bow (stats swapped, art changed, "after" for more clarity) - At 3 attack for 3 mana, this weapon is way too good. It's also a powercreep to Fiery War Axe. At 2/3, it is still playable and of acceptable power level. Again art changed as well.
- Terrorscale Stalker (from UNG 2017) - Deathrattles, and in particular DR triggers, have been establised as a Hunter archetype. Terrorscale is less risky than either Play Dead or Feign Death because of its high mana cost.
- Infested Wolf (from WOTOG 2016) - Replaces Savannah Highmane. A decent, simple, and balanced Deathrattle Beast.
- Bursting Shot (custom) - Replaces Explosive Shot which sucks. I wanted to give Hunter some form of board control for late-game oriented decks, while keeping the flavor of Shots only touching certain minions.
- Snake Trap (unchanged)
- Abominable Bowman (from KFT 2017) - Although the card has never seen competitive play, it is a very good building brick for cool but non-degenerate Big Beast decks
- Call of the Wild (from WOTOG 2016; re-nerfed to 9 mana) - Honestly CotW is such an obvious and basic effect that it can't possibly NOT be in the core set. CotW originally costed 8. It was nerfed to 9 mana because HS games were fair back in the day. They they rebuffed it to 8 mana because powercreep. However, Classic cards needs to be fair, which is why I'm reversing the cost AGAIN.
- King Krush (unchanged)
Hall of Fame
Hall of Fame
- Tracking - Waaay too complicated for a basic card. Also goes against the rule of "no Discover in the core sets" (though it's not strictly a Discover).
- Starving Buzzard - Unplayable since it was nerfed, unbalanceable effect because remember: Hunter card draw bad.
- Hunter's Mark - This is a Paladin effect, not a Hunter effect.
- Misdirection - Too random and situtational to be core.
- Freezing Trap - The effect (1) is too OP (2) is weird for a card with "freezing" in its name (3) doesn't fit hunter (4) is frustrating when it affects a 9+cost minion.
- Flare - Tech cards should be neutral.
- Savannah Highmane - Broken. Replaced by Infested Wolf.
- Explosive Shot - Straight up bad. Replaced by Volley.
- Bestial Wrath - Sucks + doesn't bring anything to the class.
- [Hearthstone Card (Gladiator Longbow) Not Found] - Sucks + doesn't bring anything to the class.
Shortlisted cards
Shorlisted cards
The following cards almost made it into my core sets, but didn't because there were no room left for them.
- Hunter's Pack (from SOU 2019) - A flavorful and effective way to reload your hand. Scrapped for card draw instead.
- Scarlet Webweaver (from SOU 2019) - Interesting for Big Hunter archetypes, but ultimately too dangerous.
- Goblin Prank (from TBP 2018) - Interesting effect for Hunter, but it doesn't really fit the class.
- Dire Frenzy (from Witchwood 2019) - Late-game potential for Hunter, would be too annoying in a core set. More than 10 Huffers per game is not healthy.
- Piranha Launcher (from MSG 2016) - Nice effect, but I didn't have room for more weapons.
- Powershot (from TGT 2015) - Almost replaced [Hearthstone Card (Multishot) Not Found] but it just felt too weak.
- Quick Shot (from BRM 2015) - Too OP. Cobra Shot is more interesting and flavorful.
Forgottenslayer
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5 years, 6 months ago
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Discussion
Early burn has definitely been nerfed but Yasuo / Swain combo just keeps popping up it’s like every 3rd match. Now I only see Karma every 15 games or so. What are people using to deal wit…
Early burn has definitely been nerfed but Yasuo / Swain combo just keeps popping up it’s like every 3rd match. Now I only see Karma every 15 games or so. What are people using to deal with them? Maybe once the new cards drop they will be easier to deal with.
I dropped a ruination to wipe the broad after he was out of mana next turn dropped Hec who immediately got stunned. And then he summoned Legion General.
Nox just feels very strong.
griffior
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5 years, 6 months ago
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Wild
If you would've told me a year ago that I would be hitting Legend I would have doubted you. I've never played to reach legend until this month, and the reason why? I was having fun.
I casually climb…
If you would've told me a year ago that I would be hitting Legend I would have doubted you. I've never played to reach legend until this month, and the reason why? I was having fun.
I casually climbed the Wild ladder using Quest Mage up until Diamond 6-7, then Scholomance Academy came out and I went ALL the way back to Diamond 10. Then I stumbled across Discard Warlock which took me to Diamond 3, then loss after loss to a different kind of Warlock got my attention. The new, big, and scary Pain Warlock took me to Legend and I got that sweet, sweet card back.
Climbing the Wild ladder was fun, and I'm glad I got to see alot of old cards I've forgotten about while climbing. Now I'm hoping for a new Format so I can see more old cards get played again.

So what's next?
OldManSanns
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5 years, 6 months ago
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Discussion
With [runecard]Risen Mists[/runecard] coming out, I was trying to brainstorm how to build around [runecard]Mistwraith[/runecard]s...which made me realize I didn't know exactly how some things worked …
With Risen Mists coming out, I was trying to brainstorm how to build around Mistwraiths...which made me realize I didn't know exactly how some things worked out, so I jumped into the client to test them out. Here are my observations in case anyone is interested:
- Mist's Call and Chronicler of Ruin on a Mistwraith works exactly like you'd expect: it plus every other Mistwraith goes up +1/+0.
- The aforementioned also work on Wraithcaller (assuming you hit allegiance). In other words, its allegiance acts like a conditional "when summoned". I don't know if all allegiances work like that; I have a vague memory of it not working for a different card.
- For both L2 Kalista and The Harrowing, it will not factor in the buff when calculating what is "strongest"--in other words, Mistwraith is just a 2/2 in the rez pool even though it instantly increases when it hits the battlefield. However if either of these effects pulls a 4/3 Wraithcaller--which is obviously a much more achievable target--that will in turn summon a new non-ephemeral Mistwraith similar to how The Rekindler works.
- If you run out of board space--e.g., The Harrowing created an ephemeral Wraithcaller in your 6th slot, so there's no room for the Mistwraith it summons--your Mistwraith is obliterated, but its brief presence does seem to "count" towards your global buff.
In summary: if you want to make a concerted effort to embiggen your wraiths, I think you are looking to focus on Wraithcallers.
LyraSilvertongue
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5 years, 6 months ago
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Discussion
So back in the day I enjoyed Toast's content before he started losing interest in HS and was only doing it for a source of income. However, I just saw a Toast video pop up in my YT about toast being …
So back in the day I enjoyed Toast's content before he started losing interest in HS and was only doing it for a source of income. However, I just saw a Toast video pop up in my YT about toast being on some dating show and thought it was pretty random. So for any Toast fans out there, what does he even do nowadays on YT?
RangDipkin
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5 years, 6 months ago
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Discussion
TL;DR - Does Discover give every card an equal probability of being displayed?
When the Discover effect was changed to "not favor class cards", I just naively assumed that every available ca…
TL;DR - Does Discover give every card an equal probability of being displayed?
When the Discover effect was changed to "not favor class cards", I just naively assumed that every available card had an equal probabiltiy of being shown as an option.
For example, Primordial Explorer gives you the option of 3 dragons and there are currently 20 Neutral Dragons and 2 Hunter class Dragons in Standard (not counting Primoridal Explorer itself given the recent change). Without thinking about it, I just assumed that the probability of getting say Rotnest Drake was 1/22 for the 1st discover option, 1/21 for the 2nd discover option, and 1/20 for the 3rd discover option (I don't remember ever getting the same Dragon shown twice, but if that's possible then the probability would be 1/22 for each option).
However, this video was randomly recommended to me on YouTube today (had never heard of them before) and I gave it a listen. The hyperlink skips to the 43:45 mark where an argument is made that Discover instead works as a 2-stage gamble so-to-speak. For each of the 3 options there's a 1/2 probability that the card will be drawn from the Neutral Pool or the Class Pool. After this, another die is rolled where every card in the respective pool has an equal probability of being displayed (without replacement).
So in the example above the probability of Rotnest Drake would be 25% for each of the 3 discover options (50% to be a class card and then 50% to be Rotnest Drake given that it's a class card). Is this really the case??
Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Spell, Morning Light, has been revealed!
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Learn more about Ca…
A new Common Targon Spell, Morning Light, has been revealed!

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Arthas
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5 years, 6 months ago
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Card Reveal
A new Common Targon Spell, Pale Cascade, has been revealed!
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Learn more about C…
A new Common Targon Spell, Pale Cascade, has been revealed!

Discuss this card below or head on over to the card page to give it a rating!
Learn more about Call of the Mountain
Head on over to our dedicated guide for Call of the Mountain!
