Surprised you didn't mention the synergy between Shreds of Time and Chronogor. You play overstatted cards, and later on you play an ogre that draws 2 and deals 6 damage to the opponent.
The demons don't draw cards for your opponent, they draw cards for you. The opponent gets the dinky minion, you get the card draw and quest progression.
The flavour of this set is through the roof. Legitimately, this is the most excited I've been by Hearthstone design since I quit.
Who would've thought that time-travelling through some of Warcraft's most famous moments would be open for more flavour wins than "toy shop" or "tropic vacation".
Olden Era! Olden Era! Olden Era! I am so happy that it's playable, even if it is just a demo. It's so fantastic. It's like the combat of Heroes VI which I love, with the everything else of Heroes III and V.
The ones I was specifically thinking of were Steamflogger Boss, which is a support card for a deliberately nonsensical effect that was never actually intended to be made, and Tarmogoyf, which snuck the first mentions of Planeswalkers and Tribal cards into its reminder text.
Devious Coyote has some potential in Wild aggro Priest. It's not hard to hit the opponent with four different sources, and a 5/3 with Stealth is pretty threatening. It may end up being too bricky, but I bet it gets tried.
My Shatter theory: They're doing Time Spiral thing that MtG did where they have cards that interact with non-existent keywords and mechanics to tease future sets.
It's an underrated mode these days, but I think these are really cool Arena cards.
EDIT: It's a shame that Temporal Traveller isn't a draenei. That could've been a cool card for Velen. They really introduced that type then threw it directly in the garbage, huh?
2026 is gonna be an amazing year, though. This is exactly why 2019 was such a blast -- the previous year pulled back on the power level after a huge power spike, and that paved the way for a fantastic post-rotation meta.
Doesn't look AI to me. It looks like a rough painting that didn't have any fine details added. Maybe Tyrande's face is, but I don't see any obvious AI artifacting.
I like flashy, rare cosmetic stuff that you can only get with extreme luck or dedication, but not when it's for money. When it's for money, just give it to people. When it's free, then you can do the ultra rarity.
Marketing team once again making the devs look like greedy assholes. They probably put a lot of work into this, making it look cool.
I got to play a very fun game this weekend called "My Windows became corrupted and I had to reinstall it, losing a bunch of my stuff including all of my Heroes IV saves".
With the Rogue quest, we finally have the full story told by the Quest flavour texts:
Day 1. The search begins! I joined Elise Starseeker at the outskirts of the Crater, as well as a Tortollan named Umbra and a most curious gnome named Niri. Embarking into the jungle, we stumbled upon the largest tracks I've ever laid eyes on!
Day 2. Our first night in the Crater was a tad rough on this old shell. I cant shake the feeling that were being watched. I swear I saw a glint of shining silver in the dark. I was going to ask Umbra about it at breakfast, but she never turned up.
Day 3. We happened upon a clearing filled with dangerous Bloodpetals. As I was noting our findings, the world went dark. My vision is perfect of course, but it appeared as though a large flying shape was blocking out the sun! Confounding indeed.
Day 4. I am dismayed to report that we thought we'd found a hidden entrance to the Lost City, but in fact it was a Silithid Hive! We high-tailed it out of there faster than a goblin wearing rocket boots. I am not terribly fond of bugs.
Day 5. Elise had a hunch that the Lost City may be hidden deep beneath the Golakka Hot Springs. Niri swam down and discovered a beautiful cavern! The Murlocs may not be hiding an entrance to the city, but it seems they do have a few secrets.
Day 6. Today we found ourselves in a glade tormented by conflicting Holy and Shadow magic. At its center were two enormous Elementals, like opposite sides of the same coin. I hope one day we'll return here to see this broken place restored to peace.
Day 7. A terrible day! The ground opened beneath us, and we fell head over shell into an accursed rift! Fel choked my keen senses, and demonic beasts emerged from the fog. Thank goodness Umbra was able to use her magic to ward them off while we escaped.
Day 8. We've done it! As night fell, we came upon a brilliantly glowing tunnel guarded by two slumbering Tolvir. With silent footsteps, we walked through and emerged into the heart of the Lost City! I'm sure my people will welcome us with open arms.
Day 9. We were not welcomed with open arms, but with spears! Fortunately, Chief Esho took pity on us and called off the guards. Learning of Elise's expertise, a Titanographer whisked her away to the library. Umbra disappeared in the twisting streets...
Day 10. A Tortollan named Bralma took Niri, Elise, and I deep into the mountain. She showed us how the Tortollans move lava up from the base of the volcano through a system of lavaqueducts. I was shocked to find a pack of Volcanosaurs living there!
Day 11. We've been betrayed! Umbra has been meeting secretly with the Cult of the Damned to plan a coup. She and High Cultist Herenn used shadow magic to raise an undead dinosaur army! Tortolla preserve us, the fate of the Lost City rests in our hands.
I love seeing the team experiment more with the Quest keyword. Between this and the Paladin quest, this set is already so inventive. It's especially refreshing after the previous run of Quests were all so samey and boring.
Magical Dollhouse - Hard to say how they nerf this since it's usually set up beforehand. Maybe lowering it to 2 durability hurts its flexibility enough to lower the consistency of the combo.
Divine Brew - Maybe they change it to minions only. I think 2 mana is far too harsh of a nerf since it has a compounding effect. The other possibility is they remove the attack buff.
Twisted Webweaver - 2 mana. It's insane to me that they printed a 1 mana 1/3 with a repeatable card draw effect in the first place.
The Crystal Cove - Possible that they revert it back to 4/4, although I like the parity with Crystal Core. They could also lower the durability or raise the cost, which might help.
I don't know enough about Wild right now to predict anything for Necrolord Drakka.
Surprised you didn't mention the synergy between Shreds of Time and Chronogor. You play overstatted cards, and later on you play an ogre that draws 2 and deals 6 damage to the opponent.
Well, I think it's to balance the portals being dead draws. They're not Cast When Drawn, so each one is -1 card.
The demons don't draw cards for your opponent, they draw cards for you. The opponent gets the dinky minion, you get the card draw and quest progression.
The flavour of this set is through the roof. Legitimately, this is the most excited I've been by Hearthstone design since I quit.
Who would've thought that time-travelling through some of Warcraft's most famous moments would be open for more flavour wins than "toy shop" or "tropic vacation".
Olden Era! Olden Era! Olden Era! I am so happy that it's playable, even if it is just a demo. It's so fantastic. It's like the combat of Heroes VI which I love, with the everything else of Heroes III and V.
The Futureshifted cards from Future Sight.
The ones I was specifically thinking of were Steamflogger Boss, which is a support card for a deliberately nonsensical effect that was never actually intended to be made, and Tarmogoyf, which snuck the first mentions of Planeswalkers and Tribal cards into its reminder text.
Devious Coyote has some potential in Wild aggro Priest. It's not hard to hit the opponent with four different sources, and a 5/3 with Stealth is pretty threatening. It may end up being too bricky, but I bet it gets tried.
My Shatter theory: They're doing Time Spiral thing that MtG did where they have cards that interact with non-existent keywords and mechanics to tease future sets.
It's an underrated mode these days, but I think these are really cool Arena cards.
EDIT: It's a shame that Temporal Traveller isn't a draenei. That could've been a cool card for Velen. They really introduced that type then threw it directly in the garbage, huh?
2026 is gonna be an amazing year, though. This is exactly why 2019 was such a blast -- the previous year pulled back on the power level after a huge power spike, and that paved the way for a fantastic post-rotation meta.
That's a damn shame.
Doesn't look AI to me. It looks like a rough painting that didn't have any fine details added. Maybe Tyrande's face is, but I don't see any obvious AI artifacting.
I didn't give Blizzard enough credit. Didn't even take a month.
Mercenaries deja vu. They keep locking fun behind massive walls of boring, and asking why no one's playing their games.
I like flashy, rare cosmetic stuff that you can only get with extreme luck or dedication, but not when it's for money. When it's for money, just give it to people. When it's free, then you can do the ultra rarity.
Marketing team once again making the devs look like greedy assholes. They probably put a lot of work into this, making it look cool.
I got to play a very fun game this weekend called "My Windows became corrupted and I had to reinstall it, losing a bunch of my stuff including all of my Heroes IV saves".
So. That sucked.
With the Rogue quest, we finally have the full story told by the Quest flavour texts:
Day 1. The search begins! I joined Elise Starseeker at the outskirts of the Crater, as well as a Tortollan named Umbra and a most curious gnome named Niri. Embarking into the jungle, we stumbled upon the largest tracks I've ever laid eyes on!
Day 2. Our first night in the Crater was a tad rough on this old shell. I cant shake the feeling that were being watched. I swear I saw a glint of shining silver in the dark. I was going to ask Umbra about it at breakfast, but she never turned up.
Day 3. We happened upon a clearing filled with dangerous Bloodpetals. As I was noting our findings, the world went dark. My vision is perfect of course, but it appeared as though a large flying shape was blocking out the sun! Confounding indeed.
Day 4. I am dismayed to report that we thought we'd found a hidden entrance to the Lost City, but in fact it was a Silithid Hive! We high-tailed it out of there faster than a goblin wearing rocket boots. I am not terribly fond of bugs.
Day 5. Elise had a hunch that the Lost City may be hidden deep beneath the Golakka Hot Springs. Niri swam down and discovered a beautiful cavern! The Murlocs may not be hiding an entrance to the city, but it seems they do have a few secrets.
Day 6. Today we found ourselves in a glade tormented by conflicting Holy and Shadow magic. At its center were two enormous Elementals, like opposite sides of the same coin. I hope one day we'll return here to see this broken place restored to peace.
Day 7. A terrible day! The ground opened beneath us, and we fell head over shell into an accursed rift! Fel choked my keen senses, and demonic beasts emerged from the fog. Thank goodness Umbra was able to use her magic to ward them off while we escaped.
Day 8. We've done it! As night fell, we came upon a brilliantly glowing tunnel guarded by two slumbering Tolvir. With silent footsteps, we walked through and emerged into the heart of the Lost City! I'm sure my people will welcome us with open arms.
Day 9. We were not welcomed with open arms, but with spears! Fortunately, Chief Esho took pity on us and called off the guards. Learning of Elise's expertise, a Titanographer whisked her away to the library. Umbra disappeared in the twisting streets...
Day 10. A Tortollan named Bralma took Niri, Elise, and I deep into the mountain. She showed us how the Tortollans move lava up from the base of the volcano through a system of lavaqueducts. I was shocked to find a pack of Volcanosaurs living there!
Day 11. We've been betrayed! Umbra has been meeting secretly with the Cult of the Damned to plan a coup. She and High Cultist Herenn used shadow magic to raise an undead dinosaur army! Tortolla preserve us, the fate of the Lost City rests in our hands.
I love seeing the team experiment more with the Quest keyword. Between this and the Paladin quest, this set is already so inventive. It's especially refreshing after the previous run of Quests were all so samey and boring.
Magical Dollhouse - Hard to say how they nerf this since it's usually set up beforehand. Maybe lowering it to 2 durability hurts its flexibility enough to lower the consistency of the combo.
Divine Brew - Maybe they change it to minions only. I think 2 mana is far too harsh of a nerf since it has a compounding effect. The other possibility is they remove the attack buff.
Twisted Webweaver - 2 mana. It's insane to me that they printed a 1 mana 1/3 with a repeatable card draw effect in the first place.
The Crystal Cove - Possible that they revert it back to 4/4, although I like the parity with Crystal Core. They could also lower the durability or raise the cost, which might help.
I don't know enough about Wild right now to predict anything for Necrolord Drakka.
Rarran has successfully converted Voxy, CGB, and now Cimo into Hearthstone content creators. The man can't be stopped.