Hearthstone's brand new Core set is finally fully announced! Here are all the buffed and changed cards in Hearthstone's evergreen set which will be launching at the start of the Year of the Gryphon.
- Blizzard has not yet announced the exact release date.
- If you want to see all 29 new cards, check out this article.
- If you want to see all the cards in one place, you can visit our Core 2021 Expansion Guide.
- You can build decks with the new cards by visiting our deckbuilder, choosing your class, and selecting the format "Year of the Gryphon".
- The list of cards below does not include spell school changes to cut down on "spam".
Demon Hunter
- Warglaives of Azzinoth - Cost decreased from 6 to 5 mana (basically an unnerf); durability decreased from 4 to 3.
Druid
- Mark of the Wild - Buff increased from +2/+2 to +2/+3.
- Druid of the Claw - Attack increased from 4 to 5; transforms into a 5/4 with Rush (instead of a 4/4 with Charge) or a 5/6 with Taunt (instead of a 4/6 with Taunt).
- Menagerie Warden - Cost decreased from 6 to 5 mana; stats decreased from 5/5 to 4/4.
- Cenarius - Cost decreased from 9 to 8 mana.
Hunter
- Tracking - Effect changed into "Discover a card from your deck".
- Lock and Load - Cost decreased from 2 to 1 mana.
Mage
- Flamestrike - Damage dealt increased from 4 to 5.
- Cone of Cold - Cost decreased from 4 to 3 mana.
- Ethereal Conjurer - Health increased from 3 to 4.
- Snap Freeze - Cost decreased from 2 to 1 mana.
- Coldarra Drake - Health increased from 6 to 7.
Paladin
- Guardian of Kings - Health increased from 6 to 7; gains Taunt.
- Holy Light - Effect changed into "Restore 8 Health to your hero".
- Argent Protector - Attack increased from 2 to 3.
- Warhorse Trainer - Attack increased from 2 to 3.
- Equality - Cost decreased from 4 to 3 mana.
Priest
- Lightspawn - Cost decreased from 4 to 3 mana; Health decreased from 5 to 4.
- Shadowform - Cost reduced from 3 to 2 mana; effect changed into "Your Hero Power becomes 'Deal 2 damage.'"
Rogue
- Assassin's Blade - Cost decreased from 5 to 4 mana; stats changed from 3/4 to 2/5.
- Assassinate - Cost decreased from 5 to 4 mana.
- Sprint - Cost decreased from 7 to 6 mana.
- Swashburglar - The card generated comes from a random class and not from your opponent's class.
- Patient Assassin - Health increased from 1 to 2.
Shaman
- Fire Elemental - Damage dealt increased from 3 to 4.
- Tidal Surge - The new effect includes the Lifesteal keyword.
- Draenei Totemcarver - Health increased from 4 to 5.
- Feral Spirit - Overloaded Crystals decreased from (2) to (1).
- Lightning Storm - Deals 3 damage (up from 2-3) to all enemy minions.
- Earth Elemental - Overloaded Crystals decreased from (3) to (2).
- Al'Akir the Windlord - Health increased from 5 to 6.
Warlock
- Drain Soul - Damage dealt will be increased from 2 to 3.
- Lakkari Felhound - Effect changed into "Battlecry: Discard your two lowest-cost cards" instead of two random ones.
- Siphon Soul - Cost decreased from 6 to 5 mana.
- Void Terror - Health increased from 3 to 4 mana.
- Lord Jaraxxus - Changed into a Hero card with "Battlecry: equip a 3/8 weapon".
Warrior
- Warsong Commander - Effect changed into "After you summon another minion, give it Rush".
Neutrals
- Bluegill Warrior - Attack increased from 2 to 3; Charge leaves its place to Rush.
- Gurubashi Berserker - Health increased from 7 to 8.
- Raid Leader - Health increased from 2 to 3.
- Stonetusk Boar - Attack increased from 1 to 2; Charge leaves its place to Rush.
- Stormwind Champion - Stats increased from 6/6 to 7/7.
- Flesheating Ghoul - Attack increased from 2 to 3.
- Arcane Devourer - Stats change from 5/5 to 4/8.
- Defender of Argus - Attack increased from 2 to 3.
- Barrens Stablehand - Stats increased from 4/4 to 5/5.
- Big Game Hunter - Cost decreased from 5 to 4 mana.
- Mini-Mage - Cost decreased from 4 to 3 mana; Attack decreased from 4 to 3.
- Baron Geddon - Health increased from 5 to 7.
- Cairne Bloodhoof - Attack increased from 4 to 5; summons a 5/5 Baine Bloodhoof.
- High Inquisitor Whitemane - Cost decreased from 7 to 6 mana; stats decreased from 6/8 to 5/7.
Which changes are you most happy about?
Comments
All of the coming changes feel like the shake this game needed. Looking forward to try out the new old cards :)
Every single Wild set has at least one card returning except one.
Was it so hard to give us a something like a hunter handbuff synergy card since it didn't work out back than and now we have more tools? Trogg Beastrager, Rat Pack, Dispatch Kodo...
Shaku the Collector as the Rouge legendary would also fit nicely.
Wait, are these the 30ish buffs that blizzard is talking about? If so then I'm kinda disappointed that no wild specific cards are getting buffed. Was hoping for at least a bit of love for the format.
I'm a dumbass. These are buffs, not unnerfs.
Best changes for classes gotta go to Paladin and Warlock for sure. Control Warlock will be mighty, no other control deck can compete with it. Paladin changes are just good all around for all archetypes including what may be finally Dude Paladin coming into the light (pun intended)
Pretty sure Control Warrior still beats Warlock on account of Rattlegore and Silas OTK
Tickatus is quite good against Silas OTK Warrior.
Moveover, Garrosh will lose its draw/armor gain shell with Ancharrr, Risky Skipper and Battle Rage rotating.
fair enough, although I would assume Warrior will get some new way to draw (as will every class, but it's not gonna be part of the core set to actually diversify draw options instead of relying on the same 3 cards all the time)
Since these are core cards granted for free, I'd assume you can't craft/disenchant them. Does that mean we should disenchant all those copies and golden cards before this goes live?
Its not entirely clear what will happen and I'd much rather not lose out on dust.
Unless Blizzard changes their policy in the future, which seems unlikely, you will permanently lose anything you disenchant today if it rotates out of the Core set in the future. If you have Tirion, for example, and choose to dust him, you'll be fine for a year (or two, or three . . .) Once the devs choose to replace Tirion with a different Legendary, you will no longer have the card in your collection. Folks are assuming, likely safely, that new cards introduced in the Core set which rotate in the future will be permanently added to the Legacy set - the new Ysera won't simply disappear if it is replaced in a year or two, but you won't be able to dust it when it goes to Legacy.
You'll also need to keep your cards if you intend on playing Classic mode, as many of the better cards in Classic have rotated out of the Core set.
I wouldn't disenchant any card with a unique effect (Doomsayer, Knife Thrower, Sea Giant, Wild Pyromancer, etc.) if you think you'll play one of these modes at any point in the future:
- Adventures
- Classic
- Duels
- Tavern Brawl
- Wild
In other words, unless you strictly play Standard ladder and no other mode, you're handicapping yourself by disenchanting cards.
What will happen with our current golden Basic cards? How can we get golden cards for new Core Set?
From initial announcement blog:
"Basic cards and their Golden versions will be granted to all players that have Wild unlocked for free at rotation, as will the normal versions of Demon Hunter Initiate cards (Golden Demon Hunter Initiate cards will still be craftable and disenchantable)."
"Golden versions of Core Set cards can be unlocked by completing Achievements associated with winning games as each class."
I'm just glad that Savage Roar and Bloodlust are gone. It feels incredibly bad to take 20-30 damage in a single turn just because I couldn't clear my opponnents 5. board. Oh, and screw Kill Command. All of them are definetely part of my top 10 most hated cards in the game.
I think you misspelled Skill Command sir.
I'm confused about Spectral Sight. It was an Ashes of Outland card which is not rotating and now it's in the core set. I fell like Dh's got cheated one card.
DH had 15 cards more than everyone else from the Year of the Phoenix sets, so taking a few from AoO is only helping to balance that out.
Even so, DH will still have 11 more cards over the next year than the other classes, so if anything I'd say it got lucky rather than cheated.
ah okay that makes sense thanks for clearing it up
Warglaives of Azzinoth is aoo too.
LOL Mark of the Wild still has the explanation of the buff in parentheses. Can't we do away with that at this point?
Overall, I'm pretty pumped for these changes. There are a lot of cards here that I've always liked but haven't played much because they just weren't good enough (Druid of the Claw and Guardian of Kings to name just a couple). I think many of these will be worth using now, or at least when you get them from a random effect it won't be quite so feelsbadman.
Are we expecting any minions to have weakness/immunity to spell types? Like, Water Elemental takes double damage from Fire spells for example? Fire Elemental immune to Fire? Or damage reduction?
The Mark of the Wild explanation is probably still there to teach new players how buffs are worded in HS.