We've got a single card reveal today on the reveal schedule and it has arrived! Check out today's Murder at Castle Nathria card reveals down below.
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New Card Reveals
Only one card today, and it's a Rogue card, Sinstone Graveyard!
Update: The card has been adjusted since the initial reveal. The ghost starts out with an additional 1/1 in stats. Any other text changes have only been for clarity, as silence effects still won't remove the stats gained. [Twitter Source 1] [Twitter Source 2]
Token
And here's the spooky token in question!
More Murder at Castle Nathria Card Reveals
Reveal season is here and as usual, we have an expansion guide to help you follow along with all the fun! Use it to see all the card reveals, organized by class.
Comments
Power level aside, Castle Nathria is in the Shadowlands, which is basically the realm after death. And now they have their own graveyard in the realm of death? A bit much don't you think?
Sinstones are essentially gravestones the souls sent to Revendreth carry on their backs (see pictures of Kael'thas from Shadowlands) that record where they went wrong in life rather than commemorating them. I'm sure Denathrius was aiming for irony when he set that up! When they are absolved of their sins they can put down their sinstone, and I think they can be sent to another realm in the Shadowlands at that point or join the ranks of the venthyr (someone can correct me on that). So I guess the sinstone graveyard is like a record of the souls that passed through Revendreth, just as a normal graveyard is a record of people who passed through life.
So in a twisted way it all makes sense. The card's flavour text makes the same point as you did though.
People really shouldn't compare this to Biteweed just because the cost and the effect is the same. You don't have to immediately activate the effect the turn you play it. The reason why Biteweed sucked was that the 2 mana cost is just too much to pay since you also have to play a lot of cards before it. But with this card, you only have to worry about planning your big turn ahead. Plus it has Stealth which makes this even better.
Still, for this to see play in standard it needs more support. With the right ones though, I can see this card being absolutely broken. Just pray rogue doesn't get a good 0-mana card.
I am a wild rogue lover so I'm gonna have some real field day with this card.
Stealth? :(
Even if this card were to be good, there is that heavily implied Location counter yet to be revealed. If that card is any good, then it'll keep this in check.
Before anything start panicking about edwin 2.0, this is Biteweed, a card that saw no play.
Besides, how big are we really looking at here? Even in the old contact rogue, we'd get a 6/6 or a 7/7 at around turn 5 or more, which is hardly a game changer considering you'd probably have to play 2 mana do nothing at some point. And that was miracle rogue at its best, with un-nerfed octobot. Without further help, its rare enough for rogue to go beyond 4 cards now.
That said, this card isn't trash. The key word here is stealth, and with things like Battleground Battlemaster you can get lethal really easily. In fact, there's a likelihood that this card may get nerfed simply because it create a massive uninteractable minion that practically demands an AoE in a game where classes like dhunter can never realistically kill.
This is not like Biteweed at all, and certainly the best location we've seen so far:
Biteweed didn't have stealth.
Im aware of that, hence why I didn't write this card off completely, because unlike the poor biteweed that saw zero play, this one has stealth, substantially making it better.
NUTTING
I'm sure it's good, but I'm not seeing the excitement to be honest, and that's coming from someone with a serious rogue bias. Comparisons with Edwin make little sense since it basically makes Biteweeds which are half the size and I never saw anyone other than me use that card in any game mode. It's clearly better than Biteweed was for a couple of reasons, but both have the problem that they don't grow fast enough to really want to throw cards unless they're useful otherwise.
Octo-bot shenanigans fell off when the Year of the Phoenix rotated and removed all the good 1-drops to damage it with, so memories of that don't really apply here. Also, the second use is inherently weakened by the first - you can only use your cards once. So basically, rogue's going to need a bunch of miracle/combo support this set if this is going to live up to people's expectations. I'm sure there will be some alongside Door of Shadows, but I'm not convinced it would be that great with the tools that currently exist.
Oh my miracle rogue ass will love this..
2 opportunities for big stealth minions from a combo pop-off turn. Sacrifice some tempo to set-up, but could be very dangerous. Question it raise for me that, I know you CAN use location card the turn you play it, but can you also drop it and wait? In this case, might want to drop it early and wait for a bigger payoff. Suppose it depends how much location removal actually ends up getting printed/used...
Yes, you can always put off using your location until a later turn. You are sacrificing tempo, of course - Playing a 2-cost card that won't have any payoff until later is a little greedy (especially since the payoff is in the form of a minion that won't attack until the NEXT turn), but since locations can't be easily cleared and your later minion will be stealthed, at least you have a good chance of landing a hit with it eventually. I can imagine this working out.
You can drop it on 2 and use it on 8 no problem
can be very very strong !
Free "Edwin" with Stealth? What could go wrong.
Even 2 edwins if you drew both copies of location
Biteweed.
Oh my insane god 🤯