Escape from Violet Hold Card Reveals - Day 12 [Finished]

Published 3 weeks, 5 days ago by
Escape from Violet Hold Card Reveals - Day 12 [Finished]

Today we reach what I believe is our final scheduled superstream of multiple classes in a row. This time, we've got Hunter, Paladin and Death Knight plotting their breakout attempts and giving us the inside scoop on their new cards in Escape from Violet Hold


Escape From Violet Hold Reveals - June 18


Tokens

The token for Arcane Tripwire was not revealed officially, but was only visible for a brief period during a gameplay demo, which is why it has a lower quality. The token for Emergency Surgery was not shown at all.


What do you think of today's cards? Let us know in the comments down below.

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Comments

  • Smuggled Shovel, Arcane Tripwire & Beast Tripwire - Good cards that dont need rat catcher to see play. The devs made it sound like it'll all work together but these are just good individual cards that has little to no synergy with one another. It really doesnt matter if you doubled the amount of cast when drawn cards in your deck, it matters that theyre actually there to begin with. And its not like hunter cant draw cards, ever since tame pet and confront the tolvir got printed, unintentionally turning hunter into rogue.

    Blackmarket Oversear, and other deathrattle cards - Its just weird to design a card that synergizes with deathrattles but then make the condition 'play' instead of summon, thereby rendering all but guard dog viable as a synergy card. I personally cant see any hunter deck that isnt face or companion hunter existing currently so the only card out of these bunch I expect to see play is guard dog and underbelly sewer, for unironically being good cards.

    Vigilant Sentry - The only good card that might convince you to play racist paladin. Not much else to comment on, its just putting stats on board before you play flight maneuvers on 4.

    Judgement - There is some crazy things you can do with a card like this. Like playing egg paladin and then turning your entire board into 20/20s. But its cost is just way too high to start dreaming, not to mention that paladin simply dont need gimmicks like these as long as nozdormu and flight maneuvers remains viable.

    Sawbones - A really dangerous card that can make or break an entire deck. I cant exactly think of how, but theres no chance this doesnt get abused one way or another.

    Paladin looks to have received some decent cards but I reiterate my opinion on the previous legendary revealed, theres just no chance youre not building decks around nozdormu and flight maneuvers, making it difficult to like cards like judgement or truth seeker. At least paladin will still be around next expansion.

    Hunter cards on the other hand are just insane, and given how far theyve done this expansion, Im not sure its wise for team5 to stack hunter with not only powerful but also interesting cards.

    DK well, need some buffs because aside from unholy I cant see much else existing. It really needs a good board clear option, or at least a card in the midgame that will save it from dying.

    Friendly
  • Once again, Team 5 completely forgets about the existence of the Frost Rune.

    The whole Rune system is just really infuriating to me, but then they can't even be bothered to half-ass the juggling act of having all of them get anything. And every single time, it's Frost that gets the short end of the stick.

    Friendly Staff