Journey to Un'Goro - Hearthstone's Fifth Expansion
Journey to Un'Goro is Hearthstone's fifth expansion. It will release on April 6th!
Expansion Information
- The expansion releases April 6.
- 135 New Cards will be added to the game.
- There is a new tribe called Elemental. Some olders cards will gain this tribe.
- There are new Quest cards which are Legendary Spells.
- You can have only one in your deck and they're always in your opening hand. (Discuss Quests)
- You have the option to mulligan your Quest.
- A new keyword called Adapt has been added.
- They work like the Discover mechanic and let you choose 1 option of 3 (pool of 10) to add to your minion. (Discuss Adapt)
- A pre-order is available for $49.99 USD which gives you 50 packs and a special card back.
New Cards
So far, 135 cards have been revealed out of 135.
Druid
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Hunter
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Mage
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Paladin
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Priest
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Rogue
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Shaman
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Warlock
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Warrior
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Neutral
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Tokens
Below are tokens (cards created by other cards) including Quest rewards. These cards are not collectible by themselves.
Discuss Druid Quest Discuss Living Mana Discuss Hunter Quest Discuss Hunter Quest Discuss Raptor Hatchling Discuss Pyros Discuss Pyros Discuss Mage Quest Discuss Paladin Quest Discuss Priest Quest Discuss Rogue Quest Discuss Sherazin Discuss Razorpetal Volley Discuss Shaman Quest Discuss Stone Sentinel Discuss Kalimos Discuss Kalimos Discuss Kalimos Discuss Kalimos Discuss Kalimos Discuss Warlock Quest Discuss Warlock Quest Discuss Warlock Quest Discuss Feeding Time Discuss Direhorn Hatchling Discuss Warrior Quest Discuss Explore Un'Goro Discuss Devilsaur Egg Discuss Elise
The Adapt Mechanic
The new Adapt Mechanic works like Discover in that you get to choose from 3 random options. These are all the options available.
- Liquid Membrane - Can't be targeted by spells or Hero Powers.
- Flaming Claws - +3 Attack
- Crackling Shield - Divine Shield
- Living Spores - Deathrattle: Summon two 1/1 Plants.
- Massive - Taunt.
- Lightning Speed - Windfury
- Volcanic Might - +1 / +1
- Rocky Carapace - +3 Health
- Shrouding Mist - Stealth until your next Turn
- Poison Spit - Poisonous
Pre-Order Card Back
The pre-order card back returns! If you pre-order 50 packs for $49.99 USD, you get this awesome back.
New Gameboard
Cinematic Trailer
Un'Goro Expansion Rundown
Dash from Curse has put all the information about the new expansion into a video!
Announcement Video
Ben Brode and Jason Chayes talk about the new expansion.
Prepare for a New Year - Get Cheaper Packs!
This section contains affiliate links. They help the site!
Although you can't make use of this offer for Un'Goro packs yet, you can collect cards on the cheap from expansions by using Amazon Coins. It does require an Android device though since you need to install the Amazon Underground Appstore in order to get the correct Hearthstone app that lets you redeem the coins.
So go buy some Amazon Coins at a discount to get cheaper packs! You can save your coins for the Un'Goro launch or spend them on older packs now. With The Grand Tournament rotating out soon, you can use this as an opportunity to get those packs to finish your collection one last time. Be sure to visit our guide to learn more about Amazon Coins.
Quests seem generic enough that they could be introduced in future expansions, little reason for them to be one-offs.
9 new mechanics and counting.
In addition to the 5 you pointed out, there is also a minion that attacks during the opponent's turn (Dred), hero health above 30 (Amara), permanence (Nether Portal, Crystal Core), and stats that dynamically change depending on whose turn it is (Tar Creeper).
There are also cool new flavoring to existing mechanics. Destroying mana crystals, summoning minions, and gaining mana crystals is rebranded in converting mana into minions, and add 5 cards to hand is given awesome visuals to simulate opening a pack in game.
A neutral freeze and armor gain is also interesting.
Yeah, some of those mechanics will still exist, but they more or less make up what the game can do, not something direct like inspire or battlecry. They also don't take up a large enough portion of the card pool to be more than a sort of cool card effect. Also, and this is just semantics, but WOG didn't give us the first game history interaction (which, technically C'Thun would fall under that category too), TGT did with Frost Giant. That is if we're not missing another card. In summary, keywords are denoted as such because they're used much more often than other abilities. And because tribe cards are released from expansion to expansion, with the exception of the standard Murloc package, even those mechanics aren't always going to have support. So yeah, the healthy mechanics that promote smart play like discover and deathrattle will always be around, while temporary mechanics are subject to regular rotation. My only request of Blizzard is to give tribal decks more support from expansion to expansion, enough that we don't see the same things over and over again, but we get to experience an existing deck archetype in a new and interesting way.
I don't think Dred is a new mechanic, just one that interacts differently than the ones that came before it. It acts a lot like a secret to be honest and while it is fresh, it definitely goes into the 'new spin on old mechanics' tab. In that sense, so does Amara, because while you are adding health to a hero, which hasn't been done often, you're just adding health to a character, which is a pretty standard Priest mechanic. Now that i say that, that's not exactly true. You're not adding health to a hero, you're changing their health to a specific number. The interaction functions like Alexstrasza's battlecry in the sense that you set a health level, and like Alex, I'm sure if you were over 40 health and you used this card, that you would be able to heal up to your previous health value afterwords. We saw this mechanic all the way back in BRM with Majordomo/Alex decks that would utilize Domo's deathrattle to become Ragnaros and then increase their maximum health to 15 with Alexstrasza the next turn. In that way, Adapt and Guess are also spin-offs of the battlecry: discover mechanic, and Quests are just Secrets with layers of stipulations. With that said, Quests also have the added mechanic of starting in your opening mulligan, although Malchezar already uses the pre-mulligan mechanic, so even it isn't really new. Most of these new mechanics are based around existing mechanics that have worked out really well, and as such, they have a pretty firm base to stand on.
FAce hunter will live again
https://www.youtube.com/watch?v=-jenlSf2E8o&t=57s
Don't forget the new token that they previewed today. "Galvadon" Supposed to be the token from the new pally quest they haven't yet revealed.
It hasn't be fully revealed yet which is why it isn't here. It will definitely have an effect tied to it.
I hope so cuz a 5/5 for 5 legendary isn't exactly all that exciting...
text was adapt 5 times and a +9 atk, stealth, windfury outcome isn't all that crazy. OTK pally might be the real deal in this set, this time with less murlocs.
why is tol'vir stoneshaper not in the deckbuilder yet?
Fixed. Not sure who added it to the database as I wasn't around for that reveal earlier, but they appear to have forgotten the UsableInDeckbuilder flag. All should be good to go now!
thx
And now for a quick summary on why shaman is still to powerful:
Jade golem archetype consists of 9 cards, which gives you weapons, taunt minions, damage spells, two decent-ish minions, and one consistently good minion. For the rest of the 21 cards in your deck you can do whatever you want, being elementals, murlocs, or whatever other things you may want to stick in your deck.
Thank you blizzard, until next standard year.
But Brann and Tunnel Trogg are rolling out which can make jades weaker and slower. And meta decks almost always stop being meta when new expansion comes out. How often do you see C'thun decks? Which were considered op at a time. Only Aviana/Kun combo. Which is really rare, since it requires you to have shitload of legendaries in your deck.
I am looking forward to this expansion; it looks like they are trying to slow down the meta which, if successful, will definitely bring benefits. I look forward to trying to complete that rogue quest specifically- finally, Gadgetzan Ferryman has a use.
Let's just hope they don't screw up again and make a super OP aggressive card like Small-Time Buccaneer.
Agreed, but at least since the nerf it's seen less (if any) play. Hopefully they'll correct any massive inequalities with these card as well.