Expansion Information
We've organized facts about The Grand Tournament below. Any non-cited sources are from the announcement livestream.Cards
- The expansion contains 132 new cards.
- The Inspire keyword has been added. This activates the card's effect every time you use your Hero Power.
- Lots of the new cards will have effects which work with Hero Powers.
- Cards are found in a new type of card pack, separate from the Classic and Goblins vs Gnomes packs. Packs contain 5 cards.
- Packs cost 100 gold, or can be purchased using the same real money pricing structure as current card packs.
- All cards can be crafted and disenchanted using Arcane Dust.
Pre-purchase
The pre-purchase is no longer available. This section remains for historical record.- A pre-purchase was available until the expansion launched.
- A special pre-order discount for 50 card packs is available for $49.99 USD (£34.99).
- The pre-order gives you the Triumphant Card Back.
- This pre-purchase can be done once per account.
The Arena
- The pack rewarded at the end of your run will now be randomized between The Grand Tournament, Goblins vs Gnomes, or Classic.
New Cards
All the collectible cards have been revealed and can be found below.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
Card Stats
Below are some stats on the currently revealed cards.Class | Card Type | ||||||
---|---|---|---|---|---|---|---|
C | R | E | L | M | S | W | |
3 | 3 | 2 | 1 | 7 | 2 | ||
3 | 3 | 2 | 2 | 6 | 4 | ||
3 | 3 | 2 | 1 | 6 | 3 | ||
3 | 3 | 2 | 1 | 5 | 3 | 1 | |
3 | 3 | 2 | 1 | 5 | 4 | ||
3 | 3 | 2 | 1 | 6 | 2 | 1 | |
3 | 3 | 2 | 1 | 5 | 3 | 1 | |
3 | 3 | 2 | 1 | 6 | 3 | ||
3 | 3 | 2 | 1 | 6 | 2 | 1 | |
22 | 9 | 9 | 10 | 50 |
actually his statement is pretty reasonable: If the cards really would hate aggro out of the meta (which they won't, trust me), they would suddenly become pretty bad: In control mirrors you will only win around 30-40% of your jousts, because you loose the ties. Then, in such a controlly meta, everybody would start cutting the joust cards, bringing aggro right back in the business... and repeat ...
But tbh, people are overvaluating joust imho - very few of the cards are thaaaat great, even when you hit the joust!
Oh cmon, look at those delicious cards, aren't you existed?
There's a bit of a difference between "being excited for cards" and suggesting a mechanic like joust will eradicate an entire component of the "rock < paper < scissor < rock" balance most CCG/TCGs have in terms of aggro, control, mid-range or in some ways in HS specific heroes against other heroes.
Joust will certainly be strong against aggro decks, but a) the joust cards aren't necessarily strong or fast enough to just shut down aggro, and b) as both fabisco and manozocker said (albeit in very hard to understand gibberish...) even if joust absolutely housed aggro, the meta would shift to mid-range to combat the heavy control decks where suddenly your jousters are losing at a high enough rate that you no longer want to include them....and this cut them....and thus open the door back up for aggro.
You must be fun at parties.
OHHHHH YEAHHHHHHH!*
*not responsible for damaged walls
Just realised something: There's only one mech in the whole expansion... wow
I think they were focusing on the weaker ones like Dragons, Pirates and definitely some lovin' for Beasts in Hunter & Druid. Mech and Murloc are fine hence why they only got 1.
True, Mech had enough love already.
Don't forget Totem! :D Also, they added a bunch of demons, but I think to some extent it nerfed Demonlock cards like Bane of Doom to some extent as a result.
Kripp will NEVER reach his goal. lol
Hope Anub'arak, Beneath the Grounds and Shado-pan Cavalry can actually be used in a new non-combo/oil/mill type of rogue deck
Actually I have my doubts about almost all new rouge cards... But we will see.
I agree. The only one that might see serious play I think is Undercity Valiant as anti-aggro tech. It's not that far behind SI:7.
Can't wait to get my hands on these cards!
My oppinion about the 2 hunter legendaries? One of them could be an epic, and Lock and Load didn't had to exist.
Lock and Load promotes saving up spells and then playing them in a bunch, instead of just throwing everything you can at the face, which is a good thing imo.
Like hunters would use that... Honestly, I can't picture it being used.
Dont try and picture it being used...just try to picture it working. A lot of people didnt think flamewaker would work because they didnt think it fit what mage was trying to do....and then tempo mages threw it in their decks and became viable on ladder because of it.
I also think thst the new hubter legis are rly bad. One is useless the other can destrpy yourself
No conscience, decent minded player thought flamewaker wouldn't work