The Final Un'Goro Card Reveal - Remaining Cards Revealed Today!
The stream has concluded. All cards are now on this page! Visit our Un'Goro Guide to see all 135 cards!
Today my friends, is the end and beginning of something amazing. The final cards of the Journey to Un'Goro have all been revealed and the chaos is now over. A couple of things were mentioned on stream we thought we should share:
- New UI Feature. If you mouseover your deck, it now tells you how many cards are in your hand!
- The expansion launches April 6th!
- Reminder: The new hero they showed on stream is none other than Maiev Shadowsong who was announced as being the reward for playing 10 Year of the Mammoth Standard games back in February.
A huge thank you goes out to all our staff that were available throughout the reveal period to help make this possible. You guys are awesome! Alphabetically, our heroes are: Asylum_Rhapsody, Chimera, FrostyFeetEU, Sandernightsite, ShadowsOfSense, Sylicas, and xskarma. Neonangel too for the Arena Impact updates!
New Cards
All the new cards revealed today so far can be found below. Cards are all available in our deckbuilder so play around with them!
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Quest Tokens
Woot!
Reveal VoD
If you missed the gameplay reveal stream with Ben Brode and Frodan you can watch the VoD.
Journey to Un'Goro Guide
You can visit our Journey to Un'Goro Expansion Guide for up to date expansion information, including a brand new way of seeing cards!
Updates to the guide are going to lag behind this news post. Stay here on the news post to see the new cards ASAP!
Hemet Nesingwary
Press F to pay respects.
So rogue gets 10 cards like other classes despite having lost a classic card. And most of them are unplayable trash.
Now we know why you don't need to do any promotional stuff to receive the new rogue hero, it's because nobody would have been willing to go through the hastle of even lifting a finger to get a new hero for a joke class.
I've always played junky decks, from Dragon Rogue back in BRM to Ren'Zoth, but I'm not even sure one of these cards is gonna make it to any of my decks ( I mean, if I'm still playing, 'cause this meta sounds a lot like "whoever gets off their quest first wins", and when the rogue quest both has one of the shittiest rewards and is one of if not the hardest to accomplish, yeah, right. )
Like, let's make this orderly :
Sherazin : Kinda good, but not in this meta, if even in general. As a rogue, you're either getting outvalued or rushed down, and this won't help against either, especially when it asks you to sacrifice tempo for an hypothetical tempo gain later in a class that is all about tempo and with no catch-up mechanics.
The problem is that 4 cards is too much to be done "accidentally" ; The only times you're gonna play 4 cards in a turn is on your Auctioneer turn or a Van Cleef all-in ( Or when purposefully activating that card, but in that case, odds are, you're ruining said Van Cleef or Auctioneer turns, so, is it really that worth it ? ), and these don't happen all that often, and by stages of the game where a 5/3 isn't all that insane when you've already paid for it earlier in the game. Is it actually worth it to pay for a 4 mana 5/3 only so that you can possibly get a "free" 5/3 later, at which point, odds are, the tempo loss from playing this card earlier will be just enough to have allowed your opponent to have that extra 3 damage to kill it again. And, when picturing what lines of play allow you to activate this card, do remember, this card and Tomb Pillager will never exist together in Standard. Overall, too weak and conditionnal, not to mention not fit in a meta where your openers and tempo are so importing.
Also, I get the fact that if the rogue quest had read "summon" it would have been abused with cards that summon duplicates and such ( Like Haunted Creeper that would summon 2 identical...Whatever it is they're called, these spectral spiders ), but in that case, I can't help but think that if this went back to your hand and costed (0) - only on the turn it popped back in your hand - instead of just being summoned on the board, it would be better.
1. Synergy with Quest 2. I get more control over what I'm doing. 3. Because it would only cost (0) on the turn it goes back to your hand, it's not abusable by holding onto it and having a big turn later where you play this for (0).
And if you think that this effect is too long to be described on a Hearthstone card, feel free to try it yourself by making a custom card on any website that allows it, with that text - it fits, I checked it :
"Deathrattle: Go dormant. Play 4 cards in a turn to put this in your hand and cost (0) until end of turn."
The Caverns Below : Trash. Any attempt at completing this quest requires you to put gimmicky cards in your deck, on top of playing with one fewer card in hand until you've completed the quest ( And considering how important your opening hand is to rogue, that is not a little problem ). A gimmicky card that might not even work, even, since Blizzard visibly hasn't realized rogue decks are rich in spells ( Or are aggro and wouldn't play this card anyway ), so copying a card you're drawing has a 30-50% chance of not even helping you complete that quest, which was the reason you put said trash copying card in your deck to begin with. And doing so you'll lose massive amounts of tempo in a class all about tempo since it still has 0 recovery tools, only for a reward ( Which is the biggest tempo loss of all, 5 mana to upgrade whatever has been able to stick to the board through you torpedo-ing your own board by wasting cards to send minions back to it, ergo no minions at all, into 5/5s, Jesus ) that I'm not even sure would allow you to win against most current decks. Like, yeah, you're playing a 5/5 a turn, and that's if you've drawn a minion at all ; If you draw a spell, this reward is 100% useless ; What does that do against Jade Druid that does the same, but with no condition on it, or Pirate Warrior, that is pleased you've spent your time sending minions back to your hand from your board instead of clearing theirs.
The most egregious comparison is the druid. quest Like, for real, their quest is achieveable simply by putting it into a current Jade Druid deck, and the reward, for the same cost as the rogue reward, is an 8/8 that makes all minions in your deck free.
Vilespine Slayer : Good card, but won't fit in any competitive rogue deck. Though I do admit I have to take it back, this goes right into my decks.
Biteweed : I don't think so. So obviously you want to compare this to Van Cleef, but here's the thing :
- Van Cleef is value starting with a single card played ; This requires 2. It is thus much more conditional.
- Van Cleef needs single target removal, which means playing minions alongside it forces your opponent to choose between AOEing and removing Van Cleef ; Odds are, Biteweed will die alongside them to AOE, because its stats are literally half those of Van Cleef.
- Van Cleef gives much more value to "useless" cards in your hand ; You've got a coin ? Play it, it's worth more giving +2/+2 to Van Cleef than activating a combo anyway, and even drawing a card with Auctioneer barely is worth as much. But +1/+1 ? It would take attacking twice with Biteweed to have it compete with activating Cold Blood or Eviscerate combo activations, or drawing a card.
Obsidian Shard : Haha, no, a 3/3 ( So, 3/1, considering everybody runs weapon removal in spades ) for FOUR mana that reduces its cost only by ONE for each card you've played ( So, you need to play all burgled cards before they count, which makes this card hit the board later than expected, by which time weapons have lost much of their power ) from another class is not gonna be played. Contrast with the existing FIVE mana 5/5 MINIONS that reduce their cost by TWO for each of their archetype cards played, and you'll understand how shafted rogue were on this one. Also while the Ethereal Peddler is just a vanilla 5/6 for 5 against rogues, which though not very great is still manageable, this is a 3/3 weapon for 4 in mirror matches ( So, very bad ), and since I don't expect burgle rogue to completely eclipse other rogue decks, this means that you'll often be disadvantaged in mirror matches for including this card. In practice, if rogues are strong i.e popular, you'll get destroyed by other rogue decks because this card becomes very bad, and if they're not, well, you're not strong either anyway, so, get f*cked.
Envenom Weapon : If card text is consistent with Shadowflame, this weapon and Blade Flurry are not a board clear, but heh, who knows, this is Team 5, so consistency ain't the rule here.
if the combo doesn't work, as consistency dictates, this card is fairly bad. Minions that this is worth using on are likely quite beefy, and that means you're taking a lot of damage for it, with no heal or taunt in your deck, which though it might be worth it, it likely isn't. Also, again, weapon-removal heavy meta, so you're likely only getting one use of this, at which point the advantage over Assassinate, a very bad card, is dubious ; Taking 5-8 damage from ramming your head into a jade golem is rarely worth the 2 mana you saved over Assassinate, let alone if you factor in the hero power.
if the Blade Flurry combo actually works, this card is...Not even that great, since it's a 8 mana ( You didn't think you were getting that weapon for free, did you ? But I'm generous and only count one half of the hero power ) board clear ; Paladins have one for 6 that equalities their board, and that is a disadvantage, sure, but at least they are left with 4 mana to put back on the board if they were trying to take it from the opponent, and both Equality and Consecrate are good cards in their own right. Blade Flurry alone, however, sucks, and this card alone, sucks, not to mention that you're rarely ever getting a lot of mileage from the left over mana, a 6/6 Van Cleef, at best, if you weaponed-up the turn before, else, pretty much nothing.
Mimic Pod : Could be somewhat interesting, but I think the emphasis on tempo ( No real board clear AOE, let alone now that Azure Drake will rotate ), loss of spell synergy ( -1 to cost, 2 damage randomly split to enemies, +1 Attack to a broken 1-drop, all that ), and inconsistency from the effect ( Hitting an expensive card with this can really f*ck you over, as not only did you just spend 3 mana doing nothing, the cards you drew won't help you get out of it ) are gonna kill this on the transition from Arcane Intellect.
Razorpetal Lasher & Volley : With Spell Power nearly gone from rogue decks, no.
And, unless I'm totally wrong and this is actually good, it's another example of Blizzard not thinking their design through in the slightest, because, good god, was it that impossible to make them 0 mana, but not benefit from spell power, or not trigger spell effects ( Or better, rework Auctioneer, you know, that one card that has been breaking Rogue since the very first day of this game ) ? Hell, even make 0/0 minions with battlecry deal 1 damage WHICH WOULD HAVE PLAYED INTO THE GODDAMN USELESS ROGUE QUEST ( Doubly so since they'd be fairly good candidates for activation, especially if other cards generating Razorpetals were printed, but they'd also become 5/5s upon being played after the quest is finished and the reward played ).
Hallucination : This card is pretty good, unfortunately the archetype it belongs to isn't.
Inb4 Rogue players whining every fucking time, learn to make a deck man, Rogue always in Tier 2-1 and has never been to the bottom.
And for those bored with golden rogue from playing the same deck for 2 years straight ?
try the other 8 classes out
If you'd read my first message you'd see I have done that.
But Team 5 prides itself into a varying experience, and once in a blue moon I'd like to be at the receiving end of the broken cards that shake up classes.
Other classes change over time, and they don't have to make that "Winrate or new experience" choice ; Only rogue has.
inb4 Taunt warrior still not viable... I think they finally made it viable LOL
Only for us players, they should edit it
Rip control warlock again
You had control Warlock for the last 3 months"renolock"i don't know why you want more of that.
am i the only one who is sad and quite disappointed that maximillian of northshire is nowhere to be found? a character that was a a great reason to quest in Un'goro as well as a derpy character that fits perfectly with the happy nature of hearthstone. would have been a great excuse to include "dragon" dinos too.
o well, looks like a fun expansion. but still would like this hilarious character to be added eventually.
Blizzard said some time ago that they didnt want to promote Dragons anymore. I dont know why people are questionable about no dragons after that post.
for one, they did give some dragon love in this expansion via "primordial drake" so your statement is already kind of false
but you also dont seem to know who " maximillian of northshire" is
he is a quest NPC in Un'goro who is a delusional adventurer who came to Un'goro to best the "dragon" in Un'goro. and part of his craziness is that he thinks he is some great hero besting "dragons" when in reality these "dragons" are actually Devilsaurs, which is why i said "dragon" dino as that is what Max refured the Devilsaurs of Un'Goro as
After seeing the Adapt and Wild Pyromancer interaction, I thought each class would now have a good board clear. But, all the adapt mechanics are tied to the card they are printed on. Only Paladins have a card to give adapt to another minion, so once again, they are the only class that can take advantage of a HUGE board clear.
They already had this with Equality and now they have an opportunity to have it in another form.
Would have been nice to have a chance at this type of board clear with Druid or Rogue...
Toast showed the HD version of Barnabus
And Time Warp
Man I'm so happy that although Rag is retiring, I get to shout DIE INSECT with the new warrior quest :P