Hearthstone's 1st expansion in the Year of the Raptor and overall 32nd expansion is Into the Emerald Dream!
The release date for the expansion is Tuesday, March 25th most likely at 10am PST/ 1pm EST/ 19:00 CEST/ 18:00 BST.
The Emerald Dream is a realm of ethereal entities and the source of all Nature magic on Azeroth. But Ysera’s domain is under attack from a creeping corruption, threatening to turn the Dream into a Nightmare! Will you Imbue your Hero Power with blessings from the World Tree or accept the Dark Gifts of the Old Gods? Choose One and rally massive Wild Gods to your cause. The portal is opening; prepare to step Into the Emerald Dream!
New Keyword: Imbue - Druid, Hunter, Mage, Paladin, Priest, and Shaman have rallied together to defend the World Tree. In return, it has imbued them with its power! The first time one of these classes plays an Imbue card, they will get a new Imbued Hero Power, specific to their class. Each subsequent time they Imbue their Hero Power, all the numbers in its text improve, so they get stronger as the battle rages on! Imbued Hero Powers are specific to that class, so classes that don’t have Imbued Hero Powers get no effect from Imbue cards.
New Keyword: Dark Gift - Agents of the Old Gods seek to corrupt the Emerald Dream and turn it into the Emerald Nightmare! They offer Dark Gifts to empower those who would join their cause. Dark Gifts are minion power-ups that pair with certain Discover options in Death Knight, Demon Hunter, Rogue, Warlock, and Warrior. Discover the best minion-Gift combination for the biggest impact!
Wild Gods - The Wild Gods are powerful ancient entities that can swing the battle of the World Tree in your favor. Some have already succumbed to the corruption, so each class gets a Legendary Wild God minion to fight for their side.
Expanded Keyword: Choose One - Druids get their power from tapping into the Emerald Dream. While in the Emerald Dream, every class can sample that power with their own Choose One card—available for the first time outside of the Druid class!
Into the Emerald Dream contains 145 new collectible cards.
A companion Miniset will be announced at a later date.
Question: How does this card work if you play the hero card that has both runes? Answer: If your last card was Unholy, it's a 3/2. if your last card was Blood, it's a 2/3. if your last card was both Blood and Unholy, it's a 3/3. (Source)
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Unlike when you pay with your own health, you can go over your opponent's health total with agamaggan! if they are at 1, you can play any card costing 1 to 10 to kill them (Source)
Question: So if the card cost 12 you deal just 10? Answer: If the card costs more than 10 you cannot play it while the agamaggan effect is active (Source)
Question: What does 'especially Ysera' mean in Corrupted Awakening's text, and what Yseras does it refer to? Answer: Should be all Ysera minions and should destroy them outright. (Source)
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Druid, Hunter, Mage, Paladin, Priest, and Shaman have rallied together to defend the World Tree. In return, it has imbued them with its power! The first time one of these classes plays an Imbue card, they will get a new Imbued Hero Power, specific to their class. Each subsequent time they Imbue their Hero Power, all the numbers in its text improve, so they get stronger as the battle rages on!
Imbued Hero Powers are specific to that class, so classes that don’t have Imbued Hero Powers get no effect from Imbue cards.
Click the "Show Imbue Cards" button in this section to reveal them
Gameplay Video
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Gameplay Video
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Gameplay Video
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Gameplay Video
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Imbue - When Druid, Hunter, Mage, Paladin, Priest, or Shaman plays their first Imbue card, they gain a new Hero Power. Each Imbue after that increases its numbers, except Cost.
Agents of the Old Gods seek to corrupt the Emerald Dream and turn it into the Emerald Nightmare! They offer Dark Gifts to empower those who would join their cause. Dark Gifts are minion power-ups that pair with certain Discover options in Death Knight, Demon Hunter, Rogue, Warlock, and Warrior. Discover the best minion-Gift combination for the biggest impact!
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+3 Attack and Lifesteal
+2/+2 and Elusive
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Charge
When you play this, summon a 2/2 copy of it.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
+4 Health and Taunt
Reborn. Is Reborn with full health and enchantments.
+4/+5. Place this card on top of your deck.
Divine Shield, Windfury
Click the "Show Dark Gift Cards" button in this section to reveal them
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
Gameplay Video
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
Gameplay Video
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
Gameplay Video
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
When you play this, summon a 2/2 copy of it.
Gameplay Video
There are 10 different Dark Gifts that can be applied to your minion Discover options:
+2/+2 and Elusive
+3 Attack and Lifesteal
+4 Health and Taunt
+4/+5. Place this card on top of your deck.
Charge
Costs (2) less, but has -2 Attack. (Only offered on minions whose Attack would not reduce below 1)
Divine Shield, Windfury
Reborn. Is Reborn with full health and enchantments.
This minion’s Battlecries trigger twice. (Only offered on minions with Battlecries)
The Wild Gods are powerful ancient entities that can swing the battle of the World Tree in your favor. Some have already succumbed to the corruption, so each class gets a Legendary Wild God minion to fight for their side.
Click the "Show Wild Gods Cards" button in this section to reveal them
Gameplay Video
Gameplay Video
Gameplay Video
Gameplay Video
Gameplay Video
Gameplay Video
Unlike when you pay with your own health, you can go over your opponent's health total with agamaggan! if they are at 1, you can play any card costing 1 to 10 to kill them (Source)
Question: So if the card cost 12 you deal just 10? Answer: If the card costs more than 10 you cannot play it while the agamaggan effect is active (Source)
Druids get their power from tapping into the Emerald Dream. While in the Emerald Dream, every class can sample that power with their own Choose One card—available for the first time outside of the Druid class!
Click the "Show Choose One Cards" button in this section to reveal them
For tokens, related cards, generation pool, cosmetics & more, please click on the card image to open a pop-up, inside this pop-up you can mouse over any thumbnail cards on the right side (on mobile at the bottom) to display them. On mobile, you need to click on the related card image in order to display them.
My personal thoughts on the expansion which I am looking forward too and already pre-ordered and could change at launch if I missed some sort of god tier combo thats actually fun and fair to play.
Death knight: I like the look of Ursoc and Leeches. Demon Hunter: Looks fantastic. Druid: Has potential but too early to say how good or bad it will be. Hunter: Same thoughts as Druid. Mage: Honestly not really feeling what they got just seems a bit Meh. Paladin: Seems like a few cool decks to build will be possible here. Priest: Mothership is probably going to remain the main deck this expansion for priests. Rogue: can't wait to see how renferal plays out. Shaman: I mean okay if your about evolution type decks but I like constancy. Warlock: honestly I hate that warlock has had more disruption than the classes that were originally designed that way and Agamaggan is just another stupid card to play against. Warrior: Could be fun to play this year. Neutral: Look like a very decent line up.
I'd say Demon Hunter will be my first play at launch interested to see if they will finally have a decent demon deck.
Will the Diamond Naralex, Herald of the Flights card be available for purchase separately in the shop after the pre-purchase period?
Yes, it should be.
My personal thoughts on the expansion which I am looking forward too and already pre-ordered and could change at launch if I missed some sort of god tier combo thats actually fun and fair to play.
Death knight: I like the look of Ursoc and Leeches.
Demon Hunter: Looks fantastic.
Druid: Has potential but too early to say how good or bad it will be.
Hunter: Same thoughts as Druid.
Mage: Honestly not really feeling what they got just seems a bit Meh.
Paladin: Seems like a few cool decks to build will be possible here.
Priest: Mothership is probably going to remain the main deck this expansion for priests.
Rogue: can't wait to see how renferal plays out.
Shaman: I mean okay if your about evolution type decks but I like constancy.
Warlock: honestly I hate that warlock has had more disruption than the classes that were originally designed that way and Agamaggan is just another stupid card to play against.
Warrior: Could be fun to play this year.
Neutral: Look like a very decent line up.
I'd say Demon Hunter will be my first play at launch interested to see if they will finally have a decent demon deck.
Can we add the revealed Imbue Hero Powers in the Imbue section?
We'll update these sections once all the cards are out (imbue, dark gifts, wild gods, choose one).
Looks like first to 9 mana wins the game. Welcome to Druidstone.