No, there is only this one 2500xp quest, and you can only reroll in 1750xp quests. Here is the list.
https://outof.cards/hearthstone/guides/67-a-guide-to-weekly-quests-in-hearthstone/
2
No, there is only this one 2500xp quest, and you can only reroll in 1750xp quests. Here is the list.
https://outof.cards/hearthstone/guides/67-a-guide-to-weekly-quests-in-hearthstone/
2
Hey guys,
I have some questions about the weekly quests:
- Are there many weekly quests rewarding over 1750 XP? I only got the "Win 7 games in Ranked mode" quest, which rewards 2500XP.
- Is it possible to reroll a 1750 XP quest and get something higher, like the 2500XP (if you already completed it during the week)?
Thanks.
You always get 1 same 2500 Weekly quest
other weekly quests are 1750 each. so no point in rerolling them. you will always get 1750 out of them
108
The biggest question about the new reward system: is it better or worse than old one? There are many misconceptions about it, some people love it because its front-loaded (meaning: its very easy to get a lot of rewards in the beginning but later it will be harder) and some people just hate it because they cant get that sweet 10g per 3 wins anymore.
Now we have the numbers and I dont wanna wait for the Hearthstone Mathematics channel, because I love to do the number-crunching myself. So the answer to the question mainly depends on what kind of player you are. Lets see the first one:
UPDATE: Before that, lets talk about the "apology blue post". We will have 6 less packs and 1350 more gold on the reward track from level 1 to 50. I didnt update the original number crunching, only the conclusions at each category, because it was easier to do. I have also renamed the 4th category to "competitive player". BTW I should mention here that I have used these numbers for the required xp for levels: https://outof.cards/hearthstone/2200-the-rewards-track-how-long-to-get-to-level-50-644000-experience-required-to-get-to-level-150 and by their calculations you can achieve level 50 in 12 and a half weeks with 1 hour play per day. You can still achieve it within the expansion cycle with less gameplay, since most of the xp comes from quests.
The Questing adventurer:
In this category I will assume that you are just logging in to do your daily quests (and weekly quests) and play less than an hour per day. In the old system you could get an average 55 gold per quest and I will assume 3 wins for the 10 gold. So 65 gold * 120 day = 7800 gold per expansion cycle. Now lets see the new reward track. Up to level 50 you will get 4200 gold, 16 packs, 2 arena/duel tickets, 2 legendaries and 1 epic card. 1 pack is worth 100 gold, the ticket is the same because the questing adventurer doesnt have time for this, but instant conceding is still worth a pack. Cards are a bit more tricky, but we can measure them in dust, and a packs average worth is around 100 dust. Lets say we are pessimistic and you just want to disenchant your rewards. (BTW I dont know if the reward cards could be golden but lets assume they are always non-golden) So a random legendary is equal to 400 gold and a random epic is 100 gold for this calculation. If we add this up we get a value thats worth 6900 gold. From there, you gain 150 gold for every level up.
So lets see the new quest system. Every week we get 3 weekly quests, 1 has 2500 exp reward and the other 2 has 1750, so its 6k exp per week. We also have 66 new daily quests, 50 of those worth 1000 exp the rest are 800 or 1500, so I think its reasonable to count 1k as an average. Easy math, 7k + 6k means 13k exp per week just from quests. You can also gain xp just from playing the game. Winning means more xp but the main factor is the time and its capped at 400 xp / hour in ranked. Lets assume that the questing adventurer doesnt have time to play a whole hour per day, so I will count with 200 xp per day which should be attainable in less than 30 minutes. Thats another 1400 xp per week.
So we are at 14400 xp per week, and an expansion cycle is 120 days or 17 weeks, so the Q.A. will get 244800 xp which is equal to level 61 on the reward track. So its 1650 gold bonus above level 50, which means 8550 gold in total. So for the Q.A. its 7800 gold vs. 8550 gold or 5850 gold + packs and cards.
There is also another source of xp, namely achievments. There are some that gives you xp, overall they can give 3-4 more levels so 450-600 bonus gold but we know that the questing adventurer dont have time for this. I would say for this category the new system is better, but some people dont think that a pack is actually worth 100 gold, so its maybe less good for them.
UPDATE: Old system: 7800 gold vs New system 9300 gold value OR 7200 gold + packs and cards.
The farmer:
The farmer plays a very fast aggro deck, he always does the quests and always farms the daily 100 gold for 30 wins then immediately shuts down HS. 155 * 120 = 18600 gold per expansion cycle (thats the cap). Assuming a 50% winrate and 5 minute matches, the farmer plays 5 hours every day. In the new system that means 5*400=2000 xp per day, so 14k xp per week + 13k from the quests so 27k per week, so 459000 xp in the expansion cycle. We will be generous this time and give him 500 achievment xp to earn level 109. This means 8550 gold above level 50, for a total of 15750 gold. The farmer doesnt like the new system.
UPDATE: Old system: 18600 gold VS New system 16500 gold value OR 14400 gold + packs and cards.
The hardcore player/streamer:
The farmer capped out the old system with 5 hours per day. But I was curious if someone can max out the current reward system. The math shows that you will need an average 9 hours per day to do that (which is really high, I know), but the new cap is actually higher than the old one. On max level you have 21900 gold, or 19200 + the goodies. So the hardcore player likes the new system.
UPDATE: Old system 18600 gold VS New system 22650 gold value OR 20550 gold + packs and cards.
The competitive player:
This is my category, a player who doesnt have much time on the weekdays but plays a bit more on the weekends. My assumption is that the average player plays 1 hour per day from monday to friday and somewhere between 2-5 hours per day on the weekend. For this calculation I will use 10 hours per week. In 10 hours a farmer would get 200 gold, but the competitive player also plays other decks than hyper-aggro, so lets calculate with 80% effectiveness, that would mean 160 gold per week from the 3 wins deal plus 7*55=385 from quests for a total of 545 gold per week on average. This is 9265 gold per expansion cycle. In the new system we have the 13k/week from quests and the 4k/week from gameplay, which means 289000 xp per expansion cycle. It means level 71 on the reward track, but the competitive player is interested in doing some achievments for xp, so we will give him +2 levels. The summary is 10350 gold or 7650 gold + goodies.
UPDATE: Old system 9265 gold VS New system 11100 gold value OR 9000 gold + packs and cards.
The conclusion:
If you agree with my conversion rate of the goodies, you can see that the new system is better for most players. The pure gold will be lower, but it is compensated by cards/packs. Since the new system is front-loaded, you will get more stuff in the beginning of a new cycle, which is good IMO. Later you get mostly gold, which you want anyways for the next expansion. Needless to say that the xp bonus from the premium track helps a lot, but as far as I know it doesnt change the hourly cap from gameplay. Personally I like the new system better, but I can see why someone would like the old one better. One thing is for sure: its NOT more grindy than the old one, you get rewards based on how much you play the game.
I did these calculations mainly for myself, but I hope it will help you too to understand what you should expect from the new system on the long run.
Conclusion UPDATE:
At first I didnt consider that the loss of pure gold would upset most of the playerbase, but that was my mistake, since Blizzard specifically stated that we will make more gold in the new system, and its obviously not the case, by my math not even after the update (-6 packs and + 1350 gold). I am a mostly wild player and I also like to collect cards, so for me any pack that can give me a card I dont have has a 100 gold value. If you are not like me, you can use the updated numbers with pure gold + packs and cards. So I still like the new system better BUT we will have a mini-expansion with 35 new cards and the slightly better rewards wont help us to get them. All we can do is hope that the promised events will get us enough xp to help with that.
Thanks for the feedback, if Blizzard will update the rewards track again, I plan to do the same with my post.
7
What about fixing people not getting daily quests? I didn't get a daily on Sunday.
2
Hey Poghy,
Thank you for the good job completed here.
I'm just curious where did you get the required amount of XP per level, and the hourly XP rate? I will be interested to get the source, so I can check in the future if there are some changes.
Could you please share the links?
Cheers,
You are welcome! The numbers were datamined by the guys at outofcards.
You can also find some info there about achievment xp.
-1
Damn, Autralian players will miss the packs, again.
2
Dear god. Is there anything that make you guys feel happy? I really liked the adventure. I guess complaining is free...
It really is inevitable. I honestly think anyone who dislikes this has either not played Warcraft/doesn't like it or just wants free rewards and this doesn't offer good enough rewards to meet their expectations. In short: Entitled children dislike things like this. Was honestly one of the best playthroughs i've ever experienced in Hearthstone, and i've been playing since 2014.
4
There is one Deck without any legendary.
And some with only two or less legendary.
So some Decks you could be able to dust and play
12
This is one of my favorite posts I’ve read in a long time on here. Great work!! Super interesting and fun!!
17
I started playing Hearthstone in September of 2018, right after The Boomsday Project came out. My first love was Hunter, and now that I'm two years in to the game and have a better understanding of things, I understand why. It is an easy to learn class and holds its' own fairly well. I got bored of it pretty quickly, though, and moved on to Shaman. This class, when things fell in to place, felt amazing. I had a hard time making things fall in to place though, more often than not. That led me to what I would come to view as my favorite class in the game, the Rogue. It was powerful but not overly so. It made you think. Games tended to be quick. Finally, I had found the "perfect" class for my play style.
Every time I did good in a season, my best pushes and streaks were always with Rogue. And now, after almost two years to the day of playing, I hit legend for the first time. My "boss fight" on 3-star Diamond 1 was an aggro Demon Hunter who gave me a hell of a good fight.
Id's like to take a second to say that this community has been tremendously helpful over the last two years, and I am thankful to have found it. The deck I hit legend with came from here, as a matter of fact:
Dekkster's 69% Win-rate Stealth Aggro Rogue
Malygos Rogue Deck
by DefinitelyNotDekkster - Aug 15, 2020
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Minion (15) |
Ability (13)
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Weapon (2) |
Loading Collection |
So thank you, everyone, and good luck out there on ladder!
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
1
Remember, the March season will end just after the New HS Year will start.
The rewards from Ranked will be Barren's packs.
And if you save your Weekly quest until the Extension will be out, you can jump straight to lvl20 according to the Rewards Track
Which will provide you 2 Barrens legendary (including Mankrik), 1 epic, and 3 Barrens packs.
Depending on how many packs you will receive from March Season, you may almost have already 5 free packs, 2 legendary & 1 epic cards.
If you are not interested in this extension, the 5 packs may provide you one more Legendary (1/10 packs) and 1 extra epic card (1/5), so you may have no need to buy packs to have at least 4 legendary cards (including offered Shadow Hunter Vol'jin ) cards from the extension.
If you are playing Wild, and you have not yet completed the Saviors of Uldum & Rise of Shadows adventures, you can also pay for the second chapters of each of them (the first chapter is free). They are rotating with the HS Year, and will then only be available with Real Money after that.
Buying the second chapter of the adventures before should allow you to continue to pay with golds in the future.
Rewards from the adventure include a Golden pack, which after the rotation should only provide Standard extension Cards.
Furthermore, you can also get Sylvannas Hero Skin for 1500Po, until April 6th (I guess). If you like the hero skin you can buy it :)
Make your choice, there are so many stuff you can do with 8K Po ;)
1
Book of Mercenaries Chapter 01 will be available the second week of April, revealing its First chapter about Rokara.
If you want to discover some Heroes/Minions/Spells/Weapons linked to this adventure, go ahead and read the content below.
Otherwise, Run away!!
Disclaimers:
Hero & Hero Powers
Extract Adventure: BOM_01 - from patch: 77662
List:
HERO: Bru'kan (SHAMAN) - PV:30 - [x]Garrosh wants this great Darkspear shaman to put Rokara through her paces.HERO POWER: Totemic Mastery (SHAMAN) - Cost:2 - Hero Power Summon basic Totems until you have 4. Overload: (1).
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Bru'kan (SHAMAN) - Cost:2 - [x]Hero Power Deal 1-2 damage to all enemy minions.
HERO POWER: Dawngrasp (MAGE) - Cost:2 - Hero Power Freeze an enemy minion.
HERO POWER: Dawngrasp (MAGE) - Cost:2 - Hero Power Freeze an enemy minion.
HERO POWER: Dawngrasp (MAGE) - Cost:2 - Hero Power Freeze an enemy minion.
HERO: Feegly the Exiled (WARLOCK) - PV:30 - In a weakened state, naaru may produce void energies with deadly consequences.
HERO POWER: Power of the Shard (WARLOCK) - Cost:2 - Hero Power Transform a minion into a 3/3 Trogg.
HERO: Garrosh (WARRIOR) - PV:30 - Garrosh has been waiting for Rokara to return and he is NOT happy about it.
HERO POWER: Equip Gorehowl (WARRIOR) - Cost:4 - Hero Power Equip Gorehowl Your hero is Immune while attacking.
HERO: Golem (WARRIOR) - PV:40 - Kazakus saw to it that his caravan was well-guarded.
HERO POWER: Manufacture (NEUTRAL) - Cost:2 - [x]Hero Power Summon a 3/3 Golem. If one is already present, upgrade it instead.
HERO POWER: Guff (DRUID) - Cost:2 - Hero Power Give your hero +2 Attack this turn. Gain 2 Armor.
HERO POWER: Guff (DRUID) - Cost:2 - Hero Power Give your hero +2 Attack this turn. Gain 2 Armor.
HERO POWER: Guff (DRUID) - Cost:2 - Hero Power Give your hero +2 Attack this turn. Gain 2 Armor.
HERO POWER: Guff (DRUID) - Cost:2 - Hero Power Give your hero +2 Attack this turn. Gain 2 Armor.
HERO POWER: Guff (DRUID) - Cost:2 - Hero Power Give your hero +2 Attack this turn. Gain 2 Armor.
HERO: Hezrul Bloodmark (HUNTER) - PV:30 - The Kolkar clan loathes the Horde and will not tolerate any incursions into its domain.
HERO POWER: Hyena Pack (HUNTER) - Cost:2 - Hero Power Summon a 3/1 Hyena with Rush.
HERO: Isha Awak (SHAMAN) - PV:40 - Rokara begins to realize that Guff's affection for monstrous creatures is hazardous to her health.
HERO POWER: Regurgitate (SHAMAN) - Cost:4 - Hero Power Summon a random Forged in the Barrens minion.
HERO: Plaguemaw the Rotting (DEMONHUNTER) - PV:30 - On the Gold Road Rokara meets a warlock struggling to control an enormous undead quilboar.
HERO POWER: Rez the Roof (DRUID) - Cost:2 - Hero Power Summon a friendly Deathrattle minion that died this game.
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO: Rokara (WARRIOR) - PV:30 - null
HERO POWER: Early Axes (WARRIOR) - Cost:2 - Hero Power Equip a 3/1 Axe.
HERO POWER: Ask for Help (WARRIOR) - Cost:0 - Passive Hero Power Choose an ally to help you in battle!
HERO POWER: Ask for Help (WARRIOR) - Cost:0 - Passive Hero Power Choose an ally to help you in battle!
HERO POWER: Ask for Help (WARRIOR) - Cost:0 - Passive Hero Power Choose an ally to help you in battle!
HERO POWER: Ask for Help (WARRIOR) - Cost:0 - Passive Hero Power Choose an ally to help you in battle!
HERO POWER: Ask for Help (WARRIOR) - Cost:0 - Passive Hero Power Choose an ally to help you in battle!
HERO POWER: Axe and Receive (WARRIOR) - Cost:2 - Hero Power Equip a 4/2 Axe.
HERO POWER: Tamsin (WARLOCK) - Cost:2 - Hero Power Summon a 3/2 Imp Familiar.
HERO POWER: Tamsin (WARLOCK) - Cost:2 - Hero Power Summon a 3/2 Imp Familiar.
HERO POWER: Tamsin (WARLOCK) - Cost:2 - Hero Power Summon a 3/2 Imp Familiar.
HERO POWER: Tamsin (WARLOCK) - Cost:2 - Hero Power Summon a 3/2 Imp Familiar.
HERO: General Twinbraid (PALADIN) - PV:30 - Bael'dun Keep played a critical role establishing an Alliance foothold in the Barrens.
HERO POWER: Armored Slam (WARRIOR) - Cost:2 - Hero Power Gain 1 Armor. Deal 1 damage to a minion for each Armor you have.
Miniatures:
Minions
List:
Bru'kan: (5) - ATT:3/PV:5 - [x]At the end of your turn, deal 1-2 damage to all enemy minions. Deathrattle: Go Dormant for 2 turns.
Golem Guard: (3) - ATT:3/PV:3 - Taunt
Guff: (4) - ATT:0/PV:8 - [x]At the end of your turn, give another friendly minion +0/+2. Deathrattle: Go Dormant for 2 turns.
Perplexed Trogg: (3) - ATT:3/PV:3 - null
Security Golem: (2) - ATT:3/PV:3 - null
Swift Hyena: (1) - ATT:3/PV:1 - Rush
Tamsin: (2) - ATT:1/PV:5 - At the end of your turn, if you don't control an Imp Familiar, summon one. Deathrattle: Go Dormant for 2 turns.
Varden Dawngrasp: (3) - ATT:2/PV:5 - At the end of your turn, Freeze a random enemy minion. Deathrattle: Go Dormant for 2 turns.
Miniatures:
Spells
List:
Arrival In Orgimmar: (5) - Add two Champions of the Horde to your hand. They cost (1).
Earthroot: (0) - +1/+1 and Taunt
Fadeleaf: (0) - +1/+1 and Stealth
Grave Moss: (0) - +1/+1 and Poisonous
Liferoot: (0) - +1/+1 and Lifesteal
Mageroyal: (0) - +1/+1 and Spell Damage +1
Pride of the Frostwolves: (3) - Gain 5 Armor. Equip a random weapon.
Strength and Honor!: (6) - Summon your allies.
Strength and Honor!_Copy: (6) - Summon your allies.
Sungrass: (0) - +1/+1 and Divine Shield
Swifthistle: (0) - +1/+1 and Windfury
Wildvine: (0) - +2/+2
Miniatures:
Weapons
List:
Miniatures:
8
The Druid of the Fang was already referring to the Wailing Caverns in his Flavor:
2
This has been notified in the release note of Path 19.6
The next book details will be available with patch 20.0, and I guess it will be online the same day of the new extension and the Book of Mercenaries on April 6.
6
All Classes will have 16 cards (against ~25 / class from basic & classic) + 75 neutral cards (against 148 from basic & classic).
7
Blizzard may be finally working on a multiplayer mode using the standard cards.
Some texts have been modified to change the notion of both by each:
Revenant Rascal
Prize Vendor
Data extracted from the difference between the patches 70986 & 71003
1
Book of Heroes will be available soon (15/09) revealing its first chapter about Jaina Proudmoore.
If you want to discover some Heroes/Minions/Spells linked to this adventure, go ahead and read the content below.
Otherwise, Run away!!
Disclaimers:
Rewards
I lamentably failed when thinking about the reward(s).
Sorry, but I have no information about it.
Edit: Thank you, UdderCowtastrophe, for pointing the error out.
Hero & Hero Powers
Extract Adventure: Story_01 - from patch: 58213
List:
HERO: Aethas Sunreaver (MAGE) - PV:50 - He represents the Horde members in the Kirin Tor, but his days are numbered.
HERO POWER: Arcane Intensity - Cost:2 - Hero Power Deal $2 damage to the enemy hero and gain Spell Damage +2 this turn.
HERO: Archmage Antonidas (MAGE) - PV:30 - He's the only teacher Jaina would ever need! She just has to convince him first.
HERO POWER: Supreme Acumen - Cost:2 - Passive Hero Power Your spells cast twice.
HERO: Archimonde (WARLOCK) - PV:40 - This powerful invader is certain he will win... Maybe too certain.
HERO POWER: Rain of Chaos - Cost:6 - Hero Power Summon two 6/6 Infernals.
HERO: Prince Arthas (PALADIN) - PV:30 - No one knows yet, but his heart has already been corrupted by the Lich King's evil.
HERO POWER: Defensive Strike - Cost:2 - Hero Power Deal 2 damage to all enemy minions. If any die, give all your minions Divine Shield.
HERO: Garrosh Hellscream (WARRIOR) - PV:40 - Thrall's successor is driven by the need for conquest and valorous war.
HERO POWER: Horde Armada - Cost:0 - Hero Power Deal $4 damage to the Gates of Theramore.
HERO: Grommash Hellscream (WARRIOR) - PV:30 - This mighty orc warrior fights a greater battle within himself.
HERO POWER: Equip Gorehowl - Cost:5 - Hero Power Equip Gorehowl.
HERO: Jaina Proudmoore (MAGE) - PV:30 - null
HERO POWER: Icefall - Cost:3 - Hero Power Deal $2 damage to 2 random enemy minions and Freeze them.
HERO POWER: Icefall Rank 2 - Cost:3 - Hero Power Deal $3 damage to 2 random enemy minions and Freeze them.
HERO: Jaina Proudmoore (MAGE) - PV:30 - null
HERO POWER: Summon Elemental - Cost:4 - Hero Power Summon a 3/6 Water Elemental.
HERO POWER: Summon Elemental Rank 3 - Cost:4 - Hero Power Summon a 5/8 Water Elemental.
HERO POWER: Summon Elemental Rank 2 - Cost:4 - Hero Power Summon a 4/7 Water Elemental.
HERO: Jaina Proudmoore (MAGE) - PV:30 - null
HERO POWER: Iceblast - Cost:2 - Hero Power Deal $1 damage.
HERO POWER: Iceblast Rank 2 - Cost:2 - Hero Power Deal $2 damage.
HERO POWER: Iceblast Rank 3 - Cost:2 - Hero Power Deal $3 damage.
HERO: Prince Kael'thas (MAGE) - PV:30 - Has heard of Jaina's skill but not her love for a different blond prince. It's hard to tell him...
HERO POWER: Firemancy - Cost:2 - Passive Hero Power After you cast a spell, add a Fireball to your deck. It costs (2) more.
HERO: Thrall (SHAMAN) - PV:50 - The former warchief has returned to restore the peace, if he can.
HERO POWER: Spirit of Air - Cost:2 - Hero Power Give all friendly minions Windfury.
Miniatures:
Spells
Some spells may not be new, but they are all named after the adventure (Story_01_*)
Liste:
Feral Spirit: (3) - Summon two 2/3 Spirit Wolves with Taunt.
Iceball: (4) - Deal $6 damage.
Libram of Wisdom: (2) - Give a minion +1/+1 and \Deathrattle: Add a 'Libram of Wisdom' spell to your hand.\
Upgrade!: (1) - If you have a weapon, give it +1/+1.
Voltaic Burst: (1) - Summon two 1/1 Sparks with Rush.
Miniatures:
minions
Some minions may not be new, but they are all named after the adventure (Story_01_*)
Liste:
Arcane Keysmith: (4) - ATT:2/PV:2 - Battlecry: Discover a Secret. Put it into the battlefield.
Archmage Kalec: (5) - ATT:4/PV:6 - Your first spell each turn costs (0). Battlecry: Draw a spell from your deck.
Assistant Bigglesworth: (4) - ATT:2/PV:3 - Battlecry: Discover a copy of a minion in your opponent's deck.
Book of Runes: (6) - ATT:5/PV:5 - At the end of your turn, reduce the Cost of cards in your hand by (1).
Cobalt Spellkin: (5) - ATT:3/PV:5 - Battlecry: Add two 1-Cost spells from your class to your hand.
Gates of Theramore: (0) - ATT:0/PV:10 - Taunt Deathrattle: Deal $3 damage to your hero.
Gray Cat: (3) - ATT:3/PV:3 - Spell Damage +1 Battlecry: Draw a card.
Lordaeron Attendant: (1) - ATT:1/PV:3 - Battlecry: Reduce the Cost of your Librams by (1) this game.
Malfurion Stormrage: (4) - ATT:4/PV:7 - null
Malkorok: (7) - ATT:6/PV:5 - Battlecry: Equip a random weapon.
Nordrassil: (4) - ATT:4/PV:7 - null
Shandris Feathermoon: (7) - ATT:5/PV:6 - Stealth Battlecry: Destroy your opponent's left and right-most minions.
Stargaze Elemental: (3) - ATT:2/PV:4 - After you play the right-most card in your hand, draw a card.
Theramore Guard: (3) - ATT:3/PV:1 - Charge Deathrattle: Deal 2 damage to your hero.
Thrall: (4) - ATT:4/PV:7 - null
Tyrande Whisperwind: (4) - ATT:4/PV:7 - null
Water Elemental: (4) - ATT:5/PV:8 - Freeze any character damaged by this minion.
Water Elemental: (4) - ATT:4/PV:7 - Freeze any character damaged by this minion.
Miniatures:
-4
The first chapter will be released in 4 hours.
If you want to check what's included before the release, I've created a thread, a couple of days ago, about it in the adventure section of the forum.
But I think everyone can wait a couple of hours before checking it. ^^
8
That's a shame, they should not break the game when deploying a hotfix.
They just released a new build vers (58638).
So they may also found something which required to apply a new patch on the client-side.
1
Good catch, actually I did not check the event flyer when I was writing my post :(
Thanks for pointing this out. I will update my post.