Not really a big problem tbh. The rich get 1200 dust richer every 40 packs? Meh.
Average pack has 100 dust in it, so it's only ~28% extra dust being added to those few who could "Abuse" it. They already have all the cards anyway ;D
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Not really a big problem tbh. The rich get 1200 dust richer every 40 packs? Meh.
Average pack has 100 dust in it, so it's only ~28% extra dust being added to those few who could "Abuse" it. They already have all the cards anyway ;D
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Mediv if you like spell based deck but you will have to buy the adventure instead of using dust to craft it
Patches if you play standart
N'zoth if you play wild control deck
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Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?
Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:
Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.
The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...
The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other
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Azeroth. Draenor. At one point, the Outlands. Connecting them all, the Dark Portal, a gateway across time and space, a connecting point between worlds. But other worlds have their own "Dark Portals," their own Outrealms connecting many timelines and realities. And in one such timeline, that Other Wordly Gate became a two way portal...
Emblem of Fire is a crossover expansion, connecting Hearthstone with another card game spin-off to a video game franchise, Fire Emblem Cipher. Lore-wise, the theme of the expansion is the use of Fire Emblem characters, with their art from the Fire Emblem Cipher card game, translated into Hearthstone's mechanics and time and space hopping tavern. Mechanics-wise, however, well, Hearthstone's developers have said that they feel minion combat is where the game is at its most interesting, and Fire Emblem is a game all about the strategic use of unique units in combats, routing the foe or conquering the main point. This translates to Hearthstone in effects that encourage minions taking and maintaining board presence, especially through the use of two new, simple keywords, Swift, and Rush.
Blizzard has brushed against Rush as a mechanic several times with cards such as Icehowl, Charged Devilsaur, and the latest iteration of the spell Charge. In Emblem of Fire, the mechanic will be actualized and realized, encouraging immediate, minion based board control, while not opening the flood gates to cheesy face damage. Whereas Swift, despite the name, is a more defensively minded ability, countering small, low health minions that threaten to snowball out of control, by knocking off their health while still maintaining a healthy presence on your side of the board. (On the other hand, combine with Rush and have a devastating turnabout in presence).
Other, non-keyword based mechanics key to this set involve healing...of your minions, allowing them to maintain their board presence after fighting it out from your opponent, and cards that synergize together to form unique ways not only to develop your board, but to build your very deck, itself.
Example Cards:
Notes on Example Cards:
Horse Archer: A card that demonstrates the early game power of the two new keywords in tandem. Play it on turn two to immediately claim the board as your own, removing your opponent's small, pesky, snowball minions. While incredibly vulnerable to ping effects and small board clears, the Horse Archer is remarkably sturdy against early game minions, even posing a decent threat in the mid game.
Whitewing: One of the most unique cards in the set, the Whitewing breaks the two card maximum, allowing you to build an entire deck around a small army of this card. Other cards in the set will synergize with this card, in terms of activating other effects, or reducing its cost, but its own, built in synergy provides incentive for building a small army of pegasus riders to rule the sky, and the board.
Blaze of Glory: Another extension of minion based board control, even at its worst, the Paladin has ways to make use of a quick 1 or 2 damage to all enemy minions, through the combination of this card and cards like Noble Sacrifice, or even just the Silver Hand Recruits spawned from their hero power. The hard limit on the minion's original attack prevents it from getting out of hand with the Paladin's various ways to buff their minions, but even 1 damage to all for 1 mana can make a huge difference.
Blade Lord: A late game example of the power of Swift, potentially wiping your opponent's entire board, from Left to Right, while establishing a solid minion that you'd cost at about 5 mana for the vanilla body. There's always the chance that she'll run into a minion who can tank her hit and give it right back, or into another minion with Swift that will trip her up before she can finish, but if she's slapped down on the right board, she can completely turn the tide of battle in one go.
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The Infinite Dragonflight are wreaking havoc! The very fabric of time is coming unraveled as they open portals to an infinitude of alternate timelines across Azeroth. Will you team up with the Timewalkers to slow this menace down long enough to restore the current timeline? Or maybe reckless chronomancy isn’t so bad? After all, wouldn’t it be nice to just go back in time and erase your mistakes rather than make better decisions in the future? Or maybe you could just find an alternate timeline where you’re rich and powerful?
Infinite Crisis features a battle between the Infinite Dragonflight, known for their meddling time-travel, and the Timewalkers. The Infinite Dragonflight are trying to destabilize time itself by opening countless portals to alternate timelines. They bring their time-meddling to Hearthstone with effect that interact with the History (the interface on the left side of the board that shows events that have happened in the game). The prime example is Kairozdormu, the Bronze Dragon infamous for bringing Garrosh back in time to Draenor. He allows you to erase one event in the history from existence. Rather than clicking on the current history GUI, this will bring up an interface similar to Discover, where you can choose from the last 5 events that happened. Erasing one will be like it never happened. Any damage done or minions killed come back to life. If a card was played, it isn’t returned to hand, though. And any mana that was spent on that action is instead spent on summoning a random minion with the same cost for that player, since you are embarking on a new timeline.
The Timewalkers are sworn to protect the timeways at any cost, and are mobilizing all-out to stop the Infinite Dragonflight. In this current battle, they use chronomancy to slow their opponent’s down, even putting them into near-stasis. This is manifested in the Slow keyword. A minion with Slow takes an extra turn to get ready and needs a turn to get ready after it attacks, meaning it can only attack every other turn. This is meant to slow the Aggro game down a little, and a good example of the effect is Timewalker Bulwark.
The expansion will also have several other chronomancy-related mechanics. Foresee is another keyword that means “Look at the top 3 cards of your deck.” Unless otherwise specified, you then put them back on top of your deck. This is obviously inspired by Tracking, which would be reworded as “Foresee. Add one to your hand and discard the others.” In Infinite Crisis, Fel Sight is a new example of this mechanic. It allows Warlocks to see what’s coming for their hero power, and they can choose to discard something beneficial.
A non-keyword mechanic will also be interacting with the last X that happened. For example, something might add another copy of the last card you drew to your hand. I’ve included an example Hunter card that allows them to get another copy of the last Secret they triggered.
Thematically, the cards will feature the Infinite Dragonflight, Bronze Dragons, Timewalkers, chronomancy, and alternate timelines. A big thematic aspect of this latter is that every class Legendary will be an alternate version of one of the other heroes. For example, the warrior hero may be a version of Anduin from a timeline where he was a great warrior. Or the Warlock hero may be a version of Malfurion that was corrupted by fel magic like his brother.
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In Outland, stands Shattrah, a beacon of hope in a broken world. With all enemies defeated, the city is safe once more, and is about to host a glorious celebration, with invites going out to all corners of 2 worlds. However, a long simmering rivalry between the Aldor and the Scryer is about to boil over, which could overshadow the festivities. Pick your side, and join the Throwdown at Shattrah!
Firstly, A new keyword is added, Rally, which provides an effect when you play a minion of the same tribe. It's an effect that has been seen a few times already (similar to how Poisonous was already in the game before the keyword was added. As an example, Murloc Tidecaller would now read; Rally: Gain +1 Attack.
Secondly, is the main two factions, the Aldor and Scryer getting their own tribe tags. However, the rivalry between these two groups mean that once you place an Aldor card in your deck, you can no longer add Scryer cards, or gain them through any means necessary. (For example, you will never Discover a Scryer card in game).
Lastly, there will be Ambassadors from major cities in Azeroth in attendance. These will feature as class minions with discover effects relevant to the class.
As for the examples:
Card explanations and sounds in the spoilers below.
Unstable Battlemage:
Unstable Battlemage is the first example of the new Rally effect. It's a simple, common Aggro card, which could lead to huge combos if enough cheap Scryers can be amassed. However, since the effect is mirrored, this only works if you can take the hits yourself.
On Summon - I can't contain myself.
Rally triggers - I'm losing control!
Attack - I've got control now.
Death - Noooooo!
Darnassian Envoy:
Darnassian Envoy is the showcase for the envoys that will be coming from far and wide. Essentially, there will be one for each class, with a specially modified Discover effect. In this case, it fits in with Druid's gameplan of getting big things out quickly, as well as helping with the Druid Quest.
On Summon - Pleased to make your acquaintance.
Attack - I thought this was a party?
Death - Elune light my way.
Gadgetzan News Team:
Here to document the celebrations, the Gadgetzan News Team has found themselves as battlefield reporters instead. This minion allows a small amount of information to be gathered about your opponents draws, as well as being a solid, mid ranged 5 drop. Just to clarify, you don't know what minion has been drawn if this card activates, just that your opponent has drawn a minion.
On Summon - (Male Goblin) We're kind of a big deal.
Effect triggers - (Female Goblin) We're going live!
Attack - (Male Goblin) I'm handing out tickets to the gun show!
Death - (Male Goblin) I immediately regret this.
Amaan the Younger:
The first legendary revealed is for Warrior, and it works much the same as Inner Rage. Given support from cheap Aldor minions, it could potentially work as a high damage two turn finisher, or just presenting an immediate threat on the board.
On Summon - I will never be broken!
Rally triggers - I'll hold the line brother.
Attack - We must break through!
Death - It can't end like this!
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honestly, the closest you can practically get to this deck in standard is the current token shaman archetype: it floods the board and bursts down the opponent. it isn't really worth it to go all in with totem synergy without totem golem as an all-around solid card and thunder bluff to make it worthwhile to fill the board with otherwise useless totems.
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I'd suggest a similarly costed minion with a valuable deathrattle, like Sylvanas Windrunner or Cairne Bloodhoof. For an extra-budget option, Shifting Shade fills a similar role, although weaker.
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I found it wasn't needed in an average matchup. I suggest switching Holy Smite for it if you're playing against a lot of control - you can read a more in-depth explanation of this choice in the tech substitution section of the guide.
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Thank you so much for the feature! I hope people enjoy playing this deck, feel free to message me or comment with any questions.
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I've used amazon coins before. The actual transactions have been smooth, but one janky thing with the system is that you still need to pay tax with coins (where I live, there's tax on in-app purchases. disregard this part if there aren't where you are) so you need to buy slightly more coins than you'd expect. You still save money overall, just less than it seems like.
As for the preorder, you can use amazon coins to preorder the next expansion after they patch it into the ingame store. If they never do this, like with Gadgetzan, you won't be able to use coins for the purchase because the option to preorder won't be available through the app.
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I get these cards are supposed to be strong, but the legendary seems completely nuts. If it were in the game, it'd probably be used as an 8-10 mana reduction in degenerate combos in decks that don't even use the steal mechanic. To keep it in line with your theme (arguably more so, as you aren't guaranteed to steal class cards) without leaving it so blatantly overpowered, how about "cards that didn't start in your deck" instead of "class cards"?
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Sets only rotate when the first set of the year comes out. With the first expansion release of 2018, probably in early April, Whispers of the Old Gods, One Night in Karazhan and Mean Streets of Gadgetzan will all rotate to wild.
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Spiritsinger Umbra is a fun card, but not worth it for competitive play. If you have the spare dust, you can go ahead and craft her, but I'd personally recommend waiting for the next expansion to come out before crafting anything. It's a lot better to be able to craft a great card you don't unpack from the next because you crafted a meme card to entertain yourself in the last month before the set comes out. Plus, if she ever does become viable, you can craft her then.