New Hearthstone Expansion Announced: Forged in the Barrens
Blizzard just announced the brand new Hearthstone Expansion: Forged in the Barrens! Read all the details below!
Trailer
New Cards
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Full Details
Quote from BlizzardGather your gear and hold fast to your ambition, newcomer. This is the Barrens. The road before us winds through vast, sun-scorched lands, bringing danger and discovery beyond imagination’s grasp. Thorned dens of bristling quilboar, rampaging tribes of furious centaur, and treetop nests of soaring harpies separate the champions from the weak. The Barrens are the anvil upon which the Horde as we know it was founded: A literal crossroads where the tauren, trolls, and orcs came together for the first time. Heroes are made here. Perhaps you, too, shall be Forged in the Barrens.
Forged in the Barrens will launch worldwide this Spring with 135 new collectible cards! You can find the full schedule for card reveals and see which cards were announced today by visiting the card library here. Check back frequently—the list will be updated with new cards as they’re revealed!
New Keyword: Frenzy
The monsters, minions, magic, and machinery found within the boundaries of the Barrens can turn any upstart axe flinger into a champion of the Horde. Minions with the new Frenzy keyword will trigger a powerful effect the first time they survive damage!
Ranked Spells
Mastering magic is key to surviving the elements (and elementals). All 10 classes will have access to an all-new Ranked Spell that will grow in power as your reach 5 and 10 Mana Crystals, regardless of whether it’s in your hand or deck!
New Mechanic: Spell Schools
Magical Spell Schools are a permanent addition to Hearthstone, which will be applied retroactively to many previously released spells, adding synergies and a new layer of depth throughout your Collection! Spells in Standard and Wild can now have a tag from one of seven different schools:
- Arcane (2 Spells in Forged in the Barrens, added to 44 Spells from past sets)
- Fel (3 Spells in Forged in the Barrens, added to 22 Spells from past sets)
- Fire (2 Spells in Forged in the Barrens, added to 43 Spells from past sets)
- Frost (2 Spells in Forged in the Barrens, added to 24 Spells from past sets)
- Holy (5 Spells in Forged in the Barrens, added to 67 Spells from past sets)
- Nature (6 Spells in Forged in the Barrens, added to 112 Spells from past sets)
- Shadow (4 Spells in Forged in the Barrens, added to 109 Spells from past sets)
Meet the Mercenaries
There’s no shortage of swords-for-hire within the Alliance and Horde. Forged in the Barrens introduces 10 Legendary Mercenary minions, each representing a different class, whose stories will play out across the Year of the Gryphon in an all-new year-long narrative!
Pre-Purchase Forged in the Barrens
The Forged in the Barrens Mega Bundle includes 80 Forged in the Barrens card packs, 5 Golden Forged in the Barrens packs, two random Forged in the Barrens Golden Legendary cards, the Hamuul Runetotem Druid Hero, the Hamuul Runetotem card back, and Battlegrounds perks**!
The Forged in the Barrens Bundle includes 60 Forged in the Barrens card packs, two random Forged in the Barrens Legendary cards, and the Hamuul Runetotem card back!
**Battlegrounds Perks are available upon purchase and expire at the end of the Forged in the Barrens expansion cycle.
Log in and Get Shadow Hunter Vol’jin for Free
A Shadow Hunter is a bit like a Shadow Priest, only with more Voodoo! Log into Hearthstone after the 19.6 patch goes live to receive the Shadow Hunter Vol’jin Neutral Legendary minion for free, available to play immediately! Limited one per account.
Lok’Tar Ogar! The 19.6 patch launches today, which includes a host of
Forged in the Barrens Card List & Expansion Guide
Learn more and see all the cards in our dedicated Card List.
thats exacly why i said its better, you can make specific spell damage without turning everything into OTK
Otk ? good one especially since old Malygos is gone. People really have no idea here about the game
eh.....Now imagine this gets printed without tribe spell restriction in the spell power, then cards like Frost shock and Lava shock would be obsene, having the tribe, makes room for this to exist, without breaking the game like malygos would do with evergreen spell damage, (by the way, i know malygos is rotating, you wether didn't understand what i was trying to say, or just took what you wanted out of it and said that), because nature spell damage, doesnt affect frost shock and lava burst, avoiding a possible otk with those cards and this new legendary
And that's how they can give shaman a lot of Spell damage, but also powerful spells that would be OP with spell damage because they won't get it. Otherwise they'd have to either lower the access to spell damage or limit the spells to keep balance.
And the comment about Malygos, well, maybe you should wait until the whole expansion is revealed, how can you say that Malygos leaving kills OTK without knowing how the access to SD will be?
i dont care about wild and priest already has everything against aggro, but this card is neither a removal nor a target spell so no synergy with for example Sethekk, this is not only trash, but getting as a random card instead of something keeps the generator flow is horrible
Thrall: "What does one of my new legendaries do?"
Blizzard: "Spell Damage"
Thrall: "Is that all?"
Blizzard: "Specific Spell Damage"
Well it is HUGE spell damage. If Lightning Bolt is still in the game, it's kinda whack.
If lightning bolt is a nature spell.
I am at level 158 lol.
Interesting new expansion and changes...can't wait to see all the new cards. For now I am just happy that with the rotation we won't , finally, have to deal with:
- Rez Priest, Zephrys, Lackeys, Bomb warrior, Ray of frost, Plague of death, Puzzle box of Yogg, Galakrond, Flick skyshiv. They were either annoying or too powerful (one card that just could win the game).
Careful, last time we cheered for Rez priest going away, they revealed Mass Resurrection
what's wrong with flick skyshiv?
looking forward for community to theoretically find out old spells' identity. I can already imagine a post happening and discussing these soon
Hm, Looks like most warrior spells will stay without any school. Stuff like Upgrade or Brawl don't seem to fit any of those.
I mean aside a few warlock spells, seems pretty straight forward to me.
Where is this list from btw?
well I thought every spell would get a tribe but now that I've seen this
apparently some spells will still be without an identity..
because some spells doesnt fit in any school, like there are minions that aren't anything to have a tribe
exactly. but I thought they gonna force them somehow.
God damn..... there's a lot to unpack here
The ranked spells remind me to my Warp mechanic for the last custom class competition :D, just way stronger than mine cause the original mana cost stays the same, hmm, but at the same time reaching 10 mana is sometimes hard against aggro