The upcoming Warcraft mobile game is being revealed in early May

For some time, there have been rumors of a Warcraft mobile game being in the works. It got leaked a few years back but any details beyond its existence have been unknown. That is until now. On the official Hearthstone Twitter account, an announcement was posted that it will be revealed very soon.

Unfortunately, not much else was revealed. The Tweet features a picture of a cog with a blue lightning bolt inside of it. As far as we know that could be essential to the game’s story or a random image that was chosen because it looked nice. Blizzard is making a very conscious effort to not give anything away.

If you’re interested in seeing what Warcraft mobile is about then you’ll want to check out the reveal stream. It is taking place on Blizzard’s website on May 3 at 10 am Pacific Time. That’s 1 pm Eastern Time, 6 pm British Standard Time, and 2 am Japan Standard Time.

As for what we’ll see in the reveal I can only speculate. I’d imagine it will either be a gameplay showcase of sorts or a cinematic trailer to hype up its release. Blizzard is well known for its spectacular cinematics with Warcraft, Hearthstone, and Overwatch all benefiting from them over the years.

Blizzard’s redemption arc

warcraft 3 reforged gameplay

As a company, Blizzard Entertainment has made a lot of unpopular decisions in recent years. Be it the Hong Kong scandal of 2019 or the sexual assault allegations of 2021, it hasn’t been popular as of late. Even on the games front, it released Warcraft III: Reforged which was panned by critics for being a lazy remaster released solely to milk fans.

But with Overwatch 2’s popularity, the porting of Diablo Immortal to PC, and now Warcraft mobile things are looking up. It still has a lot of work to do if it wants the trust of its fans back but with Bobby Kotick on his way out once Microsoft takes over a comeback looks possible.

Top Ten Addictive Online Games To Explore

Addictive Online Games

Nowadays, people spend half of their time in front of electronic devices such as televisions or computers and mostly, most people play online games using the internet or other computer networks available. Many games have different characteristics, and modern technologies are needed to play these games. If you’re curious about which are the top ten most played online games in the world, then keep reading to check out the list of the ten most addictive online games that you’ll want to play as soon as possible!

Plants vs Zombies: Garden Warfare 2

Plants vs Zombies: Garden Warfare 2 is the first of our list of the ten addictive online games. If you’re looking for a character-driven, arcade-style third-person shooter, Plants vs Zombies Garden Warfare 2 is an excellent game for you. Featuring vibrant and luscious art in bringing these plants and zombies to life who will either be fighting for the Garden side or playing on the zombie faction. Though it features many more characters from across the franchise, players can also create their multiplayer character by picking out a different hairstyle/hair colour upon every new respawn.

Rummy, One of the Addictive Online Games

Rummy has been imbibed in the tradition and culture of India and has been played in every event or social gathering. While rummy is known for its several variations and the creativity it allows the players to play their hands, there is more to this game.

Tetris 99

The concept of the Tetris 99 game is genius; it’s Tetris Battle Royale. Every two lines you clear will be automatically sent to one of your 99 opponents. You can choose who you send them to, either at random, to those closest to death or near victory, or attack people near you. It’s a completely original take on what Tetris was originally, and it’s free if you buy a Nintendo Online pass.

Red Dead Online

Red Dead Redemption 2 is an awesome game. Its multiplayer offering, Red Dead Online, hasn’t quite drawn the same number of players as its Grand Theft Auto 5 equivalent, but it’s still a hootin’, hollerin’ good time, with plenty of hysterical moments. You can do everything you can in the expansive single-player campaign, like hunting virtual animals and robbing passing stagecoaches and getting a shave in the back of a saloon – multiplayer brings a special kind of socializing to the table with unique mini-games including pop-up events (like performing on stage for your mates), races and team-based competitive showdowns? So, grab a horse and ride out with some friends so you can experience this western world all over again.

Phasmophobia

There are too many horror games out there, but very few of them can truly capture a sense of fright while playing with others online. Phasmophobia approaches the genre with simplicity: a group of up to four gamers spend time investigating paranormal activities in houses, schools, and even prisons—all digitally rendered locales. And it’s incredibly intense. Even ghosts that you see can be as scary as those who hide in plain sight, and even players who get ambushed by these extras may never know what hit them until they’ve left their cohort temporarily paralyzed!

Minecraft, One of the Addictive Online Games

Minecraft is a popular game where you explore, mine and build structures of blocks using the help of sand, water, Redstone, stone or wood. It revolves around adorable animals, but they can do whatever they want. The game is 3D because it includes building structures in different angles. Therefore, the player needs to find all the resources to build their structures accurately and quickly so they can move on and explore more.

Hearthstone

Hearthstone is a digital card game between two players using pre-arranged decks of 30 cards and additional power; as the rule of all games in this genre, the player has to attack the opponent. The key difference between other card games is that they are cross-platform and can be played on supported devices.

GTA Online

Grand Theft Auto Online first came out, and everyone was racing to see who could make the most money! So much fun, right? And later on, when people started becoming filthy rich, there wasn’t much else to do. It allows you to live out your fantasies, allowing yourself to become the type of person who does things that many of us would consider illegal or immoral in real life. So, whether you’re a mild-mannered teacher by week and casino robber by the weekend, or a fast-food worker by day and seasoned hitman by night, you can do whatever you want with no qualms while playing the game, within reason.

Super Smash Bros. Ultimate

Smash Bros Ultimate plays like the greatest hits of a legendary series. It takes old levels and characters and makes them feel fresh again with snappy animations and visuals that look better than ever. Online, you can create a private room with your friends, settle decades-old debates about who’s the better Smash player or test your skills against strangers and build up your Global Smash Power while taking on all comers. It’s the most polished version of Smash you can play, and with more than 70 characters to choose from, there’s a hero for every playstyle.

Animal Crossing: New Horizons, the Last of the Addictive Online Games

For several players, Animal Crossing: New Horizons has been a great way to pass the time during the pandemic. However, the game is wholesome and involves much more than an ordinary online game. The game consists of catching butterflies, decorating your home, trading turnips, and making money. The game allows the players to play it individually or with their friends. You can even travel to distant islands to meet your friends, get acquainted with new visitors and relax in your hometown.

Conclusion on Addictive Online Games

These are some of the best addictive online games that one never gets enough of. So, try them and have a gala time after a long and tiring day.

Yogg-Saron and More Hearthstone Cards are Being Nerfed

Blizzard announced another upcoming round of nerfs for several controversial Hearthstone cards.  The one archetype that will be taking the biggest hit is the Aggro Shaman build, easily the most controversial deck in the current meta, with Rockbiter Weapon and Tuskarr Totemic each taking a hit.  Rockbiter will have its mana cost raised from 1 to 2, while Tuskarr will only summon a totem from the Shaman’s hero power rather than any totem minion in the game.  Another common tool of aggression, Abusive Sergeant, will also be nerfed with his attack power reduced from 2 to 1.

Warrior will also be taking a couple of big hits.  Execute, the class’ top removal option, will have its cost raised from 1 to 2.  Charge, the linchpin of all of Warrior’s combo decks, is being seriously reworked.  It will no longer give a minion +2 attack and the minion it is used on will not be able to attack the enemy hero for that turn, but it will also have its cost reduced from 3 to 1 to compensate.

Finally, we have two of the most intimidating late-game cards falling under the nerf-hammer.  The powerful Hunter spell Call of the Wild will have its cost raised from 8 to 9.  The one card that has people’s attention the most is the legendary Yogg-Saron, Hope’s End.  Yogg has been infamous with competitive players as it can warp the course of any game by casting a variety of spells and potential kill either hero out of nowhere.  While the text on Yogg hasn’t made any apparent changes, the card has been nerfed as it will stop casting spells should it die in the middle of its own effect.  If you have any of these cards in your collection, hold off on disenchanting them until after the nerf hits as you’ll then get full dust refunds for them.  Blizzard hasn’t given an exact date for the nerfs, but they will come before the Last Call events in the Hearthstone Championship Tour.

What are your thoughts on the recent batch of nerfs for Hearthstone?  Which card are you going to miss playing with like you used to?  Which ones should Blizzard have in their crosshairs next?  Leave a comment below and let us know what you think.

Hearthstone Guide – Defeating The Crone

The_Crone

The opera house has plenty of unique new challenges for the One Night in Karazhan adventure with its grand finale being a battle with the Wizard of Oz homage, The Crone.  Much like the fight with Emperor Thaurissan in Blackrock Mountain, The Crone’s hero power can kill you in one shot and the only thing stopping it is the survival of a specific minion.  In this case, it’s Dorothee who will stand on your side of the board and offer buffs to your minions.  All minions to the left of Dorothee will gain charge and all to her right will gain taunt.  These effects will immediately make almost any deck incredibly powerful and this will be one of the easier bosses on normal difficulty.

One quick route to victory is to simply build a deck of all your best taunt minions, place them all to the left of Dorothee, and just go for the face.  Only trade when it’s absolutely necessary to protect Dorothee and be sure to have a range of minions rather than simply going for a zoo deck as that can leave you vulnerable to the Abominations that The Crone has.  Keep in mind that The Crone has plenty of buffs like Blessing of Kings and Power of the Wild, so be prepared for those types of bursts.  Also, remember to change your deck for the encounter to Wild as all cards are legal against the bosses.

On heroic difficulty, things get a lot trickier as The Crone not only has 50 health, but is also putting you on an eight-turn timer.  On turn eight, The Crone is guaranteed to draw Twisting Nether and will use it for a  guaranteed kill on Dorothee and, by extension, you.  I played several matches to test it and she topdecked the card every time without fail.  It’s possible to buy yourself an extra turn with Loatheb or Counterspell, but the fact remains that you need to be able to bring The Crone down fast.

One of your best bets for bringing down the wicked witch is to build a Warlock deck with a focus on strong stat lines for low costs.  Cards like Duskboar and Ancient Watcher are generally what you’re going to want to focus on.  What makes Warlock particularly potent is that it has minions like Flame Imp, Wrathguard, and Pit Lord that trade your health for powerful stats.  Since the crone is going to focus exclusively on attacking Dorothee, so your own health is irrelevant.  Warlock also has plenty of sticky minions like Imp Master and Possessed Villager that provides plenty of protection.

Another potent tactic is to play Priest and cast Inner Fire on Dorothee.  You’ll still need plenty of minions with strong stats to keep her safe, such as the neutral ones mentioned earlier.  You’ll also want card draw as your strategy will be built entirely around this one spell and you’ll struggle without it.  However, you do have unlimited attempts at the boss, so just keep trying until you get lucky.

Hearthstone-cover-vGamerz

There are all the tactics you’ll need to turn The Crone into a green puddle.  Maybe you’ll catch her in a charitable mood and she’ll spend her buffs on your minions.  Seriously, the above image is just one of three separate occasions where she just gave me the match for no real reason.  Hearthstone A.I. is just the best.

Controversial Hearthstone Card Not Appearing in Arena

Impure Arena.

One of the new cards being added to Hearthstone with the upcoming One Night in Karazhan expansion has been creating a negative stir.  Purify is a new card for the Priest class, which is currently the weakest class in the game, and has received a great deal of criticism from several noteworthy players for possibly being the worst card to have been introduced to the game yet.

Most notably, Kripparrian posted an extensive rant against the card on his Youtube channel that mainly focused on how the card will effect the Arena game mode. Arena has players drafting a deck of random cards and seeing how far they can go playing against people working under the same conditions, so introducing a bad card is always going to have an impact in that mode.  However, the development team has issued a surprising statement in regards to Purify and how they are responding to the criticism.

Ben Brode, the lead designer on Hearthstone and the face of the game, released a Designer Insights video on the official Hearthstone Youtube channel speaking specifically on Purify.  He explains that the design team’s thought process on designing the card was to support the niche archetype of Silence Priest that, while not a competitive-level deck, still has viable strategies and can take people by surprise.

However, they do understand the importance of Arena balance and have been working on a new algorithm for the frequency of specific cards that appear in Arena in order to even out the various classes.  While this isn’t expected to be ready any time soon, the developers are taking action to prevent Purify from skewing Arena balance by keeping it out of the game mode entirely.  This isn’t the first time that a card has been made undraftable in Arena as all of the C’Thun-based cards introduced in Whispers of the Old Gods were given the same treatment.

Brode closes his video with the following statement: “We’re going to disagree sometimes on decisions that we make, and we’re going to make mistakes, too, but hopefully we can learn together and make the game better overtime.”  What are your thoughts on Brode’s feedback to the community?  What do you feel still needs to be done to sort out Arena balance?  Leave a comment below and let us know what you think.

Hearthstone: One Night in Karazhan Cards Preview #2

OneNightInKarazhanSplash2

Hearthstone

Things weren’t off to the best start with some of the first cards we saw being added with One Night in Karazhan, but the full list is now available and we can make some definitive statements on what we can expect in Hearthstone‘s near future. Hearthstone Let’s see if this update saved its best for last and how it will shape the game.

The developers are really pushing for Discard Warlock to be an archetype and this one card could be what makes it a reality.  The biggest drawback to discarding has always been that, even with a hero power that draws cards, it quickly drains your resources and you simply can’t regain momentum.

MalchezaarsImp

Malchezaar’s Imp allows you to maintain momentum even while discarding several cards and has a strong stat line to keep it alive long enough for a considerable effect.  The one caveat is that the deck would have to be aggressive in nature if you’re discarding that many cards as you can’t risk losing anything too valuable.

VioletIllusionist

Given how powerful aggro decks have been for so long, I welcome something like Violet Illusionist into the game with open arms.  Granted, she won’t be enough to counter aggressive decks on the same level as Antique Healbot on her own, but she’ll offer more survivability across the board without being overpowered.

Zoobot

Hey, neutral beast-synergy that isn’t junk.  It also works with dragons and murlocs, but only one for each.  It’s a bit of a strange concept, but you really only need it to hit one of your minions for this to be good.  Even if you have to play it on it’s own, it still has a decent stat line on its own.  It’s less so now that 3/4 minions are becoming more and more common, but it still looks like a decent card.  It’s just strange to think of where it will find its place in constructed with how sporadic its effect is, but just remember that you don’t always have to get maximum value out of card for it to be good.

MedivhGuardian

The final prize at the adventure’s end, Medivh, is interesting for a couple reasons.  For one, it shows that characters who are already playable heroes can also be cards, which could have some interesting results in the future.  Second, he gives you a neutral weapon that spends its durability whenever you cast a spell to summon a random minion matching the spell’s cost.  We’ve already seen this effect with Summoning Stone, but the Atiesh weapon has greater potential as your opponent won’t have an easy way of removing it.  Cards like Acidic Swamp Ooze can counter it, but it’s not something that is going to drive cards like that up in the meta on its own.  The high cost and unpredictability will probably make Medivh too niche for most competitive decks, but he will definitely find his place in certain control decks.

Purify

♫The rich get richer♫

♫And the poor get poorer♫

♫And Ben Brode lauuughs at your pain♫

I certainly hope that the bosses in this next adventure are at least fun, because One Night in Karazhan is undoubtedly the weakest Hearthstone expansion in terms of a meta shift.  Between Firelands Portal making Mage stronger and Purify making Priest weaker, this expansion is not only maintaining the status quo, but actively cementing it.  There are a few new archetypes that can emerge from some of the new cards, but most of it merely supplements what is already dominant in the game.  All signs point to Medivh throwing a lame party and I already feel like I have a remorseful hangover.

What are your thoughts on One Night in Karazhan?  Do you have more optimism for what it can offer Hearthstone than I do?  Leave a comment below and let us know what you think.

 

Hearthstone: One Night In Karazhan Cards Preview #1

One Night in Karazhan is bringing some of the most fondly-remembered boss fights from World of Warcraft into Hearthstone and, while they’re always fun challenge, it’s the cards they award that make a lasting impact on the game.  While adventures introduce significantly less cards than card packs, just one or two especially good cards can turn the entire game on its head (e.g. Undertaker, Grim Patron, Tunnel Trogg).

Let’s go over some of the new cards that have been revealed and see where the game may be going with this update.  Be sure to also check out the announcement article which briefly discusses three more new cards that won’t be examined here.

Firelands_Portal

One of the themes for new cards being introduced with this expansion are the portals.  There will be five different portal cards, each for a different class and each with a different effect, and the Firelands Portal will be the first one you get as one of three cards rewarded from the free prologue mission.  For constructed play, this portal probably won’t see play as a simple Fireball is much more reliable in most situations.

In Arena, however, this takes Mage from being incredibly strong to outright broken.  Having strong removal and a strong summon combined into a single card is incredibly powerful in Arena’s playstyle, even for 7 mana, and the fact that this is a common card is bound to make Arena Mage’s almost impossible to beat.  It wouldn’t be so bad if it had just been made a Rare card, and Arena is the only place where rarity of adventure cards has any impact.  It’s just another friendly reminder that the Hearthstone developers don’t play their own game.

Moroes

To play Moroes, you’re first going to need a meta-shift where everyone stops playing board control cards.  Once people stop putting cards like Flamestrike, Ravaging Ghoul, Lightning Storm, Explosive Trap, and Consecration, then Moroes can finally find a spot in your deck as a worse Imp Master.  Granted, there are cards like Steward of Darkshire and Hobgoblin (at least in Wild) that Moroes can synergize with and we may get another card along the same lines in this expansion, but there’s no chance Moroes will ever see competitive-level play.

Protect the King

This is an interesting inclusion, although its viability is a tough call.  It’s essentially a defensive version of Unleash the Hounds and that could be a potent play.  It’s a card that demands your opponent’s attention and could turn the pace of the game in your favor.  However, it’s highly vulnerable to AoE effects like the ones I mentioned under Moroes and that alone could render it unplayable.  It’s usefulness is going to rely heavily on the current meta, but it should be able to find its niche.  It should at least be a handy Arena card with how much room it gives you to turn the tide.

Prince Malchezaar

This is easily the coolest new card being added to the game and the best part is that he’s free to everyone with the prologue mission.  That’s very important as his biggest benefit is that he’ll allow new players and those playing on a budget to play around with legendaries they haven’t collected yet.  He’s also a neutral demon with a lot of viability, so we may actually see Sacrificial Pact enter the meta.  Finally, he has a new type of effect that automatically triggers at the start of the game just from having him in your deck.  That’s a fascinating ability and there’s plenty of potential for more cards that work along the same line.

Pompous_Thespian

Hey, have you heard of this new game called Chronicle: Runescape Legends?  It’s a really cool digital card game with great production values and a unique premise.  Instead of summoning monsters to fight for you, you battle your own creatures and create your own mini-adventure with the goal of growing stronger than your opponent for a final battle at the end.  It’s free-to-play and you can check it out for yourself here.  Maybe it will have the decency not to sell playable versions of underpowered cards.

Okay, so One Night in Karazhan isn’t exactly getting off on the right foot with some of it’s early reveals, but there are some really good cards mixed in.  Sadly, aside from a couple of really cool legendaries, this is looking to be the weakest adventure yet in terms of meta-shift.  There are still plenty more cards left to reveal and we may see something grand emerge down the line, but I’ve never wanted to switch to a different card game more than after seeing some of the terribly designed cards featured above.  At least the boss fights should be fun.

What are your thoughts on One Night in Karazhan?  Which of the new cards is your favorite?  Which one most needs to be thrown on a bonfire?  Leave a comment below and let us know what you think.

New Hearthstone Adventure, One Night in Karazhan, Revealed

One Night In Karazhan-New Hearthstone Adventure-vGamerz

During a special event held at ChinaJoy Expo and streamed through the official Hearthstone Twitch channel, Blizzard revealed the next expansion for their popular digital card game.  The new Hearthstone adventure, One Night in Karazhan, will be an adventure based around the home of the Guardian Medivh back in its glory days.  Medivh is setting up for the greatest party in the history of Azeroth and he’s going to need help getting the place in order before the festivities begin.

Like previous adventures, the new Hearthstone adventure will have players take on a number of single-player boss battles to win new cards for their collections.  The journey will be spread across four wings with three bosses each.  The first step is the dining hall where you’ll have to take on a golem made of dinnerware and play a Hearthstone-version of chess.  Next is the opera house with plays based on Romeo & Juliet, The Big Bad Wolf, and The Wizard of Oz.  The menagerie comes third with a stampede of beasts running wild and fiends like the satyr Terestian Illhoof leading the charge.  Your final stop is Medivh’s private quarters where mythical opponents like the dragon Netherspite and the terrifying Shade of Aran will put you to the ultimate test.  Before any of that, however, all players will be given a single, free prologue mission that will award them with two new cards.

New cards that have been revealed for the new Hearthstone adventure include the Ivory Knight, a Paladin minion that discovers a spell, Kindly Grandmother, a Hunter minion that summons the Big Bad Wolf upon death, and the legendary Curator that draws a beast, dragon, and Murloc from your deck.  More cards will be revealed over time as we draw closer to release.

One Night in Karazhan is set to release its first wing on August 11th.  Are you looking forward to this funky interpretation of the famous tower?  What new decks are you planning to build with this new Hearthstone adventure?  Leave a comment below and let us know what you think.

Hearthstone: Whispers of the Old Gods Preview #2

Whispers of the Old Gods

Whispers of the Old Gods is right around the corner and I have a lot of cards to catch up on.  Obviously, I’m not going to cover all of the new cards, but I will highlight some of the most interesting that we’ll be getting in the new expansion to Hearthstone.  Before we actually get into the cards of Whispers of the Old Gods, there are a couple of corrections I need to make.  For one, C’Thun and the cultist cards that interact with it will not be available for Arena drafts.  While most of the cultists have premium stat lines, there are a few that have a heavy reliance on C’Thun and Blizzard has opted not to include any of them in Arena to avoid saturation (although there are already cards like Junkbot and Rend Blackhand in Arena that are far worse than any of the cultists, so…).  Secondly, my claim in the previous preview that each class would receive a Forbidden spell was actually a matter of miscommunication.  Only Druid and Warlock have received Forbidden cards in addition to Mage, Paladin, and Priest, and Druid’s Forbidden card is actually a minion.  I apologize for any confusion I may have caused.  With all that out of the way, let’s delve into the cards that will be entering the Whispers of the Old Gods game soon.

Renounce_Darkness

This may be the single weirdest Hearthstone card I’ve ever seen.  For just 2 mana, your Warlock can give up on being a Warlock and become anything else.  There is use for that as the Warlock’s hero power, while incredibly powerful in the early to mid-game, is the worst for any match that goes into fatigue.  Jaraxxus has already proven that changing your hero out late in the game is extremely good, but that raises the question of whether or not it’s worth playing this over Jaraxxus.  Generally, the answer is no, but it could have some applications.  It could work in a deck with a lot of high-risk, high-reward cards and needs an emergency switch, but it wouldn’t work well alongside Jaraxxus because playing this first would replace the eredar lord and playing it second would likely leave you with a worse hero power.  The mana discount has a lot of potential, but the fact that you not only get random cards, but a random class on top of that, makes it highly unreliable.  It’s an experimental card and it probably won’t work, but I’d love to see it take me by surprise.

Herald Volazj

On the surface, this card might look terrible.  “Why would I want to copy my minions if they’re just going to be tiny 1/1 version?” I hear you ask.  Well, there are plenty of minions that have their value tied to the their effects rather than their stat lines.  Ragneros, Sylvanas, Thaurissan, Ysera, Brann, and Malygos are just a few examples of cards that work remarkably well with Volazj.  It’s not limited to big legendaries either as any deathrattle minion will also benefit from duplication.  The only thing that’s tricky about Volazj is that you really need to set the board carefully to get a good effect out of him.  You don’t want to copy just one minion with him or you’re left with a worse Faceless Manipulator.  He’s a gimmicky card and probably won’t see much high-level play as a result, but those willing to take a risk on him won’t be disappointed with what he can do.

Let’s continue with Whispers of the Old Gods game cards…

Hallazeal the Ascended

Hallazeal is an interesting card,if nothing else.  It’s definitely something for control Shaman decks, which this expansion has been giving a serious push for.  I’ll certainly take it over the infuriating Aggro Shaman that has been infesting the ladder recently.  Hallazeal has a decent enough stat line to see play and can combo best with AoE spells like Lightning Storm to really pull you out of a tough spot.  He’s not going to act as a hard carry for any deck, but he can be a handy safety net to keep you alive.  The one big problem is that he’ll be most valuable against aggressive decks, and those will probably kill you faster than you can get him on the board and use his ability.

Y'Shaarj

It is said that Y’Shaarj was the strongest of all the Old Gods and remained one of the most dangerous and powerful beings in Azeroth even as a corpse.  Its card aptly captures the overwhelming power of Y’Shaarj with not only a massive stat line, but also the ability to bring more minions into battle.  You’re guaranteed at least one minion before your opponent will have a chance to shut it down with hard removal (which is less likely now that BGH is being nerfed), but the minion you get is going to be random and you’ll have to build a specific type of deck to get good mileage out of Y’Shaarj.  This is a Whispers of the Old Gods card made for control decks with lots of big minions available to have the best odds on getting a good pull.  Keep in mind that Battlecry effects won’t trigger and you’ll mostly want to avoid putting those in the same deck as Y’Shaarj.

Yogg Saron

I take it back; THIS is the single weirdest card I’ve ever seen.  Yogg-Saron is a being of such cunning that it was able to take complete control over the prison built specifically to contain it with its sinister whispers alone.  It is the creator of the Emerald Nightmare and can twist mortal minds into madness with barely a motion.  The Yogg-Saron card is appropriately insane for such a beast with an effect that is beyond predictability.  While its stat line is terrible, it likely won’t matter as there’s a fair chance that every minion, including Yogg-Saron itself, and both heroes will all perish the moment it appears on the board.  The spells Yogg-Saron casts are not limited by mana nor class; any legal spells from across Hearthstone can be cast.

Yogg-Saron can throw a Pyroblast at your face, heal you back with Healing Wave, buff an enemy minion with Blessing of Kings, steal the buffed minion with Mind Control, destroy it with Assassinate, turn itself into a frog with Hex, clear the enemy board with Flamestrike, let zero dogs out with Unleash the Hounds right after, and then lose you the game outright with three more Pyroblasts to your face.  At least it won’t cast spells for your opponent, but it will randomly chose a target based on what is normally allowed for that spell (ex. casting Flamecannon would only ever hit an enemy minion and never a friendly one or either hero).  Also, while Yogg-Saron is using the effects of spells, they’re all considered his battlecry effect and don’t interact with minion effects like spell damage, but it can be doubled by Brann Bronzebeard.  There is no chance of Yogg-Saron seeing competitive-level play, but it is the ultimate card for closing out any joke deck.  It’s a card you can play 1000 times and still only see a fraction of what it’s capable of.

Forbidden_Ritual

Zoolock definitely looks to be making a comeback given the new board-swarming cards that are being released.  Warlock’s Forbidden spell, for example, lets you fill the board with as many minions as you need at any point in the game.  This is one of the best cards Zoolock could ever hope for as it can refill the board and help you bounce back after a mid to late-game board clear, Zoolock’s biggest weakness, but it’s also extremely flexible and can be dealt out whenever you need some more bodies.  Yeah, I don’t think we’re going to be seeing any less of Knife Juggler in the new meta.

Vilefin Inquisitor

Along with Zoolock, Murloc Paladin is also looking to come back in vogue with some new murloc cards.  This one is chief among them, changing Paladin from being a really good class for murlocs to being the best class ever for murlocs.  Murloc decks depend on you having murlocs, to generating them at will with your hero power is best you could ever ask for.  If any card is going to end up being overpowered in WotOG, my money is on this one.

Journey Below

Good news; the Discover mechanic is still alive and well post-League of Explorers.  Journey Below is a really good card for two reasons: For one, it gets you a Deathrattle card of your choice, which Priest’s Museum Curator has already proven to be a very useful ability.  Secondly, it’s a cheap card that you can just play whenever you want to, which makes it great fodder for setting up cards with Combo effects.  Definitely expect to see this pop up in quite a few Rogue decks.

Evolve

Shaman has been struggling as a class for the longest time with nothing but the recent aggro build to push it into the meta, but WotOG looks to change that with plenty of powerful new cards for the class.  Easily the most potent of the bunch is Evolve, a cheap spell that can have huge results.  Along with working well in control decks, it’s also the one new card that can work in aggro decks.  Honestly, it doesn’t make much of a difference what deck you put this in because simply casting it on at least two totems from your hero power can be enough to get you a good result.  There is a risk of getting Battlecry minions with terrible stat lines, but you’ll be making a net gain with Evolve over all.

Fandral Staghelm

The Druid’s Choose One effects already make for some of the best cards in the game with just one of their possible choices, so Fandral Staghelm looks like a pretty potent card.  With a 4 mana 3/5 body, he’s definitely playable in just about any deck.  There are just a couple of important caveats to keep in mind with him.  First off, your opponent is never going to leave him be if they can help it.  Any minions they have on the board or spell damage in their hand is going straight for him.  While he can be played on curve in a pinch, it may be better to save for the late game so that you can guarantee a combo with a good Choose One card.  That could end up being too slow a strategy to work and he could really end up falling flat.  Secondly, two of the best Choose One cards are getting nerfed at the same time Fandral is coming out, so you should hold off on crafting him until he’s had a chance to prove himself in the meta.

Deathwing, Dragonlord

If this new Deathwing card doesn’t get people playing dragon decks other than Priest, I don’t think any one card can.  It’s a big, stompy minion that your opponent will actually be afraid to use their hard-removal on because even more big, stompy minions will probably storm the board as a result.  This new Deathwing even makes the old Deathwing look appealing because nothing crushes souls like a 12/12 going down only for another 12/12 to immediately take its place with a couple 8/8’s tagging along for good measure.  It really answers the big set-back of high mana costs that previously held dragon decks back significantly.  However, Silence effects and transformation cards like Polymorph and Hex can shut him down entirely, so be sure to have those in mind as you make your plays.

Psych o Tron

HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLO.  HELLOOOOOOOOOOOOOOOOOOO!

I may change my tune once the expansion drops and I start to see some of these Whispers of the Old Gods cards in action, but I am very happy with WotOG right now.  While there are a few underwhelming cards included, the good ones are really good and open up a lot of new possibilities for the game going forward.  The best part is that there isn’t a single card that strikes me as being egregious in any way.  There’s nothing that looks inherently broken like Dr. Boom and there’s nothing that actively outmodes old cards like Evil Heckler.  Maybe Vilefin will end up on the overpowered side when put into practice or maybe one of the Old Gods will prove be even crazy than it looks on the surface, but this is looking to be the best Hearthstone expansion to date at the moment.  If you’ve fallen off the game or haven’t started yet, now is looking like the best time to jump in.

Whispers of the Old Gods releases on April 26th.  What are your thoughts on the new expansion?  What are your favorite and least favorite new cards?  Leave a comment below and let us know what you think about Whispers of the Old Gods game.

All the Hearthstone Nerfs Coming in Year of the Kraken and the Impact They’ll Have

Hearthstone Nerfs

Hearthstone Nerfs

With the Year of the Kraken just around the corner, Hearthstone will be seeing plenty of big changes with the release of the Whispers of the Old Gods expansion, the introduction of Standard mode, and a number of nerfs being applied to older cards that are packing a bit too much punch.  Sadly, there were no buffs announced for the various underpowered cards that exist.  They also didn’t nerf Dr. Boom, the one card that needs to be nerfed more than any other regardless of the fact that he won’t be legal in Standard mode.  With that said, let’s go through all of the changes that are being made to numerous Classic and one Basic card and examine how these changes will effect Hearthstone Nerfs ‘s meta.

AncientOfLoreNerf

Druid is getting hit the hardest with three staple cards being nerfed.  First is Ancient of Lore, a card that has been a mandatory late-game minion for any Druid deck, losing half of its draw potential.  He can only draw one card now, but he can still heal for as much with his alternate effect.  That might sound like a small change, but it’s seriously going to cut into the Ancient’s usefulness as that card draw is entirely what made him so potent to begin with.  While he’s not unusable in this new state, he’ll definitely be replaced with cards like Azure Drake and Nourish in a lot of builds.

KotGNerf

From the mandatory late game Druid card to the mandatory midgame card, Keeper of the Grove is keeping his powerful Choose One effect, but is losing 2 points of health.  Keeper will probably see a good amount of play his Choose One effect is still extremely strong, but his weak stat line means that he offers little presence on the board and other 4 drops are going to look a lot more appealing.  While Druid is losing some of its best utility cards, it’s mainly being done because these specific cards are the strongest in their mana range and nerfing them demands a greater variety in deck building.  Speaking of which…

ForceOfNatureNerf

Try to pretend you didn’t see this one coming.  Force of Nature and its insanely potent combo plays have dominanted the Druid meta since the beginning.  No other decks besides Combo Druid have ever had a chance to enter the meta as their all immediately forced out by the one that tops them all.  Combining this with Savage Roar is enough to slash through just shy of half of your opponent’s health even if your board is completely empty.  Cast Innervate to enable a second Roar, and that’s more than two thirds of a player’s max health gone in a single turn.  Obviously, something had to be done and Force of Nature has been almost entirely reworked.  Now, the Treants it summons will just be simple 2/2 minions wih no special effect to them.  Combo Druid won’t be going away entirely, as Savage Roar is going by completely unchanged with this balance patch.  It’s just that you’ll be able to see the combo coming from now on instead of your opponent seemingly pulling it out of thin air.

HMNerf

Here’s one I never saw coming.  Hunter’s Mark, a card that sees little play to begin with, is having it’s mana cost increased from 0 to 1.  There are a couple of possible reasons for this change, first of which being a concern over Hunter having a 0 cost spell as well as Lock and Load, which is a pretty niche card anyway.  The other possibility is this is a preemptive nerf being made with an expectation for Control Hunters to have a sudden rise in the new meta.  Maybe this will prove to be a vital change with the next expansion, maybe it was a waste of time.

MoDNerf

Here’s another nerf that seems more preemptive than anything else. Master of Disguise doesn’t see much play, but there is a great deal of potency when combined with the right cards.  Casting stealth on Chromaggus, Troggzor, or Kel’Thuzad and letting them sit in the corner while their powerful effects go off forever can be massive.  WotOG is bound to have even more fearsome options, so shutting down this potential exploit before it takes off is a smart move.  It’s just a shame that Master of Disguise has missed the time in the spotlight before it even came to him (yeah, Master of Disguise is a male tauren, can’t you tell?).

BFNerf

Blade Flurry and Tinker’s Sharpsword Oil came together for Rogue’s most potent combo.  It seems a little strange to nerf Flurry this heavily as Sharpsword won’t be Standard legal.  However, there is a bigger concern at hand with Flurry that made this change necessary.  Flurry was an incredibly potent card and, as a result, Blizzard had to design new cards around it and be careful not to introduce overpowered combos.  This change will open up greater possibilities in the future, but it has rendered Flurry almost unplayable.  Maybe a new combo will arise at some point later on that makes it potent again, but it’s not going to see play anytime soon.

BGHNerf

Next to Force of Nature, this is the second biggest change the nerfs are making.  Big Game Hunter was probably the biggest tempo swing in the game, taking out the biggest minions in the game with ease while also putting a body on the board.  Sure, 4/2 isn’t a great body, but the amount of control he gives you over the game makes him the best epic-level card in Hearthstone nerfs.  There was a lot of talk in the community about nerf BGH as he makes most of the high cost minions unplayable.  The increase in cost does help those cards enter the meta, but don’t expect BGH to completely die out.  While several decks will drop him in favor of hard-removal spells like Polymorph and Shadow Word: Death, he’ll still be valuable to a few specific builds.  Druid will still want to have BGH handy as that class has always had hard-removal as a weak point and BGH will still be its best option.

IBONerf

Silence is one of the most powerful utility effects in the game and Ironbeak Owl has always been the go-to card for it in any deck.  Have a taunt minion you need to get around to deal your lethal combo?  Get the owl.  Is there an enemy minion with a powerful effect that you can’t outright kill in time?  Get the owl.  Has your biggest minion been debuffed and rendered useless?  Get the owl.  Silence is incredibly useful, but it also restricts the meta pretty heavily as many cards can be rendered unplayable by its very existence.  The increase in mana cost makes Ironbeak substantially worse as its stat line has gone from tolerable to horrid.  It may still be worthwhile just for the silence effect, but trading it in for Spellbreaker.

KJNerf

Knife Juggler has had the nerf hammer hanging over his head for the longest time and it’s finally hit.  However, a reduction in attack isn’t going to discourage players from including him in their decks as it’s the knifes that really matter rather than the Juggler himself.  Although random, the damage he can deal can strongly cement your control over the game and the premium stat line was just a great bonus on top of that.  This nerf has simply made Knife Juggler one of the best 2 drops in the game rather than simply the best.  Don’t disenchant you Jugglers as they’ll still be viable inclusions in plenty of decks.

LGNerf

Leper Gnome and his horrific hugs have been center stage in every aggro deck to date, but this nerf may mark the end of a face-smashing era.  With one less attack, not only will aggro decks have less punch to rush down the opponent, he also can’t trade up on the majority of 2 drops.  This also indirectly nerfs Mekgineer Thermaplugg, but nobody had any plans for him to begin with.  Leper Gnome may still have enough damage in him to be playable in aggro decks, but control definitely looks like the way to go with the upcoming meta shift.

AGNerf

Oh, I am very happy about this one.  Prior to these Hearthstone Nerfs being announced, if there was one card I would have just removed from Hearthstone entirely, it was Arcane Golem.  By design, it was a card that could only work in decks of pure aggression and going for the face from start to turn 5 lethal.  Well, this nerf basically has removed Arcane Golem from the game as it is now 100% useless.  Dancing Swords and Ogre Brute only see occasional play in Arena at best and Arcane Golem is basically a substantially worse version of those cards.  Giving your opponent a mana crystal is a huge disadvantage that will usually lose you the game.  Golem was able to get away with it before because it was used in decks that killed the opponent so quickly that they never had a chance to use that bonus mana.  A moderately cheap 4/4, on the other hand, is not that big of a deal.  Good riddance to bad rubbish, I say.

MGNerf

Molten Giant has always been the best giant for constructed play as it’s the easiest to play for free, even if you need to take some risks for it.  Given the fact that players could summon two of these on the same turn for little to no mana and this nerf was warranted when its only threat, Big Game Hunter, is also taking a price hike.  Granted, it’s still possible to play it for free, but you’re going to have to take a huge risk for it.  One way or another, you’re going to have to pay the price to get this 8/8 on the board.  This may lead some decks to swap in other giants in Molten’s place, but there also an interesting buff happening here.  The Paladin spell Holy Wrath has always worked best with Molten Giant because of its massive cost (the spell even name-drops Molten in its flavor text) and this nerf actually makes the combination better.  With all the high-cost minions being introduced with the next expansion and this change to Molten, Holy Wrath Paladin may actually go from a hilarious gimmick deck to a legitimate, high-level strategy.

That does it for all of the Hearthstone Nerfs that will be seeing in the next content update.  It’s worth noting that Blizzard normally offers a full dust refund for disenchanting cards for a limited time after they’re nerfed, so hang onto your copies until that happens.  Once the nerf hammer drops, you should definitely burn Arcane Golem, Blade Flurry, and Force of Nature, but keep Knife Juggler.  The rest will depend on what kinds of decks you’re planning to play with.  Which cards are you glad to see go?  Which are you sad to lose?

Leave a comment about Hearthstone Nerfs below and let us know what you think.  The Year of the Kraken begins on April 26th.