Hearthstone players have thoroughly explored the organized crime-ridden Mean Streets of Gadgetzan, it’s time to move on to something more prehistoric. In the near future, we’ll be making the Journey to Un’Goro. Blizzard has announced that they’ll be revealing more cards on March 17, with the full release of 135 new cards coming in early April. Let’s take a look at the cards they’ve shown off so far.
The first Quest card to be revealed, Awaken the Masters doesn’t have the easiest requirement to complete, but that’s because its Reward of Amara, Warden of Hope is so ridiculously powerful. Decks that want to run the new Quest will have to rework their entire lists to fit not only this, but a bunch of new Deathrattle cards, as well. Expect some Control Priest decks to squeeze this in.
Missing Reno Jackson already? Amara, Warden of Hope is the mustachioed man’s significantly more powerful cousin. You’ll have to complete the ‘Awaken the Master’ Quest card to get her, but her effect on the board for a mere five mana is absolutely ridiculous. This is the first Hearthstone card to allow your health bar to go above 30.
Sometimes, you just want everything to go boom. While Shaman players may balk at the idea of a card that could wipe out their own minion line, five mana for what’s effectively a full board clear (during the early to mid game, at least) is an extremely powerful effect. Could this signal a move towards control for Shaman?
Much like Discover, Adapt is a new keyword that gives players an option between three choices. But instead of a new card like Discover, Adapt gives the minion a new ability. Verdant Longneck is the first revealed card with the new keyword ability, so we’ve listed all the Adapt abilities in the next few slides. As for the Longneck himself, five mana for a 5/4 isn’t too exciting, but the option to respond to the board with Adapt does seem tempting.
Need a good trade? Crackling Shild is your Adapt choice.
Need to block an oncoming onslaught? Massive will force the trade.
That control deck picking off your minions with pesky spells? Make your Longneck untargetable with Liquid Membrane.
Want some serious burst? Lightning Speed will double up your minion’s attacks.
Want your minion to leave something behind? Living Spores will give them a legacy.
Plants pop right out of a minion that had Living Spores.
That Taunt minion giving you trouble? Let the Flaming Claws take care of it.
Pyros is the Mage minion that refuses to go away. Two mana for a 2/2 isn’t great, but the guarantee of a 6/6 upon its death may raise a couple of eyebrows. It’s just a question of whether or not Pyros’ relative high mana costs is worth the trade of a guaranteed late game monster.
The six mana 6/6 version of Pyros isn’t much better than its 2/2 form, but it does give Mages a solid six drop to make sure they stay on curve through the mid game as they ramp into the ever-famous Mage late game.
Speaking of the late game, a ten mana 10/10 isn’t the most exciting option for Mages. Compare it to Pyroblast, which is a guaranteed ten damage. Meanwhile, the big Pyros could (somewhat) easily be picked off before it even has a chance to attack. Yes, it’s a big body to drop in the late game, but I’m not convinced its worth it for its lack of utility.
You may be tempted to use Arcanologist in a full-on Secret Mage deck, but remember that abilities that search for cards are always better if you can find something specific. This card will likely be used in a Tempo Mage with just one or two useful Secrets to find.
With all the Divine Shield and guaranteed Minions available in Paladin, it’s entirely possible that a single copy of Dinosize will be included in late game-focused decks. Or just a final burst damage option for Aggro.
It’s worth noting that Elise guarantees the player who draws the pack at least one Epic card, ensuring some serious value. The fact that Elise is a neutral means that she’ll see a solid amount of play in midrange and control decks.
The cards may be random, but you’re guaranteed an Epic or better and you can get cards from outside of your class.
Do you like flavor? Explore Un’Goro has flavor for days. It’s going to be absolutely terrible in competitive, but for some RNG casual goodness, it could very easily give you an excellent story.
Pirate decks, beware! While his brother
Hungry Crab never sees play, the prevalence of Pirates in the current meta could cause Golakka Crawler to be played in certain situations.
Cheaply costed, high health Taunt minions often find a place in control decks, but Lakkari Felhound’s downside is pretty brutal without an immediately powerful effect like Doomguard.
Discarding six cards isn’t too tough for Warlock. In fact, Blizzard has been pushing more and more for Warlock to have viable cards to build discard decks around. See: the previous card in this slide show.
Infinite 3/2 imps is good. Five mana to create them every turn is very good. If the Nether Portal manages to drop and stick around for many turns, it can take over the game.
The Nether Portal spell creates a Nether Portal minion that sits on the board and pops out little dudes.
Here are the little dudes that pop out of Nether Portal.
Four mana for a 5/3 isn’t super great, and the fact that Sherazin requires
four minions to be played on the same turn in order to revive means that it likely won’t be popped more than once or twice a game. Sorry Rogues, this one isn’t a winner.
Humorous comma location aside, Sherazin, Seed won’t be on the field much.
One of the strongest Control Hunter cards ever printed, Swamp King Dred is a cheap option to wipe entire hands full of minions from the face of the earth. Dred’s instant attack on whatever’s played forces the opponent to deal with it before playing their true threats, making him invaluable in the stall game.
Likely a solid pick in Arena, Tar Creeper won’t see much play in Constructed thanks to its inability to trade during your own turn. Three mana for a 3/5 that loses its punch during your turn just isn’t worth it.
Priests love to simultaneously protect their minions and make them stronger, and Tortollan Shellraiser does all of that. Not a terribly exciting four-drop, but could definitely see some play if the four mana spot in Priest has some shortcomings.
Discard mechanics are all over Journey to Un’Goro’s Warlock cards. With so many cards gaining advantages from pitching cards into the graveyard (hi, Lakkari Sacrifice), it’s not hard to imagine Discard Warlock becoming a thing. Clutchmother Zavas is poised to be a core element of any deck that loves to discard.
Priests are losing a lot of one-drops when Standard cycles, so they needed something to replace them. Crystalline Oracle is a great bit of value for a single mana, but will be relatively weak in the early trading game. Is the card gained worth it?
Straight up one of the best cards in Hearthstone. Two mana to find a specific card in your deck is absurdly cost-efficient. Shadow Visions is almost guaranteed to find Priest players the exact card they need for any given situation.
Late game Paladin is all about finding advantageous trades by messing with the power levels of minions. Sunkeeper Tarim fits into that exact mold. By leveling the playfield, he simultaneously weakens the opponent’s board while buffing his own. Those Silver Hand Recruits are about to hurt.
Two mana for two damage isn’t great, but getting a 1/2 Elemental on top of that ain’t bad. Depending on how powerful Elemental decks end up being, Flame Geyser could be a solid tool to find synergies with some of the other Elemental cards in the set.
Ozruk’s cost may seem high at first glance, but the fact that his Health can skyrocket depending on your previous turn makes him a strong option to stymie any aggression coming from the opposing side. Just hope they don’t have any single-target removal when you drop him.
It seems that players of Elemental decks will be filling their hands with small Elementals to enable their bigger set pieces later in the game. Fire Fly allows you to do just that. Not spectacular value on its own, but strong in the right circumstances.
Assuming you find a way to trigger his ability, Stone Sentinal can end up being 8/9 worth of minion for seven mana. If you don’t pop his Battlecry, however, he’s one of the most over-costed cards in the game.
Elementals aren’t the only tribe making a comeback in Un’Goro. Murlocs are getting more tools for their aggressive stylings, and Primalfin Lookout is no exception. If you’re looking to truly commit to Murlocs, the option to find more while summoning a 3/2 body is certainly not a bad choice.
Summoning ten of any one kind of Minion isn’t an easy task, particularly in a class that doesn’t have the option to run
Vilefin Inquisitor. However, if you manage to complete the Quest, Megafin is one hell of a Murloc powerhouse.