Wednesday, 28 March 2018

Hearthstone - Witchwood Card Reveal/Reviews, Part #3

 Kinda wanna do a quick rapid-fire review of the sets rotating out, although I'm not sure if I'll have the time to do them all before the Witchwood releases. Oh well! We've got a new batch of cards revealed in yesterday's stream, so let me talk about this. It's not going to be quite as long, hopefully, because I legitimately don't have that much to say about a lot of these beyond "wait and see for synergies".


Plus, y'know, we've got a bunch of new cards to be trickled down until April. So...

[removed and re-uploaded back because I did a huge boo-boo with the Treants. They cost 2 mana, not 1. Also added a couple of new cards.]

Houndmaster Shaw: First up is the hunter legendary, Houndmaster Shaw, a 4-mana 3/6 with a passive that gives all your other minions Rush. It's comparable to Tundra Rhino, of course, except you don't get any sort of stat penalty. I suppose the best card to compare Shaw to is druid's Fandral Staghelm, but activating both Choose One effects is arguably a far stronger effect if allowed to snowball, and while giving, say, the four wolves from Emerald Spellstone Rush would be awesome... it is also Rush. Which means it's very balanced, and it can't hit face. It's definitely extremely interesting, though, essentially allowing Shaw (if he survives) to control the board. Again, time will tell if this is good because I'm somewhat unconvinced about the power level of Rush in general.


Rotten Applebaum: A neutral 5-mana 4/5 with Taunt and a deathrattle that restores 4 health to your hero. It's a shame that N'Zoth is rotating out, isn't it? I think Rotten Applebaum is definitely a neat fit into a lot of N'Zoth decks, comparable to the likes of Sludge Belcher -- it protects your face in a slightly different way. Instead of summoning a 1/2 buddy, it has an extra chunk of health and it restores health to your hero. It's decent, I think, nothing too spectacular but also definitely a good card. Definitely amazing in arena.

Witchwood Apple: For 2 mana, you add three 2/2 Treants to your hand. So  you can play them for 2 mana each?. Meaning you pay 8 mana total for three 2/2 Treants on the battlefield, two entire mana more expensive than the unplayed post-nerf Force of Nature. Unless we're getting some Silver Hand Recruits style synergy with Treants, I don't see this card being good. Ever.

Wispering Woods: 10/10 for the pun, but I'm unconvinced it's a good card. See, it's an interesting design. For 4 mana, you summon a 1/1 Wisp for each card in your hand, rewarding a huge hand size with druid can actually do reasonably well with Nourish and Ultimate Infestation. And the value's so much better than things like Stand Against Darkness or Call in the Finishers. But a control-style deck doesn't want a bunch of fragile 1/1's (that might not even fit on the board), and an aggro style deck doesn't want to keep cards and bulk up your hand. I don't see any way this is better than Living Mana, sorry, unless, again, we get some Wisp synergies.

Rebuke:
Loatheb in spell form! That's essentially what you're getting. You lose the 5/5 body, and the effect now costs 2, but it's Loatheb in spell form. It's a great card, of course, for the simple fact that Loatheb is probably one of the best cards in the game, and the way Paladin tends to work in this meta is to build up a board -- whether Murlocs or Silver Hand Recruits -- and then pray to outrun the enemy before they drop an AoE. So Rebuke theoretically helps to stop that. It's significantly worse than Loatheb since even in matchups that you don't need the effect Loatheb's still a body. Still, a very interesting card that I could definitely see being particularly good.

Vivid Nightmare: An... interesting card. It's a 3-mana Priest spell that I feel would end up like Carnivorous Cube -- either very good since someone figured out the perfect set of cards to combo with it, or like so many other 'wacky effects' style of cards like Mirage Caller or Sudden Genesis. You essentially replicate a minion with their health reduced to one (not set to one, meaning you can heal the minion back up), which is interesting. The obvious interaction is to do a wacky combo with Prophet Velen and Mind Blast, or to use it in a Big Priest to more efficiently kill off your Obsidian Statues or whatever, but I dunno. It has potential, but I kinda think I need to see the rest of the set.

Glinda Crowskin: Warlock's legendary is a 6-mana 3/7 that gives all minions in your hand Echo... and it's interesting. I instantly think "oh, zoo!" but I don't think zoo can afford losing the tempo that playing a 3/7 on turn 6 would give them. That's the difference between Glinda and Shaw, I think -- Shaw's not a tempo loss, and is durable enough on the turn he's played and cheap enough to combo out on a later turn, whereas Glinda's likely to just eat up mana and lose tempo. Echo's a really powerful and abuseable mechanic with the right cards, but you really need something cheap to play on the turn you play Glinda, because waiting for the next turn to, say, play five Gnomeferatus and mill five cards isn't going to probably work because Glinda'll probably get removed. Giants would definitely work, though obviously it'll require some setup. And a board full of 0-mana giants basically wins you the game, doesn't it? I guess it'll work better in wild with Arcane Giant or Molten Giant, though.

Nightmare Amalgam: I don't think that Nightmare Amalgam will necessarily see a whole lot of play, but it's such a hilarious concept! It's a Spider Tank, a 3-mana 3/4, but it's all the tribes. Or, well, at least Elemental, Murloc, Demon, Mech, Dragon, Beast,  Pirate and Totem. Not sure if they'll add in extra tribes if they ever introduce more tribes. The thing is, though, is that the Amalgam is a simple vanilla minion without any sort of effect, and I'm not sure if that's going to warrant putting it in when, say, Murloc decks don't ever play Puddlestomper and Beast decks never play River Crocolisk. Very interesting effect, and maybe there's something I'm missing, but it is a neat card to pad out your synergy style decks, I suppose. (Note that Amalgam gets eaten by both crabs, gets pact'd by Warlocks and gets slain by the Dragonslayer. It's all of their strengths, and all of their weaknesses)


Witch's Apprentice: A little Hex-frog, a 1-mana 0/1 Taunt that basically has the Babbling Book effect for Shamans. And that's apparently the theme they're going for? It's a neat little card, I suppose, although 0/1 Taunt is a fair bit worse than the Babbling Book's 1/1 and I don't think the beast tag is ever relevant. It's hilarious, flavour wise, but I'm not sure how good random shaman spells will be. Of course the pool will change once the new expansion presumably introduces a lot of spells, and there's future expansions to boot. But right at the beginning, when the Standard rotation hits, there's still not going to be that many spells that you want, or are straight up too situational to use. Lesser Sapphire Spellstone, Cryostasis, Totemic Might and especially Ice Fishing are glaring ones that you don't ever want to get, and even then there are cards like Primal Talisman or Bloodlust that are just really situational.

Hagatha the Witch: And the "WE CANNOT MAKE THAT CARD" Shaman hero hyped up during the reveal stream, Hagatha, is 8-mana with the battlecry of dealing 3 damage to all minions on board... emphasis on all, so Hagatha is a shit choice for a traditional zoo/bloodlust Shaman deck. It clears the board for you to do stuff, I suppose, with her hero power... a passive hero power that adds a random Shamans spell to your hand after you play a minion. And it's... it's interesting. Again, the current pool of Shaman spells isn't super exciting, and Hagatha's a weird one in that she asks you to play a deck that swarms minions, but also has a battlecry that nukes your own side of the board. And while you get the spells for free compared to Deathstalker Rexxar instead of spending 2 mana, which is great... you still have to cast them. It's really hard to say either way, because Hagatha has such a huge chance of being a broken card as much as she has whiffing out. We'll have to see depending on the rest of Witchwood's card selections, I suppose.

Muck Hunter: Huh. It's the Leeroy Jenkins equivalent of Rush, except instead of being a 6/2 that summons two 1/1's, Muck Hunter is a 5-mana 5/8 rushing minion that summons two 2/1's for the opponent. A 5/8 is way more stable than 6/2, and even with the 'substraction' of the Mucklings hitting Muck Hunter, she still ends a 5/4, a far more stable body instead of Leeroy dying to the whelps. Muck Hunter of course can't go face, but if you time it right with, say, Blood Razor or other Whirlwind effects or weaker minions on the board, you could very easily clear the 2/1 tokens from the board and be left with a rushing 5/7, which is honestly pretty good. Muck Hunter's a very balanced card, I think, and one that wouldn't surprise me if it saw some usage in a deck or is unplayable. Do like the design, though.

Redband Wasp: A warrior 2-mana 1/3 beast that rushes, and has Enrage: +3 Attack. Or, well, what would've been parsed that way if Enrage wasn't removed. It's an Amani Berserker with a little swapping around of stats, and the potential to trade with a 1-health minion... but I don't really think it's that powerful, honestly, because, shit, a 1/3 that sometimes becomes a 4/2 or 4/1 just isn't that good, and I don't think Rush necessarily is that good.

Lord Godfrey: Warlock's second legendary is the villainous undead Gilnean, Lord Vincent Godfrey, actually one of my favourite lore characters from the Gilneas storyline. He's also a pretty powerful legendary, too, I think -- Godfrey's a 7-mana 4/4, which is pretty shit stats... but it unleashes Defile upon the board. A 2-damage Defile. It can basically nuke the board, and as anyone who's played around with a Tainted Zealot/Defile combo can attest, Defile's monstrous when it deals 2 damage. With Godfrey, you're even guaranteed to get a 4/4 body sticking on the board at the end of it. I don't necessarily think that Godfrey will find a slot in any of the current Warlock decks per se, but god damn it's a powerful effect.

Hunting Mastiff: A 2-mana 2/1 beast for Hunters with Echo and Rush, the two new mechanics in this set. And... I dunno. I just don't really see that much usage for this card? It's too expensive to combo with Scavenging Hyena, and it doesn't do enough to swarm the board for an aggro deck list. My opinion about Hunting Mastiff is more of a "wait and see" because the stat distribution isn't bad and the two keywords are neat in conjunction, but there's honestly only so much you can do with Rush. There is potential with this card, admittedly, but at the same time, it's also ultimately just a repeatable Bluegill Warrior. It's definitely very interesting, though, and if there's one class that can make use of this little doggy it is Hunter.

Forest Guide: An interesting card. A 4-mana 1/6 minion for Druids, that draws a card for each player. It's a weird fat version of Skull Kid and I do like the flavour... but, y'know, Grove Tender was never played, and you draw a card for your opponent as well. And a 1/6 body isn't the best thing ever -- Crypt Lord only saw play because of the Taunt and the potential to get bigger. Fun effect, but I don't think it's actually a good card -- perhaps the victim of Druid's reign over the ladder during the Un'Goro/Frozen Throne era?

WANTED!: A new Rogue spell, dealing 3 damage for 4 mana... which is pretty bad. If you kill it, you get a Coin. And Coins are admittedly nice for Rogue, but do you really want to run a 4-mana deal 3 damage spell, when other classes give you 3 damage for half of that mana cost? I don't think the inefficiency is worth the extra Coin. Notable that Counterfeit Coin is rotating out, so Rogues don't actually have that many options to generate Coins... but I don't think Wanted is the way to go.

And that's about it. A fair bit more exciting than the silly even/odd cards, in my opinion, and I'm definitely pumped up to see even more cards from Witchwood.

Sunday, 25 March 2018

Witchwood Card Reviews, Part #2: Odd/Even Stuff & Anger Management

 I think I'm going to do a brief recap of the brand-new cards revealed recently before we actually get the big dump on the 26th. There's also a bunch of other news to talk about, too, so... yeah.


First up, we've got some Arena changes, with the drop rates being based on card quality being put into place... and it ends up getting a fair bit of pushback due to the fact that everyone ends up with ridiculous amounts of Lich Kings and whatnot, so the drop rate offerings ended up being fixed. Yay for that!

We also get the announcement that among the changes that Witchwood will bring in addition to, y'know, standard rotation and hall of fame stuff, we're losing a keyword... specifically Enrage. And I've always thought that Enrage was a pretty under-utilized keyword, with a grand total of nine cards that have it... a pretty small amount for a mechanic that's been around since the beginning. And only a grand total of three new cards outside of expansions (Warbot, Aberrant Berserker and Bloodhoof Brave) really end up including Enrage. So they end up axing it, changing the wording to "has X while damaged". And honestly? I've always thought that "any time this minion is damaged" is a more suitable term to keyword anyway. But eh. It's a nice little streamlining, I suppose, and it's not like any enrage card is really seeing any sort of play at the moment.

Let's talk about a bunch of new cards revealed over the past week or so. We get four Odd/Even cards... and it turns out that these four cards, as well as Greymane and Baku, are the only Odd/Even synergy cards that we're going to get, and honestly? It doesn't look good. Sure, we might get good cards to synergize with these, but at the moment I don't think that the upside of either a 1-mana hero power or an upgraded one is worth the huge downside. That's what we said about Reno, yes, but at the same time... I dunno. This one really feels like a weird, niche mechanic that isn't quite broken enough to really warrant cutting out half of your collection for.

Gloom Stag: Gloom Stag is a druid minion, a 5-mana 2/6 Taunt who'll gain +2/+2 if your card is all odd-costed. Meaning that you play this in a Baku deck... but honestly? While a 5-mana 4/8 Taunt is powerful, It's honestly not that broken. It's a slightly cheaper Dark Arakkoa that ends up being insanely susceptible to silence, and even if an odd-cost Druid deck (which would be bereft of Wild Growth, Swipe, Ultimate Infestation, Wrath, Spreading Plague and many other powerful tools) does somehow work... I don't think Gloom Stag is ever better compared to the flexibility of Druid of the Claw. Dunno. Don't think this card's good.

Black Cat: Black Cat's probably the best of these odd/even cards, but at the same time... it's not that good. Black Cat's a 3-mana 3/3 with a Spell Damage +1. It's essentially a Soot Spewer from GvG, but a Beast (which doesn't matter for mages). And if you play an odd-cost deck, you... get an extra draw a card. Black Cat turns out to be pretty good if you're playing an odd-cost deck, and while an upgraded Fireblast is powerful, at the same time I don't think it's worth not playing Fireball and Frostbolt and Sorcerer's Apprentice and Blizzard. And, again, I'm rather pessimistic about these decks, honestly.

Glitter Moth: Glitter Moth's a Priest card, also working with the odd-cost number. The Glitter Moth isn't a straight-up tempo tool like the Stag or the Cat, but rather more of a combo deal, being a 5-mana 4/4 that doubles the health of your other minions. It's a mass Divine Spirit, making up for the fact that you can't run Divine Spirit in an odd-cost deck... but at the same time, an upgraded Priest hero power isn't the best thing out there, and while you still have Inner Fire and Power Word: Shield, the sort of combo shenanigans is a bit harder to pull off if your curve sucks. I dunno. Again, I don't see Glitter Moth being particularly good. Neat art, though.

Murkspark Eel: The only card in this bunch that works with an even deck, Murkspark Eel is a Shaman 2-mana 2/3 beast that deals 2 damage. Essentially a slightly weaker Medivh's Valet that doesn't need a Secret on board to activate. The problem, though, is that quite literally Shaman's entire list of good cards (minus Flametongue Totem) are odd. Like, yeah, you get one-mana totems and a 2/3 that pings, but at the same time, you can't really build a board and not have Bloodlust or Thrall Deathseer to end things, can you? It's not particularly exciting either, honestly, so all four of these odd/even beasts really feel like they're just there for people to try to mess around with, but I personally think that this whole even/odd stuff isn't going to pan out that well.

Warpath: Warpath's a very neat Echo card, design-wise... but I really feel it's best relegated to arena. Redundancy and flexibility is good, but there's also no denying that 2-mana for a Whirlwind effect is really expensive. It's a controllable Defile, yes, but by paying 2 mana for every Defile effect you really waste a lot of resources, and it's not like Warrior doesn't have a shortage of whirlwind effects -- not that the whirlwind package ended up really panning out during Frozen Throne. I realize you can't compare cards across classes, but at the same time, they really could've made Warpath a lot better. Warpath's a well-designed card, and a decent arena card... I just don't see it being particularly useful in constructed, honestly.

Face Collector: The Face Collector's one of the two Rogue legendaries, and my god, that artwork's morbid as all hell. He's an interesting card, a 3-mana 2/2 with echo that adds a random legendary minion to your hand. It's a Sindragosa effect that, if you spend 9 mana, ends up giving a slightly weaker board (three 2/2's as opposed to Sindragosa's 8/8) but you get the legendaries immediately in your hand as opposed to waiting to ping like Sindragosa. And, of course, the flexibility with the Echo stuff does allow you to make snap decisions... even if other than the Zola moment that they showcased in the reveal video, and maybe a cheap taunt or two, I don't think the flexibility's somewhat overrated. I do think Face Collector's a decent -- if not essential -- legendary in the same vein that Sherazin and Shaku are. And Shaku's actually a neat card to compare it to -- a card that just generates additional resources and possibly game-ending bombs. The big weakness is, I suppose, the fact that random legendaries sometimes just suck. As someone who's played with old Elise and Sindragosa a lot, there are going to be times that Face Collector will just whiff and give you like a Prince or Baku or Millhouse or Nat Pagle, and that's going to feel terrible. But still, I do think Face Collector's a neat little Echo card, and a fun harmless dude that might actually see a fair bit of play.

And that's all we have for today -- not that much hype or interest for this batch, I'll be honest. I guess I'll be back in a couple of days with hopefully a lot more significant and interesting cards.

Wednesday, 14 March 2018

Hearthstone: The Witchwood Expansion!

 Okay, so the first expansion for the Year of the Raven has been announced, via a hilariously cheesy Blair-Witch-style "Found Footage" horror pastiche. And it's glorious! Witchwood is essentially themed around a haunted forest, Worgen, witches and all sorts of spooky things, so of course it is released in April instead of October. God damn it, Hearthstone! You really missed a great opportunity for a proper Halloween themed expansion.


And it's definitely thrown me off thanks to everyone and their mother guessing Emerald Dream from the teasers, but hey, Witchwood's great! I've been clamouring for more Worgen representation for years now, since the Worgen and Pandaren are the least-represented races in Hearthstone, so they're clearly saving them for a proper expansion down the road, right? Well, Pandaria's obviously going to be an expansion theme sometime in the future... but now we've got funky gothic Halloween-y horror!


And in addition to all that, the new update that also brings with it the Witchwood pre-order also brings along Arena changes -- the 9 Arena-exclusive cards from BlizzCon are coming, and now the Arena drafting happens not with rarity gems, but with relative 'quality' of the cards, which is definitely a far, far more stable and interesting Arena draft experience. Between this and the extremely well-done ladder revamp, plus Tournament Mode coming sometime in the future, it seems that the time between K&C and Witchwood has really polished a lot of Hearthstone's actual gameplay experience, which is definitely welcome.

But hey, let's talk the actual expansion! The theme is that this is apparently a hanted wood outside of Gilneas (the Worgens' capital and romping grounds, for those that's not up to date with Warcraft lore), and it's all spooky shit! We're also apparently getting Monster Hunt, a Witchwood version of K&C's Dungeon Run, which is very much welcome. I've actually been playing a fair amount of Dungeon Run, trying to try out different treasures and whatnot just to see how they work, so it's definitely very welcome.

The cards themselves are extremely exciting. As usual, I have a couple  of things to talk about them. They revealed six cards, and teased one Shaman Hero card -- Hagatha, apparently the monstrous witch behind the Witchwood's creation, and apparently a super-duper-OP card. While each class will be receiving two legendaries, Shaman's the only one receiving a Hero card among the nine, and it's legitimately intriguing. Shaman's been in the dumps, so the class could definitely use an infusion of powerful cards. Will Hagatha be powerful enough to offset the huge chunk of totem and freeze synergies that just didn't work for the past two expansions? We'll see. Let's talk about the cards we actually do know, yeah?

First up is the neutral legendary Azalina Soulthief, a 7-mana 3/3 undead elf with the battlecry of replacing your hand with a copy of your opponent's. You actually do lose your hand, but it does the dual effect of informing you of exactly what your opponent has in their hand, as well as reloading your hand. It's comparable to cards like Divine Favour, except slightly worse -- Divine Favour's a card that lets you draw into your deck, into cards that you've assembled together with the express purpose of synergizing together, whereas the cards that Azalina steals from the enemy might just be cards that don't really work well for you at that situation, and I'm not sure that's worth spending 7 mana for. I mean, you do get a piddly 3/3 body, but this doesn't seem super-exciting to me. That's okay, though -- neutral legendaries have been designed to be weirder and wackier since Un'Goro, and for better or for worse, that's something I'm fine with.


The next two legendaries are similar in effects, sort of, and the first one we have is Genn Greymane, King of Gilneas and racial leader of the Worgen people, one of the big-name characters to not have made it into the game yet, despite his huge role in World of Warcraft: Legion and Heroes of the Storm. He better has a special interaction with Sylvanas! It's a bit of a shame that Greymane's effect doesn't actually feel anything particularly Greymane-y, but it's the spotlight of a brand-new keyword.  "Start of Game" isn't something particularly new, since we've had it with Prince Malchezaar before, but Greymane is a more stable version of the Princes from Knights of the Frozen Throne. You're crippling your deck, this time by only including even-cost cards (0-mana is even), and then Greymane will make your starting hero power cost 1. Greymane's opposite number, Baku the Moon-Eater, works with odd-cost cards, and instead of discounting it, Baku will upgrade the hero power simmilar to Justicar Trueheart from TGT.


And it's... it's definitely interesting. Greymane looks like the better of the two, being a 6-mana 6/5, whereas Baku's a very under-statted 9-mana 7/8. And Greymane's discounting of the hero power is definitely balanced -- it's not a permanent buff like Raza since it explicitly notes that it's the starting hero power, so no cheesing out Death Knight hero powers. As someone who mucked around with post-nerf Highlander Priest... believe me, a 1-mana hero power is still very powerful -- it just isn't as degenerate as a 0-mana hero power. Ultimately, this also helps to off-set the fact that your deck only has even-cost cards, since you can use the 1-mana hero power to pad out your mana curve.

The giant worm Baku, meanwhile, upgrades the hero power, with the caveat that you only have odd-cost cards... and it could be pretty powerful for the simple reason that some of the most powerful cards in Hearthstone has been 1-mana cards, and an upgraded hero power might definitely help out in a very aggro-inclined version of Hunter or Mage. Ultimately, we're going to have to see what cards that the Witchwood expansion is going to give us to synergize with Baku and Greymane, but it's definitely a very interesting mechanic, and one that is guaranteed to go off -- something that means that we won't have the "draw the super-powerful Prince Keleseth on curve to win!" You either have the buff or not, and I do think that's pretty elegant.


We have two new keywords, and one sort-of new mechanic. And these keywords are honestly ind of just variations of things we've seen before. First up is Echo, displayed on the Phantom Militia. It's a 3-mana 2/4 with Taunt, which is basically that Squirming Tentacle card from Old Gods... but it's also got Echo. And Echo means that you can re-cast this card as many times as you want in a turn, similar to Unstable Evolution from K&C but on a minion. Phantom Militia, at a glance, just looks like a slower, shittier version of Saronite Chain Gang that sometimes gains an extra body, but, again, it's hard to say these things without seeing the entire set. And besides, with discount-giving cards, Echo cards can spiral out of control. Phantom Militia's far more of a defensive card than anything, though, and I feel it's balanced.


Our second keyword is Rush, seen on this Warrior card Militia Commander. Blizzard has been experimenting with ways to make the highly-problematic keyword Charge work, first with Icehowl (who Charges, but straight-up can't attack heroes) and Charged Devilsaur (who has the Charge keyword, but comes with a battlecry that causes it to be unable to attack heroes for one turn). Rush works similarly to Charged Devilsaur, in which the minion can't attack a hero in their first turn, preventing a one-turn buff-up-a-charge-minion-and-go-face kill... and Rush also prevents gimmicks like Recruiting out Charged Devilsaur to bypass the battlecry. It's definitely balanced, but is it actually playable? Militia Commander is actually decent, I think, being a 2/5 Rusher with +3 attack when it comes into play. A 4-mana 5/5 that charges is definitely great, but you can only use the Militia Commander to clear a minion, so it's... it's decent, I suppose. I'm not sure if it's great, but I do love the idea of this mechanic.


Our final card is the hilariously-named Pumpkin Peasant, a 3-mana 2/4 with Lifesteal that will swap between his human and worgen form every turn it's in your hand. So it alternates between a 2/4 and 4/2 Lifesteal every turn, theoretically giving you the option to go for a more defensive or more offensive minion. The mechanic is sound and very flavourful with the whole werewolf transformation deal that worgens have, I'm just unconvinced Pumpkin Peasant is actually good. It's a neat demonstration of the ability, but neither a 2/4 Lifesteal nor a 4/2 Lifesteal sound appealing. Overall, though, definitely a neat mechanic, and I'm curious what we're going to get from this.

Definitely excited about this expansion, especially from a lore and flavour standpoint. I love the Worgen and I love the horror aesthetic they're going for, and the very interesting and balanced mechanics they're introducing is definitely something I'm a big fan of. Waiting for more card reveals, for sure!

Tuesday, 13 March 2018

HEARTHSTONE CARD GALLERY: The Witchwood

The Witchwood

Updated 07/2018 for Witchwood Piper & Ghostly Charger tag.
Last edited 03/2021, for The Big Spell Tag update, Snap Freeze buff, and the return of the Genn/Baku return from Hall of Fame. Uncollectible cards updated.    
05/2021 for Fiendish Circle buff.

Druid Cards:
Druid of the Scythe  Forest GuideBewitched GuardianDuskfallen AvianaSplintergraftFerocious HowlWitching Hour

Hunter Cards:
Hunting MastiffDuskhaven HunterHoundmaster ShawToxmongerCarrion DrakeVilebrood SkittererEmerissRat TrapDire FrenzyWing Blast

Mage Cards:
Archmage ArugalArcane KeysmithVex CrowBonfire ElementalCurio CollectorToki, Time-Tinker

Paladin Cards:
Cathedral GargoyleParagon of LightBellringer SentryThe Glass KnightGhostly ChargerPrince LiamHidden WisdomRebukeSound the Bells!Silver Sword

Priest Cards:
ChameleosSquashlingQuartz ElementalCoffin CrasherLady in WhiteNightscale Matriarch

Rogue Cards:
Blink FoxCutthroat BuccaneerFace CollectorMistwraithCursed CastawayTess GreymaneCheap ShotPick PocketWANTED!Spectral Cutlass

Shaman Cards:
Witch's ApprenticeGhost Light AnglerTotem CruncherBogshaperShudderwockHagatha the Witch

Warlock Cards:
Witchwood ImpDuskbatRatcatcherBlood WitchDeathweb SpiderGlinda CrowskinLord Godfrey

Warrior Cards:
Town CrierRedband WaspRabid WorgenMilitia CommanderDarius CrowleyFesteroot HulkBlackhowl GunspireWarpathDeadly ArsenalWoodcutter's Axe

Neutral Cards:
Swamp Dragon EggSwamp LeechBaleful BankerLost SpiritSpellshifterVicious ScalehideBlackwald PixieMarsh DrakeNightmare AmalgamPhantom MilitiaPumpkin PeasantRavencallerTanglefur MysticVoodoo DollWalnut SpriteWitch's CauldronFelsoul InquisitorLifedrinkerMad HatterNight ProwlerSandbinderScalewormSwift MessengerUnpowered SteambotWitchwood PiperChief InspectorClockwork AutomatonDollmaster DorianMuck HunterRotten ApplebaumWitchwood GrizzlyMossy HorrorAzalina SoulthiefCountess AshmoreDarkmire MoonkinFurious EttinWorgen AbominationWyrmguardCauldron ElementalDeranged DoctorGilnean Royal GuardSplitting Festeroot
________________________________________________________

Uncollectible Cards: 


Click under the break for Monster Hunt adventure mode cards.