Vanish and Mind Blast Rotate to Hall of Fame, 10 New Basic & Classic Cards Will Be Added To The Game!

If you thought that nothing can surprise you more than the recent buff patch, you might have been mistaken. After a nerf patch and a buff patch, we’ll gett a… Hall of Fame rotation. What makes it surprising is that those usually happen alongside the Standard rotation, with the first expansion of each year (so we just had one not even 3 months ago). It’s the first time we’re getting one mid-year. The HoF rotation and addition of new cards will happen with the next major patch (no precise date yet).

 

Two cards are going to rotate out to Wild – Rogue’s Vanish and Priest’s Mind Blast. The reason is simple (and outlined in the official post below) – those two cards just don’t fit into what Blizzard thinks should be the identity of those classes. Rogue should be good at clearing single targets, but not good at dealing with wide boards. And Priest is not meant to be a burst class that can deal a lot of burn damage from hand – they want the class to win either through outvaluing the opponent (Control builds) or through board (Clone/Resurrect/Deathrattle etc. builds). We’ll be getting two new Basic cards to replace Vanish and Mind Blast – cards that should be more in line with what Blizzard wants those classes to do.

But that’s not all. We’ll also get the already promised cards that replace the latest HoF rotation (NaturalizeDivine FavorDoomguard). On top of that, all of the previously rotated Neutral cards will also get replaced. Blizzard used to only replace Class cards that rotated out (since a Neutral card out didn’t disturb the class balance), but they’ve apparently changed their minds. Which means that we’ll get three replacements for the last HoF rotation, two for this, as well as five more for the Neutrals that have previously rotated out (including two Legendaries – Sylvanas Windrunner and Ragnaros the Firelord). It’s worth noting that cards from Witchwood will NOT be replaced, since they are not a part of an evergreen set.

To sum things up, we’re losing two cards (Vanish and Mind Blast) and getting TEN new cards. Here’s a full list of new cards:

   

   

  

If you want to read more about the reasons why the cards rotate out and identity of each class, be sure to check out the official blog post below.

As Hearthstone expands and more patrons make their way to the tavern, it becomes increasingly important for us to revisit past designs to make sure we are building on the right foundation. Over the past 5 years of evolution and growth, we’ve learned a lot about what makes each of the classes in Hearthstone different and what unique experiences players should have when playing each of these classes. Headed into our next update, we’d like to take this opportunity to outline our current class identity philosophy and to share our thoughts on where we see each class in the future.

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Establishing Class Identity

When defining a class’s identity, we’re primarily concerned with staying true to the following three guidelines: adhere to a class’s “fantasy”, define the things the class should excel at, and establish where the class should struggle.

When looking at the fantasy of each class we want to capture the emotion of the class through gameplay. That could mean charging headfirst into battle as a Warrior, wielding devastating magical spells as a Mage, or plotting the perfect combination of moves as a Rogue. Once we know what makes a class tick, we can make better decisions about what cards fit and empower that fantasy.

Establishing stronger class identities serves several purposes.  Giving classes better defined characteristics allows us to have more freedom when creating new mechanics. We can push further into the extremes knowing that each class has downsides to balance out new power. It also enables more counter-play when there is a clearer understanding of a class’s strengths and weaknesses. For example, the knowledge that a Druid is weak against big minions lets you start planning your strategy from the start of the match, with little to no knowledge of your opponent’s specific deck.

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Class Breakdown

Here’s a brief look into how we currently picture each of the classes:

  • Strengths: These are the things that a class focuses on and excels at.
  • Limitations: These are aspects that might show up a few times in a class, but they are very limited in power level and the number of cards.
  • Weaknesses: These are aspects that a class either doesn’t have or struggles to achieve effectively.

Druid: Attuned with nature, Druids rely on the magic of the wild, massive beasts, and swarms of woodland creatures. Their toolbox allows them the versatility to pivot from defense to aggression. However, they have limited ways to directly clear out enemy minions.

  • Strengths: Mana generation, giant minions, minion swarms, card draw, Beasts
  • Weaknesses: Destroying big minions, board clear

Hunter: Hunters use their wit, ferocity, and an army of beasts fighting alongside them to destroy their competition. Although they lack in defense, their aggression allows them to push through before they need it. A well-timed Secret or Deathrattle can help them gain clutch advantages against their opponent.

  • Strengths: Beasts, face damage, Secrets, Deathrattle
  • Limitations: Card draw and generation, board clear, Taunt
  • Weaknesses: Healing

Mage: Mages have mastered the arcane arts and use their wide range of spells to take on even the most aggressive of opponents. Their defensive cadre is limited—while a good Mage usually has a useful tool to deal with any situation, a great Mage conjures the right tool when they need it.

  • Strengths: Spells (big and small), damage spells, Secrets, board clear
  • Limitations: Minion swarms
  • Weaknesses: Healing, Taunt, minion buffs

Paladin: Paladins are great champions who support their minions with buffs, healing, and divine shields; however, they are not afraid to get their hands dirty when the time comes. They are methodical, controlling the battlefield through debuffs and focused attacks instead of destructive spells. Strength and persistence are the keys to a Paladin’s victory.

  • Strengths: Minion swarms, minion buffs and debuffs, healing, Divine Shield, Secrets
  • Limitations: Cost reduction
  • Weaknesses: Direct damage spells, destroying big minions

Priest: Priests balance holy light and shadow magic to defeat their opponents. They control a battle’s outcome using powerful spells with situational applications. While not the most aggressive, they are able to generate, copy, and use combinations of cards to create a powerful army.

  • Strengths: Healing, narrow but powerful spells, copying, single-minion buffs, Deathrattle
  • Limitations: Card draw
  • Weaknesses: Face damage spells, multi-minion buffs

Rogue: Rogues hide in the shadows, planning for the perfect time to strike. They may be sneaky and nimble, but they lack strong defenses and regeneration, forcing them to act quickly to incapacitate an opponent. Their innate ability to generate, draw, and burgle cards allows them to build up and execute on many synergies.

  • Strengths: Combo cards, destroying individual minions, card draw, weapons, Deathrattle
  • Weaknesses: Taunt, healing, board clear, multi-minion buffs

Shaman: Shamans wield the power of the elements along with their trusty totems. While they may not be able to generate resources as quickly as a Mage, they are able to overload their Mana Crystals with lightning, allowing them to ramp up for a burst of power faster than other classes. Shamans are thus rewarded for planning a few turns ahead by tuning their mana curve. Shamans also have strong tools to adapt to many situations. Although they are not as versatile as a Druid’s Choose One cards, they are able to extend their capabilities in ways other classes might not be able to.

  • Strengths: Minion swarms, damage spells, Totems, Elementals, Murlocs
  • Weaknesses: Card draw, card generation

Warlock: Sometimes sacrifices need to be made for power, and when you get demons involved this is often the case. The Warlock is comfortable with this bond and can manage all their resources (including their Health) in order to defeat their opponent. Their inherent ability to draw cards—with a sacrifice—allows them to keep the power flowing.

  • Strengths: Powerful sacrifice effects, card draw, minion swarms, disruption, Demons
  • Weaknesses: Face damage spells, big healing

Warrior: Warriors thirst for the battlefield. Primarily a martial class, they incorporate Armor, weapons, and minions to destroy their opponents. The minions who fight alongside each Warrior tend to be bigger and stronger, and they employ Rush and Taunt to control the flow of battle.

  • Strengths: Armor, weapons, Taunt, destroying minions
  • Limitations: Card draw and generation
  • Weaknesses: Face damage spells, multi-minion buffs, minion swarms

Neutral: Neutral cards allow classes to extend their strengths to reach a specific goal with their deck or to make up for some of their weaknesses. For example, a Paladin can add Neutral Murlocs to help them round out their deck, or a Hunter may use a Neutral card that gives them a small amount of healing so they can stay in the fight longer. These cards are generally lower in power level so a class can never completely overcome their weaknesses.

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Addressing Identity Issues

As we’ve worked to define what each class should bring to the table, we’ve found several cards that don’t match our established class identities. We’ll continue to adjust the Basic and Classic sets as needed, but for this update we’ve decided to address the following two cards: Mind Blast and Vanish.

While we like Rogues’ knack for getting out of sticky situations with targeted removal, Vanish allows them to effectively clear an entire board. This negates one of their intended weaknesses, reduces our ability to design towards their strengths, and makes it much harder for players to strategize against a Rogue.

Mind Blast gives Priests the ability to inflict a large amount of direct Face damage. We want to limit the amount of damage that Priests are able to deal from their hand, which will allow us to make cards that better emphasize their strengths in controlling the game.

We’ll be replacing these two cards with effects that better speak to their classes’ core fantasies.

For Priests, we’ve added Radiance since we wanted to have a low-cost spell that could be used for tricky spell synergies that also provided a powerful baseline heal for the class.  Plaguebringer provides Rogues with another way to destroy minions and further establishes this class as the masters of Poison.

Since these are Basic and Classic cards (and so not subject to set rotation), we want to be careful with their power level so that Hearthstone can continue to feel fresh with each new year. At the same time, we’d like to provide effects that are natural for their class and can be useful in the right circumstances.

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Adding New Classic Cards

Over the past several years, we’ve taken steps toward further defining class identities and maintaining a healthy meta-game by moving some over-represented or design-limiting Classic cards into the Hall of Fame, and by adding new cards to this set whenever appropriate. For instance, in 2017 we moved both Ragnaros, the Firelord and Sylvanas Windrunner to the Hall of Fame, and we’ve more recently done the same for Divine Favor, Ice Block, and several other cards. Leading up to the release of Rastakhan’s Rumble in 2018, we also introduced some new cards to the Classic set, such as Pilfer, Icicle, and Tome of Intellect.

We’re always assessing the prominence and impact of cards from every set, including Basic and Classic, and will continue to make changes when we believe it makes for a healthier meta-game and a better experience for players. This may come in the form of additions to the Hall of Fame or with the introduction of new cards that we feel bring some fresh new options to players, while still being healthy for the game.

When moving Classic cards to the Hall of Fame, we always look to introduce new cards to this set in order to keep a healthy amount of easily-obtainable cards available to players in Standard format games. We’ve been working for quite a while on some new additions to the Classic set, and we feel that now is the perfect time to bring them into the game.

Here’s a look at the new cards that will be available in Classic card packs (and craftable with Arcane Dust) starting with the next major update.

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Your feedback is always welcome and appreciated, so we are very excited to share these changes with you before they’re in the game.

Let us know what you think in the comments section or on the Hearthstone forums. Thanks for playing!

Source

Stonekeep

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

Check out Stonekeep on Twitter!

Leave a Reply

60 Comments

  1. LuKeAA
    June 30, 2019 at 9:36 AM

    Since they asked for feedback:
    1) This list feels made up in a matter of minutes; not only does it not seem thought through enough, the information contradicts most of what we’ve seen thus far, for all classes , such as resource generating for Shaman listed as Weakness when Shaman has received at least 1 resource generating thing EVERY expansion since Witchwood; even if this was made from RoS only in mind, Underbelly was still granted to Shaman; not to mention …
    2) … this puts quantity over quality in such bad ways: let’s consider Rogue with access to Sprint (which is bound to see less and less play thanks to Preparations nerf); while Rogue has “Drawing” listed as its STRONG POINT, compare it to Hunter’s Master’s Call (Hunter’s limitation) which is a far superior card draw, capitalizing on one of Hunter’s strong points, which is Beasts; also this justifies me in saying, again, that nerfing both Preparations AND Raiding Party was excessive; these scenarios are going to occur alot, because “uncontrolled design” will always be a thing; same as Mage’s situation which has swarms listed as weaknesses when it’s all Mages are doing right now, given how good CC is;
    3) Right off the bat, there is a spottable “issue”; every class has more than 1 weakness listed; all bar one: the Hunter only has “Healing” listed as its weakness; sure it has 4 Limitations but what’s the point? Come up with an extra Weakness for it AND fix it already, as it has been roaming Standard for so long now with so many OPPRESSIVE builds available at the same time; either that or take some concepts of Weaknesses off some classes and put them under Limitations.

    How could it have been done better? Personally:

    for Druid, listing the “Choose One” would describe the class abit better and uniquely;
    for Shaman, instead of Resources generating, list “Unstable effects”, which’d compile Evolutionary but also 1-X damage spells and also Overload (as without a form of controlling it or taking advantage of it, it becomes nothing more than a liability);
    for Warrior, similarly to Shaman, card draw surely feels like a Limitation; but not Resources Generation; if Warrior has that as a limitation, which class shouldn’t?

  2. Rolioli
    June 29, 2019 at 8:56 AM

    Is it just me or does it not say when this goes live

    • Stonekeep - Site Admin
      July 1, 2019 at 7:20 AM

      It does not, because they didn’t announce the launch time. Only that it will happen with the next major patch :p

  3. MrTren
    June 28, 2019 at 8:12 AM

    Then why did Twisting Nether, Lord Godfrey, Defile, Hellfire, Psychich Scream etc end up in the wrong class????

  4. Albionflux
    June 27, 2019 at 2:39 PM

    mage weakness field swarm
    gives them a card which doubles minions summoned by effects
    better put khadgar into hall of fame

    • Albionflux
      June 27, 2019 at 2:40 PM

      nevermind reread it as limitation

      • Albionflux
        June 27, 2019 at 2:44 PM

        although looking at shamans weaknesses
        card draw and card generation
        so card draw
        far sight
        mana totem
        the 2 cost draw spell with elemental synergy
        spirit totem monster
        7 cost elemental(think its standard still)
        generation
        hagatha near endless spells
        haunting visions discover a spell

  5. […] the developer blog post that detailed the new Hall of Fame rotation and new Basic and Classic cards, Blizzard discussed class identity in Hearthstone in quite some detail. We have always known that […]

  6. JoyDivision
    June 26, 2019 at 11:50 AM

    If I save up classic packs that I earn before the patch, do I have a chance to get new cards when I open them after the patch is applied?

    In other words: When is the content of a pack defined; the moment I obtain it or the moment I open it?

    • Stonekeep - Site Admin
      June 26, 2019 at 4:08 PM

      Content of the pack is decided at the moment you open it, not the moment you acquire it. So yes, you will have a chance to get new cards if you wait until they’re out.

      And that’s actually a good idea, I won’t open Brawl packs (or any other Classic packs I might get) for now 🙂

    • Smasher101
      June 26, 2019 at 4:32 PM

      I would open them now before the bad cards come out.

      • JoyDivision
        July 1, 2019 at 1:04 AM

        Makes no sense for longtime players. come to think of it, it doesn’t really matter for new ones either. 😉

  7. A person who reacts to this
    June 26, 2019 at 6:52 AM

    Love that they do major changes more frequently, but dislike that they don’t think them through (they are probably rushed), but with enough changes I hope the game can evolve and become even better.

  8. Thanatos
    June 25, 2019 at 9:12 AM

    “Warrior:
    Strengths: Armor, weapons, Taunt, destroying minions”

    Really?! Destroying minions? This game is not Magic, there are no enchantments! Hearthstone is all about minions, even classes that rely on spells, mage for example, need minions to get + spell damage, or to reduce spells costs…

    Destroying minions its the same as winning games, MOST OF THE TIME.

    Warrior is just ridiculous…

    • Smasher101
      June 25, 2019 at 7:52 PM

      LOL but I agree in this game even control decks win the game with minions unlike magic.

  9. Taznak
    June 25, 2019 at 8:59 AM

    So, here’s how I interepret the “Strengths, Limitations, Weaknesses” bit:

    Strengths represent areas where whole archetypes can be built around. Naturally, if a class has 5 different strengths, you shouldn’t expect one viable archetype for each strength at all times; rather, you should see all of those strengths represented in one or more archetypes over a longer time period of 3 to 6 expansions. A lot of listed strengths look like a bit of a joke right now, but I expect Druid mana generation to get some love over the next couple of expansions, for instance. Only surprise here for me was not seeing “Silence” listed as a strength for Priest.

    Unlike Strengths, Weaknesses represent something that should be in play at all times. Druids struggling to remove big minions is just a fact of life for those who play that class, regardless of which expansion you happen to be playing Druid in… which makes the “card generation” weakness for Shaman look like something they just came up with and plan to implement in the future, because Hagatha the Witch and Underbelly Angler are gods of card generation right now.

    As for the Hall of Fame rotation and new cards:

    The timing of this makes me think that Mind Blast would’ve been overpowered when paired with some cards of the upcoming expansion. Or maybe Blizzard didn’t care about maintaining the tradition of once-a-year Hall of Fame rotations. Regardless, my only concern with moving these cards to the Hall of Fame, is that the other traditional Priest win condition, Divine Spirit + Inner Fire, is really lame and not fun to play against, so Priest is going to need a full makeover with the upcoming expansion. New classic cards will be around forever, so it’s important to evaluate them in that context.

    Plaguebringer: Like Plague Scientist, with higher mana cost but no Combo requirement. Surprisingly playable, especially with Rogue boards full of lackeys.

    Radiance: Very efficient for your mana, but poor value. Might see play alongside good heal-synergy cards.

    Siegebreaker: Mal’ganis this ain’t. This would need some serious synergy to see play.

    Gift of the Wild: Similar to Cenarius’ +2/+2 buff, minus Cenarius’ 5/8 body or the option to get a couple treants with taunt instead. And Cenarius was never really good, so… I struggle to conceive of a world where someone puts this card in their deck.

    Righteousness: You can make the biggest Blood Knight in history with this! In all seriousness though, Purifier’s Maul had the same effect for 3 mana AND it gave you a weapon as well. We’ve seen this effect before, and at 5 mana it would see absolutely no play… unless we see more divine shield synergy cards like Bolvar, Fireblood.

    Brightwing: This is a good card that will see play.

    High Inquisitor Whitemane: A one-shot Kel’Thuzad for one less mana. Lots of potential, I expect it will see play.

    Barrens Stablehand: A permanent nerf to effects that generate random 7-mana minions. The card itself is an afterthought, completely unplayable.

    SI:7 Infiltrator: Very strong tech card. Put it in your deck for the secrets, play it for the stats (most of the time). Will definitely see play in metagames with strong secret-based decks.

    Arcane Devourer: Now that Mana Wyrm has proven to be unplayable garbage at 2 mana, I’m sure Arcane Devourer will be good by running with the same concept at 8 mana. I’m being sarcastic. This is a bad card.

  10. Llopis82
    June 25, 2019 at 7:38 AM

    Druid mana generator before being nerfed. I get it?

  11. JanseBasse
    June 25, 2019 at 5:11 AM

    Honestly, I think HoF’ing Mind Blast sucks. I would much rather die to a Mind Blast Priest than a DS+IF Priest. Mind Blast usually takes a lot of time and preparation to do, even with the various resurrect effects we had in previous rotations. While Divine Spirit + Inner Fire can kill you as easy as turn 6-7 with the right draw.

  12. GlosuuLang
    June 25, 2019 at 3:28 AM

    So as probably many others, we are happy on the direction many of these changes are trying to go: buffing unplayable cards, putting in new cards to replace the rotated out ones (although these new cards are all trash, I’m not happy about that)… In the end they should listen to Brian Kibler, who mentioned many times that an Evergreen Set is problematic, and they’re actually proving him right with all these changes. But, back to point, when are these long-awaited changes going to be implemented?

    1 – Tournament mode.
    2 – Economy rework. Either have triple-Epic protection when opening packs, or reduce a Legendary’s crafting cost, maybe to 1200 dust? And Wild packs should cost 75% of what Standard packs cost, if not less.
    3 – New Limited modes. New modes in general, too.

    • Dynasty
      June 25, 2019 at 4:39 AM

      Most of these new classic cards are absolute trash…. what were they thinking?

    • Smasher101
      June 25, 2019 at 12:12 PM

      As a player and not a greedy corporate company I like all these suggested changes.

    • DukeStarswisher
      June 26, 2019 at 6:48 AM

      They will never ever do epic protection in pack opening. It would decrease pack revenue significantly because then people aren’t opening as many for the whole set. And the only people who would benefit from it are the ones who already spend money on packs.

      Tournament mode is always going to be a disappointment. They never should have announced it early in the first place so that players could pick apart their hopes and dreams for it. They should have dropped it out of the blue and built from there.

      I feel like they are testing the waters on limited with arena. They are trying to find the best ways to balance between the sets. I’m fairly certain a limited format is in their sights.

      • GlosuuLang
        June 27, 2019 at 1:45 AM

        Hearthstone’s current best competitor, MTGA, has both Rare and Mythic Rare protection (so when you have a playset of the card, you open a different one, like here Leg dup protection). I’m always afraid to draft Epics when a set comes down because I know I’ll be opening more packs of the set and I’ve had several times where I’ve opened a 3rd or 4th copy of an Epic while having 0 copies of 10 more other epics in the set. I still for example have 0 Magic Carpets and 0 Waggle Picks despite having 5 Hench Clan Hags. It’s a huge feel bad and yes, it affects mostly people who pay a lot, but it also affects people who only preorder or people who don’t even spend real money.

        Tournament mode only needed to be something like Battlefy: submit decks, ban a class, keep track of what has been played. It’s ridiculous they couldn’t even implement that. The other Blizzard game I play, StarCraft II, has had a tournament mode for a long time now, and it’s nothing special.

        Let’s cross our fingers for the new Limited mode. It’s long due.

  13. JoyDivision
    June 25, 2019 at 12:08 AM

    Druid’s first listed strength: mana generation.

    Nice sense of humour. 🙂

    • GlosuuLang
      June 25, 2019 at 3:29 AM

      Yeah, they’re also supposed to be good with Beasts. Their beast-synergy cards have been abysmal most of the time. The only exceptions have been niche: Witching Hour when Hadronox was still around.

    • DukeStarswisher
      June 26, 2019 at 7:10 AM

      No other class has mana generation tools so it technically is still a strength 🙂

      • Clayassault
        June 27, 2019 at 7:58 AM

        Spirit of the Raptor – Technically still a strength
        Biology Project – Technically still a strength
        Savagery – Technically still a strength
        Mark of Nature – Technically still a strength
        Bite – Technically still a strength
        Keeper of the Grove – Technically still a strength
        Forest Guide – Technically still a strength
        Ancient of Lore – Technically still a strength
        Ancient of War – Technically still a strength

        Druid is a class with a lot of strengths, technically.

        • DukeStarswisher
          June 27, 2019 at 1:18 PM

          What is the point you are trying to make? That some druid class cards don’t see play? Because…. aren’t all classes just like that? -_-

  14. Andrewg
    June 24, 2019 at 8:31 PM

    What about new players that start the game or someone creating a new account? Will they still be able to get Vanish and Mind Blast somehow or will they forever be unobtainable for them?

    • JoyDivision
      June 25, 2019 at 12:08 AM

      That is a good question.

    • JoyDivision
      June 25, 2019 at 12:14 AM

      Come to think of it for a few seconds, I think that the cards simply will be listed under the Wild collection. New players should see them there. But idk how the unlocking would work …

    • Stonekeep - Site Admin
      June 25, 2019 at 4:59 AM

      Yes, Mind Blast and Vanish will now become Commons after rotating them to Wild. So they will be craftable.

      • JoyDivision
        June 26, 2019 at 11:56 AM

        Is that craftable-thing confirmed? Because, well, they even don’t have a rarity symbol. This means Blizzard must define a rarity for those cards … sounds strange.

        But keeping them ‘wild-free’ seems odd, too. 😉

  15. Smasher101
    June 24, 2019 at 7:11 PM

    This HOF rotation makes no sense and doesn’t seem urgent at all. Vanish and mind blast are not even used right now. I loved mind blast priest but even I don’t play it right now cause it’s that bad. All these new cards are trash too. Wouldn’t rate one of them above 2 stars. I get that they don’t want to have them be too good but these seem excessively bad.

    • JoyDivision
      June 25, 2019 at 12:16 AM

      Yupp, strange move. And yeah, the cards are really bad (Whitemane might be an exception) – Blizz might as well give you the dust for them directly when you open them in a Classic pack. 😉

      • Smasher101
        June 25, 2019 at 12:08 PM

        I think whitemane is bad too. As the new article says, you need a late game contested board state, which is rare.

    • MercenaryQ
      June 25, 2019 at 2:20 AM

      I think this is one of those Long Term Plan Removals. It might not be an issue now but may cause Problems in future expansions.

    • DukeStarswisher
      June 26, 2019 at 7:04 AM

      I mean if you read any of their post, they obviously are not rotating them due to balance. In fact, all of these new cards are SUPER safe and most likely will not define the meta (besides plague bringer which I think people are sleeping on).

      • Smasher101
        June 26, 2019 at 4:31 PM

        I agree plague bringer is the best by far and much better than whitemane.

  16. OldManSanns
    June 24, 2019 at 12:28 PM

    Blizzard: every class should have a weakness–for example, warrior should struggle with minion swarms.

    Also Blizzard: hey, let’s give warrior Brawl, Warpath, Supercollider, AND Dynomatic!

    • TheUnhacker
      June 24, 2019 at 2:43 PM

      When they say minion swarms is a weakness it means they struggle to create minion swarms, not destroy them.

  17. BlueyesOwl
    June 24, 2019 at 11:43 AM

    When I thought with “buff” update Devs have learned to change things they came with this to destroy a bit this thought.
    Why they keep remove cards from standard and through them like is a recycle bin on wild… ?!
    If they want to make a more accurate road for the identity of classes then CHANGE TEXTS on those cards… Is so easy to do it !!!
    If they think that this would confuse players then, again, simply remove those cards entirely and then add new cards…
    They keep care only for wallets and to burn a f2p player’s resources with these moves… obviously!
    I feel like they are trying too hard to do a move forwoard, as they say that want!
    When they do 2 steps infront, after a bit of time they do 1step backwoards… sad.

    Anyway, these new cards aren’t OP or garbages… but they had and still have chance (a small one) to make bigger-drastically changes to the intended direction.

    Last but not least, in my opinion, these aren’t nerfs or balance changes… Is absurd το criticize them as that.
    I feel that if there will be a huge problem with standard’s current meta then we will get in about mid July a nerf patch.
    But I don’t think there is a need, cause since in that time we will start to countdown for the next expansion that will change meta (little or more) anyway.

  18. Nickus89
    June 24, 2019 at 11:38 AM

    Interesting to see Blizzard making those changes so often. It definitely keeps some freshness in the game. So far, they nailed it with rise of shadows era and I can only hope they will continue doing so in the future as well.

  19. Rolioli
    June 24, 2019 at 11:15 AM

    Few questions. Will we automatically get the new cards if we had the old ones? Will the ones being moved to the Hall of Fame be able to be dusted?

    • Stonekeep - Site Admin
      June 24, 2019 at 11:23 AM

      You will get two Basic cards that replace Vanish & Mind Blast (so Plaguebringer and Radiance) automatically, since Basic set is free for everyone. You won’t be able to Dust them too, since you can’t disenchant Basic cards.

      You won’t get the other cards for free – you will be able to craft them or open in Classic packs. If you had one of the cards they replace, you already got its full Dust value back when it rotated.

      • H0lysatan
        June 25, 2019 at 9:53 AM

        Vanish & Mind Blast, those 2 cards are basics. Does it mean we got a golden basics version too? from the hero level up rewards?
        and, to add things up, they don’t seem to replace baku and graymane.

    • Thanatos
      June 24, 2019 at 11:24 AM

      Why would we get any card because of the rotation ? I guess vanish and mind blast will give full dust refund…

      • Nickus89
        June 24, 2019 at 11:36 AM

        They are basic cards, hence can’t be disenchanted or crafted.

  20. Omnitarian
    June 24, 2019 at 10:34 AM

    I wasn’t expecting them to dive so deep and specific about the class identities. Interesting read!

    Vanish: Just when you thought Pogos were playable, now they’re not! Rogue has always been given tools to be anti-control, whether that’s Jades or Pogos or Quest or Kingsbane. And when you’re anti-control, you’re aggro-weak, and Vanish was the only card in Rogue’s kit to solve the issue of a full-on runaway board. It feels like a big loss, but it also was never a hugely popular card – only used in those sorts of all-in anti-control decks mentioned above. I imagine we’ll see more poison and sap effects to make up for it.

    Mind Blast: On the one hand, you could definitely argue this card was limiting to Priest’s design space. Anything that can cheat out or revive Prophet Velen/Malygos or perennial tools like Archmage Vargoth… Mind Blast made those sorts of plays game-ending. But Priest always struggles to have a win condition, and HoFing this card removes his only evergreen wincon besides Divine Spirit / Inner Fire. That’s a huge deal, actually! I hope they have good ideas for priest in this upcoming set, cuz he’s kinda having an identity crisis now.

    • FranCe5
      June 24, 2019 at 10:46 AM

      Agreed. The Mind Blast rotation is an indirect nerf to Prophet Velen (and to a lesser extent, Malygos).

      • Thanatos
        June 24, 2019 at 11:00 AM

        Agreed!

        • Afuroman
          June 24, 2019 at 11:06 AM

          Nice i just spent my dust on an OTK priest deck with velven and malygos XD

          • Rolioli
            June 24, 2019 at 11:46 AM

            That my friend is why you should play wild

          • Tuscarora87
            June 24, 2019 at 1:44 PM

            Malygos Priest is alive and well in Wild. Therefore, it’s better they hofed Mind Blast, rather then nerfing it, I guess.

          • Electronick
            June 24, 2019 at 1:44 PM

            Ouch.
            Well tbh Maly will always be fairly relevant until he eventually gets hof’ed and you get your dust back.
            Velen does look kinda worthless at this point though…sorry dude.

    • Alglyphic
      June 25, 2019 at 5:29 PM

      This, pretty much. Goodness knows why Team 5 decided to take a shotgun to the kneecaps of two decks that were never doing all that well, but at this point I get the idea that Team 5’s tradition is to take a crap on Rogue decks that punish slow/control decks while completely dying to aggro. Kingsbane Rogue? Nope, gotta nerf that Leeching Poison. Mill Rogue? Wave goodbye to your Coldlight memes! Pogo Rogue? Well, we’re all very fond of Daring Escape…

      Then again “class identity” is something I feel they never got right for Boomsday. I like how Priest was supposed to be the “Cloning” specialist, yet Druid was the class to vomit out multiple ways of cheating out Malygos…