Hearthstone: Heroes of Warcraft Articles RSS Feed | GameSkinny.com Hearthstone: Heroes of Warcraft RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Hearthstone: Boomsday Project Coming in August https://www.gameskinny.com/6lwy6/hearthstone-boomsday-project-coming-in-august https://www.gameskinny.com/6lwy6/hearthstone-boomsday-project-coming-in-august Wed, 11 Jul 2018 09:29:43 -0400 Edgar Wulf

Blizzard has finally announced details on the Boomsday Project, its upcoming expansion for Hearthstone. Dave Kosak from the Hearthstone team presented the expansion in a colorful and totally ridiculous announcement trailer -- featuring Dr. Boom -- which is available above for your viewing pleasure.

As is usually the case, the new expansion will introduce a set of 135 new cards and also build upon The Witchwood expansion. In addition, each class will receive something never seen before -- a Legendary spell.

Each class will also receive a Project card which grants a beneficial effect to both players when played; such cards have existed in Hearthstone before, but have been mostly limited to the Druid class.

A new Magnetic mechanic will be introduced which allows the merging of two Mech minions on board with this keyword, combining their stats and abilities in the process.

Lastly, the new set will include special Omega cards whose full potential will be triggered once a player has 10 mana crystals at their disposal.

During an undisclosed launch period, players who log in will receive three card packs and a random Class Legendary Minion (or a fancy hero card) from the new expansion completely free.

Full details are available on the official blog post, where you can also pre-purchase the expansion

Hearthstone's Boomsday Project launches August 7, with additional single player content in The Puzzle Lab coming August 21.


Stay tuned to GameSkinny for more news and information on the Boomsday Project, related guides, card reviews, and more.

Displate Reveals New Hearthstone Poster Collection https://www.gameskinny.com/ri7iu/displate-reveals-new-hearthstone-poster-collection https://www.gameskinny.com/ri7iu/displate-reveals-new-hearthstone-poster-collection Mon, 11 Jun 2018 14:38:40 -0400 Edgar Wulf

Do you love Hearthstone? Is your game room lacking that "special something"? Perhaps paper posters are getting on your nerves and not holding up to your standards?

Well then, you're in luck because Displate, the company behind the widely successful metal posters craze, has announced a partnership with Blizzard to create a new collection of Hearthstone-themed posters.

The first set of posters is available for purchase on Displate's official website. New additions to the collection will be announced soon.

Made of high-quality metal, these posters are easy to mount thanks to an integrated magnetic system. And although they're a bit on the pricey side, they last a very long time, so the investment is well worth it.

Shipping is available across the globe. Each poster currently costs $47.


Let us know if you're planning on picking one of these up and, as always, stay tuned right here on GameSkinny for all things Hearthstone.

Hearthstone: Best New Arena-Only Cards for Taverns of Time https://www.gameskinny.com/4400u/hearthstone-best-new-arena-only-cards-for-taverns-of-time https://www.gameskinny.com/4400u/hearthstone-best-new-arena-only-cards-for-taverns-of-time Thu, 07 Jun 2018 16:55:21 -0400 Edgar Wulf

Blizzard recently announced that Hearthstone players will soon be enjoying another Arena event called "Taverns of Time." This event will be available for a limited time and, among other things, will feature 28 new Arena-only cards. You can view the full list of cards and additional event details on the official Blizzard website. If you wish to prepare yourself, however, here are a few highlight cards which are sure to be impactful for the duration of the event.


Harbinger of Catastrophe is great in terms of stats -- a "Boulderfist Dragon" so to speak. The usefulness of its effect, however, will largely depend on the cards left in each player's deck, which can make it either highly beneficial or detrimental to the owner.


Hunter is at the very bottom of Arena meta right now; players know it and developers know it. That is why Chronoshot was created, no doubt. It's a slightly more expensive Rogue's Sap, but it also combines the effect of Hunter's existing Freezing Trap, and if you manage to play it on a minion that costs 9 or more, it will prevent the opponent from playing it ever again.


This card is comparable to the wild-only Cabalist's Tome, which added three random mage spells to your hand. With Consider the Past, the card pool is quite limited ("from the past" implies only wild cards) and there are certainly some powerful outcomes with spells like Flamecannon, Unstable Portal, and the infamous Firelands Portal.


Unusually enough, most of the new neutral cards are quite strong, but Possibility Seeker definitely stands out. It has great stats and offers you the utility of a complete redraw should you find your current options lacking.


Bronze Broodmother comes with both an advantage and a minor drawback -- it provides you with an additional body for potential buff cards, completely for free. The minor drawback is that your opponent will know exactly what you have drawn. 


Priest is left out, with somewhat underwhelming new options. Ripple in Time is not great, but discovering a minion is flexible, and if you can manage to play it more than once, then it definitely adds value to your deck.


Stat-wise, Thief of Futures is really, really weak, but it provides you with an additional card and, more importantly, reveals information on what card your opponent is about to draw. A highly useful ability for a reactive class like Rogue.


Shaman is once again treated to a powerful Arena-only card, this time with Master of Realities. It doesn't suffer from almost any stat drawbacks, and its powerful ongoing effect can quickly spiral out of control if left unattended.


It's not like Warlocks require any additional card draws, but drawing two cards with Grasp the Future and reducing their cost, while also not affecting your life total, is awesome, especially for the reasonable cost at 4 mana.


The effect of Fatecleaver will not trigger often, and its potential utility is yet to be tested. However, it can easily be compared to Paladin's Truesilver Champion, minus the healing, which makes it an excellent mid-game weapon.


The Taverns of Time event will begin on June 11 and last until July 3Are you excited for the new event and cards? Will you be participating in the Arena during the event? Let us know in the comments below. And for more Hearthstone-related content check out other articles and guides on GameSkinny:

Hearthstone Guide: Witchwood Monster Hunt (Levels 5-8) https://www.gameskinny.com/smx3y/hearthstone-guide-witchwood-monster-hunt-levels-5-8 https://www.gameskinny.com/smx3y/hearthstone-guide-witchwood-monster-hunt-levels-5-8 Sun, 06 May 2018 09:13:51 -0400 Sergey_3847

If you managed to beat the first four levels of the Monster Hunt adventure in Hearthstone, then you will be ready to encounter the other, more powerful bosses.

Some of the old bosses may come back and hit you again, but you will mostly meet new faces, some of which are quite difficult. But don't worry, and just follow our guide on how to beat the Monster Hunt bosses from level 5 to 8.

Level 5 Bosses

Brushwood Centurion

Centurion is an old Grim Patron Warrior with a new face and hero power that allows him to attack random enemy minions. This means that you need to play minions with at least 3 attack or more so that he doesn't create more Grim Patrons. If you stick to this rule, you will easily win.


Cragtorr is hard! His hero power reduces the cost of minions in his hand, which means that he will play a lot of big threats throughout the match. You need to be able to get the Potion of Vitality treasure and double up your health to be able to survive long enough.

Crooked Pete

Pete plays like a Rogue in the first half of the match, and then transforms into Beast Hunter after you put him below 20 HP. He will turn into Beastly Pete, gain 15 armor, and draw a lot of cards. However, the match is still easy, and if you manage to keep your board, there will be no problem beating him whatsoever.


This boss is very aggressive, and he will also steal your own minions. It's easy to beat Gnomenapper with Darius Crowley, but you may have trouble with other heroes. In any case, just let him put your minions in a sack, and don't touch those sacks. In time, he will have no space on board for his own minions, as it will be filled with 0/3 sacks. Then, you just go face!

Plaguemaster Rancel

Rancel's main advantage is Poisonous hero power. So unless he puts a Taunt on board, don't bother killing his minions. He will be busy killng yours instead, while you can focus on putting his HP down to zero.

Ratcatcher Hannigul

This boss is very similar to Beastly Pete -- he will play lots of beasts and buff them. You should opt for a control playstyle, and killing him will be no problem once all his minions are gone from the board.


Shudderwock may be a huge threat in Constructed, but in Monster Hunt, you can use his ability to trigger all Battlecries twice to your advantage. Just choose card bundles with minions that have Battlecries, and you should win in no time.

The Scarecrow

This will be a long match! Scarecrow will heal a lot, and you need to survive the fatigue. The best strategy against him is to go all in with the Jades. At one point, they will grow so big that his heals won't help him anymore.

Vitus the Exiled

Vitus is awfully aggressive, so if you can get the mana reduction before this match, you will be able to out-aggro him.

Level 6 Bosses

Azalina Soulthief

Azalina is dangerously aggressive, and you will need to use a lot of removal against her. That is why having a Double Time ability would be very useful. In this case, you will be able to cast your removals twice for the price of one, and that's how you basically win here.

Face Collector

The Collector plays like an Evolve Shaman. He will try to transform his minions, but as you know, the RNG may not be on his side. If you have enough minions with Entrenchment ability on board, then you will be able to kill all his threats and get him down to zero.

Forlorn Lovers

Lovers will take you on a joruney to fatigue. If you have no outs, then you will most likely lose. And your only out is to have Shadowstep/Gang Up card bundle for Tess with Jades. In this case, you will have no problem with fatigue, and your minions will only keep growing in size.

Gustave, the Gutripper

Gustave is the easiest boss to beat on this level. His deck isn't very good, and his hero power can only kill your weakest minions; at times, he will even kill some of his own.

Level 7 Bosses

Experiment 3C

Not a particularly hard boss to beat. He will usually have a lot of cards due to his hero power, but otherwise, it's a very straightforward match. He will use Amalgamation, so be sure to keep just enough minions on board, and don't overextend. Having Assassinate-like spells is also useful.

Lord Godfrey

Godfrey is the nemesis-boss of Daius Crowley. In order to beat him, you need to have two passive abilities: Dragonfire Ammo, which gives an additional point of damage to your cannon, and Tactical Reinforcements, which reduces the cost of cards in your hand every time you use a cannon.

Raeth Ghostsong

This could be an easy match if you have Entrenchment ability, which gives your minions an extra 2 HP. Raeth's hero power works like Defile, so even if you have a lot of 1-health minions with the Entrenchment ability, it will be practically impossible to lose to this boss.

Level 8 Bosses

Captain Shivers

Shivers will play Kingsbane as his main weapon and then keep drawing it from his deck. Additionally, he will play lots of big minions, including Fel Reaver. You need to use this opportunity to mill him. Just play lots of small cards, and don't kill his Fel Reaver untill it mills Captain's entire deck.

Glinda Crowskin

Shaw's nemesis boss must have no minions on board in order for you to be able to kill her. If she has at least one, she will be immune. This means that you obviously need to remove all of her minions before attacking her face. After some time, she just gives up and plays no minions at all -- that's when you can finish her off.

Infinite Toki

The best way to play aginst Infinite Toki is with your own Toki hero. You need to have two abilites: Khadgar's Scrying Orb, which makes your spells cost less, and Robe of the Magi, which gives all your spells +3 damage. If you have these two, you will kill Toki without a question.


That is all on how to defeat all the bosses in Monster Hunt adventure, and be sure to come back soon for more Hearthstone guides here at GameSkinny!

Hearthstone Guide: Witchwood Monster Hunt (Levels 1-4) https://www.gameskinny.com/76b00/hearthstone-guide-witchwood-monster-hunt-levels-1-4 https://www.gameskinny.com/76b00/hearthstone-guide-witchwood-monster-hunt-levels-1-4 Fri, 04 May 2018 15:11:43 -0400 Sergey_3847

In the latest solo adventure for Hearthstone, titled "Monster Hunt," you will face many strong enemies. You will be given four different heroes to play with, such as Houndmaster Shaw, Darius Crowley, Toki Time-Tinker, and Tess Greymane.

You can start with any of the four heroes, and if you beat all bosses with all four characters, then you get to fight the very last one -- Hagatha the Witch. Every hero needs to pass through eight levels of bosses that are chosen randomly.

If you want to know how to beat all the bosses in the Monster Hunt adventure levels1-4, then check out the guide below.

Level 1 Bosses

A Mangy Wolf

All Level 1 bosses are super easy to beat. Mangy Wolf will be busy buffing his minions instead of playing them, so you can use this opportunity to hit face with your own creatures and kill him in just a few turns.


Gobbles' passive ability allows him to draw cards every time you kill his minions. This means that you should ignore them entirely and simply go face. Gobbles has only 10 HP, so you will get there soon.


This boss will play a lot of cheap minions with Taunt, so try to have enough creatures of your own on board to be able to both remove his defenses and at the same time go face with the rest.

Level 2 Bosses

Cultist S'thara

Cultist's hero power deals damage to you every time you draw a card. This means that if the match goes a bit longer than expected, then you may lose it by simply drawing cards. That is why you should try to choose the First Aid Kit ability before this match, since it will heal you and your minions for 2 HP each turn.

Cutthroat Willie

This boss will find every opportunity to use his hero power that deals 1 damage to one of your minions. This means that you have to be as aggressive as possible before he kills your creatures. You can mainly ignore his threats and focus on face, unless you're too low on life.

Doctor Sezavo

Doctor's hero ability heals him for 3 HP. This means that you have to opt for a control type of gameplay in this case. Focus on removing his threats from the board first, and then, when you're free to go, hit his face until he dies.


Just like Rottooth, Gnarlroot will defend himself with lots of Taunts. You will have no other choice but to deal with them first, and then kill him when the path is free.


This is one of the easiest bosses to beat on Level 2. Her hero power will turn a random minion into a 0/1 frog, so just play as many minions as you can, and you will have enough power to kill her very soon.

Ravencaller Cozzlewurt

Ravencaller will have access to lots of cheap minions due to his hero power. He will then buff them with the help of Hobgoblin, so try to take control over the board first, and then focus on his face. Definitely kill the Hobgoblin!

The Mute

The last boss is also super easy. The Mute does nothing but silences your minions, which isn't that big of a threat. You will be able to kill her pretty quickly.

Level 3 Bosses

Gravekeeper Damph

Damph relies solely on minions with Deathrattle that fortunately for you aren't always good. If you can get the Entrenchment ability that buffs the health of all your minions, then you sh ould be able to keep the board and kill Damph rather quickly.

Grubb the Swampdrinker

Grubb's hero power isn't very good either. It kills his own minions and deals damage equal to their power to your hero. The strategy is simple -- kill his minions before he uses his hero power, and you will have no problems in this match whatsoever.

Manhunter Ivan

Ivan will play a lot of secrets, but they're Hunter secrets, so they'll be easy to deal with. The only one you should look out for is the Rat Trap, which puts a 6/6 rat on board. Otherwise, the match should go pretty smoothly.

Niira the Trickster

With Niira, it's important to clear the board as quickly as possible. If you don't do this, then she will buff her minions and keep buffing them until they reach the point of "too big to deal with." If you can keep control of the board, then you will have an advantage.

Sazzmi Gentlehorn

Sazzmi likes to steal your minions, but she is capable of stealing only creatures with 1 or 2 attack, so you need to avoid playing those in the early game, if you can. In the late game it won't matter, since her own threats aren't as good, and you should have a solid board of your own by that time.

The Whisperer

You need to use Whisperer's passive ability for the effect of giving all cards Echo to your advantage. Try to get as many cheap buffs into your deck as you can, and you will have a huge advantage during the match.


This Murloc boss could be difficult since he will play a lot of Murlocs, and their synergies are quite aggressive. This means that you need to play a control game in the first half of the match. Then, when you see that you can't deal with his minions anymore, just go face. Hopefully you've put him low enough by that time.

Level 4 Bosses

Baran the Blind

Baran basically plays like a control warrior. The fastest way to kill him is to be either aggressive or to play your own control game. But the aggro approach is far more effective.

Blood Witch Gretta

Gretta is hard if you play a lot of spells in your decks, since her ability makes all spells cost health instead of mana. So try to focus on your minions instead, and use spells only in the most dire situations. Otherwise, you will die very quickly.


The rule of thumb for this match-up is to remove an opponent's minions first. If you don't do this, he will give them Lifesteal and heal up to full health. So get those minions off the board!

Garrow, the Rancorous

Garrow will try to put as many minions on your side of the board and then use his hero power to deal that much damage to you. Actually, it's not a very good strategy by him, because you can use those minions to kill him. Really an easy match!

Groddo the Bogwarden

This can be a very annoying match-up. Groddo will summon zombies for each of your dead minions, but the worst part is that when those zombies die, they deal 1 damage to all characters. The positive thing is that it slowly kills Groddo, too.

Inquisitor Hav'nixx

If you have the healing ability, then you will easily win this match. Inquisitor will use his hero power to halve your health each turn, but if you heal regularly, then you can't die.

Sephira Dusktalon

Sephira draws spells from her deck every time you play a spell. This means that you shouldn't be afraid to play spells. On the contrary, play as many as you can ... and mill her!


This is another easy boss that will make copies of your minions, but the problem is that they're only 2/2 copies, so you will kill them very quickly.

Winslow Tobtock

The last boss is also very simple. He will constantly change your hand by shuffling your cards into your deck and letting you draw the same amount. So just play on curve and don't plan anything.


These are all the bosses in the Monster Hunt levels 1-4, but be sure to come back soon for the rest of the Hearthstone bosses here at GameSkinny!

Hearthstone Guide: How to Beat Hagatha in Monster Hunt https://www.gameskinny.com/b1vgx/hearthstone-guide-how-to-beat-hagatha-in-monster-hunt https://www.gameskinny.com/b1vgx/hearthstone-guide-how-to-beat-hagatha-in-monster-hunt Wed, 02 May 2018 13:05:34 -0400 Sergey_3847

The latest solo adventure for Hearthstone is out -- the Monster Hunt. It gives players four preconstructed decks, each belonging to a different character, to beat eight different bosses. If you manage to beat all of them with all four decks, then you will unlock the very last boss -- Hagatha the Witch.

Hagatha is a very powerful enemy that has 100 HP and a passive hero power that adds a random Shaman spell to her hand each time she plays a minion. This gives her a huge advantage in the match-up, so if you want to know how to beat Hagatha, then follow our guide below.

Best Passive Abilities Against Hagatha

When the match-up begins, you will be given the chance to play all four pre-constructed decks in the same match-up. You will start with Houndmaster Shaw, which has 12 cards in the deck, and you will be given three hero cards for each of the other three monster hunters: Toki, Time-Tinker, Darius Crowley, and Tess Greymane.

Every time you change the hero, it will deal AOE damage on the board equal to its mana cost, and your deck will gain an additional 12 cards that correspond to that given hero. Also, every time you play a hero, you will have the chance to choose one passive ability card.

The best passive abilities against Hagatha for each of the heroes are listed below:

Crystal Gem (Shaw)

This ability gives you an additional mana crystal at the beginning of the match, so it basically works like a free Wild Growth but with an active mana. This gives you a good head start to set up a decent board against Hagatha in the early game.

Double Time (Toki)

Toki should be your next hero after Shaw. Also, you should save Call of the Wild in combination with Double Time to cast it twice in one turn. This will put six minions on board, including two chargers. This passive ability will let you produce extremely powerful turns.

Entrenchment (Crowley)

This one gives all your minions an additional two points of health, which may not seem much, but in the end, it turns out to be the most powerful choice with Darius Crowley. Pillage the Fallen is also good if you have a weapon, but that isn't always the case.

Cult of the Wolf (Tess)

The last passive ability will allow you to discover any good spell that you've played during a match for just one mana with the help of Tess' hero power. It's super important at the later stages of the game, when you need that final push and there are no more cards in your hand.

Best Strategy Against Hagatha

In the early game, Hagatha will play Face Collector and Twilight Drake, which are both easy to deal with. But as soon as she reaches 6 mana, she will always play The Mistcaller -- a legendary card that buffs all of her other minions in hand and deck. This is when the game turns into a real challenge.

However, you shouldn't put all of your available minions on board just yet. You need to have just enough, since on turn eight, Hagatha will play Amalgamate -- a powerful AOE that destroys all minions and creates an Amalgamation with the combined power of all destroyed minions. So don't play your most powerful minions just yet.

Turn 9 usually ends up with her playing Hadronox -- a legendary that returns all minions with Taunt on board as a Deathrattle effect. The only really good way to beat Hadronox is to Polymorph it. Otherwise, just keep track of all the Taunt minions she has played during the match, and calculate if you can remove them all at once. Blizzard with Double Time should do the trick.

Alternatively, Hagatha will play Glinda Crowskin, which gives all minions in hand Echo or Aviana, which makes all minions cost 1 mana. In this case, she will start putting out Arcane or Mountain Giants, so be sure to kill those two as soon as possible. Those are her main threats, and if you manage to deal with all of them effectively, there is no doubt that you will beat Hagatha.


That is all you need to know about how to defeat Hagatha the Witch in Monster Hunt adventure, and for other Hearthstone guides at GameSkinny, please visit the links below:

How to Build Shudderwock Shaman in Hearthstone https://www.gameskinny.com/v4rws/how-to-build-shudderwock-shaman-in-hearthstone https://www.gameskinny.com/v4rws/how-to-build-shudderwock-shaman-in-hearthstone Thu, 19 Apr 2018 12:06:03 -0400 Sergey_3847

The latest Hearthstone expansion, The Witchwood, introduced a new legendary that boggles the minds of many ladder players -- Shudderwock. This card simply repeats all battlecries that have been active during a match-up, but it opens so many possibilities that it's hard to imagine.

Many players build mostly an OTK version of the Shudderwock Shaman, but if you're tired of repeating the same combo one game after another, then here are a few suggestions on other possible archetypes.

Also, at the end of this guide, you will find some info on how to counter Shudderwock Shaman in Hearthstone.

Elemental Shaman

an elemental shaman deck in Hearthstone The Witchwood

  • Deck string: AAECAaoICIEE/wXHwQLzwgKHxALIxwKn7gLv9wILvQH1BP4FhgbwB+vCAsLDAsrDApvLArDwAvbwAgA=

Elemental Shaman is not only a very powerful deck, but it's also cheaper and more flexible than the OTK version. You can play either aggressively or slowly depending on the opponents you face.

It includes the up-to-date elemental staples, such as Fire Fly, Earthen Might, Tar Creeper, Servant of Kalimos, Fire Elemental, and Blazecaller. All these cards revolve around one big legendary -- Kalimos, Primal Lord. This  elemental package can really push your game forward.

If you're facing Aggro Paladin or Tempo Rogue, then the following cards should help you clear the board: Lightning Storm, Volcano, and Hagatha. When the board is finally clear from threats, you can start putting out your Shudderwock.

Based on the battlecries in this deck, your Shudderwock will heal you, copy itself on board, fill your hand with more elementals, and deal additional damage to your opponent. As you can see, this deck is a blast to play and a lot more fun than your typical OTK build.

Control Shaman

control shaman in Hearthstone The Witchwood

  • Deck string: AAECAaoIBPIFw+oCp+4C7/cCDfUE/gXHwQKbwgLrwgLCwwLKwwKbywLz5wKW7wKm8ALv8QKn9wIA

This control list utilizes the elements of both OTK and Elemental Shaman and turns them into a very potent deck. It was mainly designed to deal with one of the most annoying decks in the history of Hearthstone -- Cube Warlock.

Two copies of Hex and Spellbreaker easily deal with Voidlords and Carnivorous Cubes, while Lightning Storm and Hagatha provide AOE against Aggro Paladins.

Shudderwock comes in when you need to heal with the help of previously played Lifedrinkers. Baleful Banker and Zola the Gorgon should provide you with more copies of Shudderwock both in your deck and hand, so you get even more heals afterwards.

OTK Shaman

OTK Shaman build in Hearthstone The Witchwood

  • Deck string: AAECAaoIBvUE7QWTwQLJxwKr5wLv9wIMigH7AYEE/gWyBsfBAsrDApvLAvPnAuDqAp7wAu/xAgA=

If you're reading this guide, then you're probably interested in different versions of the OTK Shaman as well. The list presented above is not the only efficient OTK build you will find, but currently, it has the highest winrate on ladder.

Card draw is also an essential part of this deck. That's why you can consider a card like Acolyte of Pain. This list includes Sandbinder, which is very effective when you need to draw your elementals. However, you can play Witchwood Piper instead, which is a cheaper card.

Since the current meta is filled with weapons, you can also include weapon hate cards like Harrison Jones, Gluttonous Ooze, or Swamp Acidic Ooze. And against aggro decks, you can put in more minions with Taunt, such as Rotten Applebaum, Lone Champion, etc.

The general strategy of this OTK Shaman deck works in the following way:

  1. Play Saronite Chain Gang, Lifedrinker, and Grumble in any order during the game.
  2. When you have both Fire Plume Harbinger and Murmuring Elemental, you can play Fire Plume Harbinger and make Murmuring Elemental cheaper.
  3. When you finally have 10 mana and a Shudderwock in hand, you can play your discounted Murmuring Elemental and Shudderwock right after.
  4. Next turn, play Shudderwock again (he'll return to your hand), and you will deal 42 damage to your opponent, resulting in an OTK.

How to Beat Shudderwock Shaman

The only way you can beat the Shudderwock Shaman deck is to kill your opponent before they play Shudderwock in the first place -- that is, before turn nine.

You can do this by playing fast, aggressive decks, such as Odd Paladin, Tempo Rogue, Zoolock, and Face Hunter. However, even then you might lose if they have timely AOEs and healing spells.

Unfortunately, control decks have almost no chance against Shudderwock Shaman, as they give Shaman players enough time to execute an OTK.

Below you will find the lists of the decks that have the highest win rate against Shudderwock Shaman:

Odd Paladin

  • Deck string: AAECAZ8FAqICnvgCDkanBfEF9QWXwQLKwwKDxwK4xwLjywKVzgLR4QKL5QLW5QK15gIA
Tempo Rogue

  • Deck string: AAECAaIHBrICrwTyBcrDAs/hApziAgy0AYwC7QLUBd0IgcIC68ICm8sCyssC2+MCpu8Cx/gCAA==

  • Deck string: AAECAf0GApfTApziAg4w0wH3BM4HwgjECOvCAsrDApvLAvfNApXOAvLQAv3QArjuAgA=
Face Hunter

  • Deck string: AAECAR8ErwSXwQLl7wKe+AIN8gGhAqICqAK1A9QF7QbbCf4M68IClc4C4eMCi+UCAA==


It looks like Blizzard will eventually nerf Shudderwock, so be prepared for some changes in the near future. For other Hearthstone guides at GameSkinny, check out the links below:

Best Budget Hearthstone Decks for The Witchwood Meta https://www.gameskinny.com/kxkl4/best-budget-hearthstone-decks-for-the-witchwood-meta https://www.gameskinny.com/kxkl4/best-budget-hearthstone-decks-for-the-witchwood-meta Wed, 11 Apr 2018 10:57:14 -0400 Sergey_3847


Rush Warrior


Control Warrior is probably one of the hardest decks to play, but this deck is the complete opposite -- it's an Aggro Rush Warrior. Here you have a very swift curve, with the most expensive cards costing only 4 mana.


Most of the minions have Rush, which means that you can attack with them right away. Since you will attack with them, they will get damaged, and that's when you can buff them with Rampage or start drawing cards using Battle Rage.


If you need to buff your minions from the get-go, then Inner Rage is your best friend. Otherwise, equip the Woodcutter's Axe that buffs your Rush minions while in hand.


Deck string:






You can change the non-essential parts of these decks, but the synergies should stay, as that is the only way these decks can win. If you liked these Hearthstone decks for The Witchwood meta, then leave your feedback in the comments section!


Demon Zoo Warlock


Zoolock, as an archetype, will never leave Hearthstone. It is here to stay, but not unchangeable. A few new cards from The Witchwood make up for some exciting new plays.


For example, the synergy between the two new cards -- Duskbat and Bloodwitch -- is obvious. One deals damage to your hero, and the other summons two 1/1 bats. After that, you can start discovering demons by killing one of the bats using Dark Possession.


The rest of the deck consists of well-known demons and buff spells. The deck is as strong as ever and will provide you with many fun hours of gameplay.


Deck string:




Elemental Shaman


Elemental synergies in Shaman are very strong, so it's a good idea to combine the old tried-and-tested ones with the new card -- Earthen Might. It does two things: buffs your elementals, and adds another random one to your hand.


The two tech cards, such as Fire Plume Harbinger and Murmuring Elemental, can increase the chance of discovering better minions with the help of Servant of Kalimos, or deal twice as much damage with Fire Elemental a turn earlier.


You also have the Blazing Invocation spell that can give you even more elementals or simply good Battlecry cards. So there's a lot of potential here, and all you need is to set it up.


Deck string:




Echo Burgle Rogue


The whole new Rogue deck is focused on buffing Mistwraith, a new card that grows every time you play an Echo card. Spells like Cheap Shot and Pick Pocket can really make it big very fast.


Since Pick Pocket and Blink Fox will give you lots of random cards from other classes, there is a big chance that your Obsidian Shard will cost 0 mana, and you will be able to draw it immediately with the help of Cavern Shinyfinder.


If you suddenly can't find Mistwraith, then you can draw it with the help of Elven Minstrel. Otherwise, just put the good ol' Questing Adventurer on the board and follow the same strategy.


Deck string:




Deathrattle Dragon Priest


One of the best Priest cards in The Witchwood is Coffin Crasher, a minion that summons another Deathrattle minion from your hand after it dies. It teams well with such cards as Bone Drake, Tortollan Shellraiser, and itself.


The dragon synergies also work well in this low-cost deck with the help of such cards as Duskbreaker, Twilight Drake, Cobalt Scalebane, and Nightscale Matriarch.


The latter one also synergizes with the new healing spell -- Divine Hymn. In the late game, you can start pushing for higher damage with spells like Free From Amber and Mind Control.


Deck string:




Silver Sword Paladin


After the rotation, you won't see the Handbuff Paladin archetype anymore. However, the new Silver Sword can buff your minions on board, which fits this type of deck just right.


Play your small minions, such as Righteous Protector and the tokens from Lost in the Jungle and Drygulch Jailor. Then, buff them with Lightfused Stegodon, Unidentified Maul, and Silver Sword.


If you play against an aggro deck, then a few secrets and Bellringer Sentry will take care of some of it. But if you need to clear the board, then wait for the Equality + Consecration combo.


Lastly, if you play against control decks with AOEs and other removals, then play Rebuke to prevent your opponents from casting spells right before you finish them off.


Deck string:




Odd Elemental Mage


The new odd-cost Mage revolves around two synergies: card draws and elementals. Cards like Arcane Intellect, Black Cat, and Bonfire Elemental will provide the draw engine, which will buff your Curio Collector.


The rest of the elementals will serve as a fuel for Servant of Kalimos, which will give you even more elementals. Kirin Tor Mage and the secrets will break your opponent's spells and remove large minions, while Arcane Artificer and Flamestrike will clear the board and give you armor. Together these cards do wonders even in such a low-budget deck as this one.


Deck string:




Frenzy Beast Hunter


Hunter also has a few good options for aggressive plays in The Witchwood meta. With the help of Dire Frenzy, a spell that buffs beasts and puts three copies of them in your deck, you can revive a card that has been long forgotten -- Stonetusk Boar.


The strategy of this deck is the following: You need to play Stonetusk Boar with Dire Frenzy on turn five. Then, play Tol'vir Warden to draw two Stonetusks on turn six, one of which you can play again. It will have the 4/4 stats and Charge. Repeat this a few times and win the game.


The rest of the cards are typical Beast Hunter shenanigans, with the addition of Wing Blast, a great new removal from The Witchwood.


Deck string:




Witching Beast Druid


The Witchwood offers Druid players a new spell -- Witching Hour. It summons a random friendly beast that died during a match-up. This means that you can utilize this cheap spell, which costs only 3 mana, to summon back some cool beasties, such as Druid of the Claw and Stranglehorn Tiger.


This deck is more on the aggro side, and that's why it has lots of early minions that can be buffed with Power of the Wild and Savage Roar. Tortollan Forager will refill your hand with larger minions for late game, if needed.


Druid of the Scythe and Shellshifter can turn into rather dangerous minions with Stealth quite early in the game. And the two new beasts, Lifedrinker and Night Prowler, will help you deal additional damage in the mid-game.


Deck string:




The first new Hearthstone set of 2018, The Witchwood, marks the beginning of the New Year of the Raven, the rotation of the three old sets, and the introduction of the whole new meta. Just imagine that Jades are gone, Ice Block and Kazakus are gone, Evolve Shaman is gone, and all the Old Gods are also gone.


This means that the new meta will mostly revolve around all the new mechanics from The Witchwood, such as Echo, Rush, and Odd/Even-cost effects. Classes like Druid and Hunter will rely mostly on beast synergies, while Mage and Shaman will keep utilizing elementals.


If you're an F2P player or a beginner, then be sure to check out all nine freshly crafted decks for The Witchwood meta that cost less than 2,000 dust and have accompanying deck strings, which can be simply copy-pasted into your Hearthstone client.

The 15 Best Hearthstone Cards from The Witchwood https://www.gameskinny.com/ufskp/the-15-best-hearthstone-cards-from-the-witchwood https://www.gameskinny.com/ufskp/the-15-best-hearthstone-cards-from-the-witchwood Tue, 10 Apr 2018 11:09:10 -0400 Sergey_3847




The final and best legendary in The Witchwood is Shudderwock. This is an incredibly OP card if you figure out how to build and play the deck around its effect.


The two combos that come to mind are Jades and Elementals. But there is so much potential in Shudderwock that players will probably find something even more powerful.


In any case, watch out for Shamans in this meta, as they will quickly jump to top-tier level with cards like this.




What are your favorite Hearthstone cards from The Witchwood expansion? Which class do you think will dominate this meta? Let us know in the comments section below.


Baku the Mooneater


Here is a card that will define and dominate all odd-cost decks in this meta. Baku is a legendary that upgrades your hero power in the same way Justicar Trueheart had done before.


Since it's also a beast, it will potentially see play in Hunter, but the one class that proves this card to be really good is Mage. Then, the hero power with 2 damage can be upgraded to 4 damage with the help of Clockwork Automaton. And there you have it!


The last but not least mention is Control Warrior that relies on upgraded hero power, which is now a possibility once again.


Hagatha the Witch


The reason why Hagatha is such an attractive alt-hero is not because it has a solid battlecry, which is similar to Hunter's Death Knight, but because it grants you a passive hero power that gives you a random spell each time you play a minion.


This means that you will be able to refill your hand with spells, even if you play zero of them in your deck initially. Just imagine the potential with all the great new Shaman spells.


Lord Godfrey


Everyone likes to play Defile, a powerful AOE spell, in their Warlock decks. With the introduction of Godfrey, we get a super-Defile and a minion in addition to it. So it serves two purposes: it clears the board, and it avoids spell breakers, such as Counterspell and Rebuke.


All Control Warlock players will want to have Lord Godfrey in their decks. It could even replace some of the staple AOEs, such as expensive Twisting Nether or DOOM!


Countess Ashmore


Card draw has always been considered one of the most powerful effects in Hearthstone. That's why minions like The Curator and the pre-nerf Ancient of Lore were such great cards.


Countess Ashmore is very similar to The Curator in this regard, and may draw three cards on turn seven. The only drawback is that it has no Taunt, but this time, the attack is higher.


It's hard to say which one is better -- the Taunt or the attack -- but in any case, if you properly build your deck around this legendary, you will get some really good results.


Lady in White


For many years, Divine Spirit + Inner Fire combo has been a staple in many Priest decks, especially budget variants. Now, Blizzard offers us a legendary that just happens to cast Inner Fire on all minions. This is a really interesting design, and quite a powerful one.


Imagine you're playing all those cheap cards with lots of health and 1 or 2 points of attack, such as Silverback Patriarch, Mogu'shan Warden, Public Defender, etc. And suddenly, they all turn into these overpowered creatures that are really hard to remove. Not a bad move, Blizzard, not bad at all!


Arcane Keysmith


Arcane Keysmith is not only one of the most powerful Mage cards in The Witchwood, but also one of the best-designed cards in Hearthstone.


The low cost and flexible effect make it a sure winner. This card will not only see play in Secret Mage decks, but in all other Mage decks as well ... except the odd-cost decks, of course.


Just imagine having a choice of setting up a secret that you need in a certain moment, even if you don't have it in your deck at all. Your opponents will have no choice but to surrender.


Voodoo Doll


Every control deck would want to have two copies of Voodoo Doll. Of course, a class like Mage will benefit the most from it since it can kill the minion right away using its hero power.


But other classes also have the tools to make it work. For example, Warlock has a combo with Mortal Coil, Druid with Moonshine, Rogue with Backstab, Shaman with Zap!, and so on.


Think of it as a 3-mana Assassinate that requires a combo, and you will have a very good hard removal on your hands.


Baleful Banker


The effect on Baleful Banker isn't anything new, but the fact that it's a neutral card makes it instantly very exciting. We've seen a similar card in Mage, but now you can play this in any deck you want.


So let's start with Warlock and all of its demon synergies, including the infamous Voidlord. Then, let's look at Rogue and Fal'dorei Strider, which can keep putting those spiders in your deck.


But the best one yet comes from Shaman and the new legendary Shudderwock that repeats all the battlecries, and will keep doing so with the help of Baleful Banker. So all in all, this is one minion that you can combo out really well with!


Coffin Crasher


The Old Gods are rotating out, which means that N'Zoth Priest is dead. However, here's a card that can effectively utilize the Deathrattle effect in the new meta. Coffin Crasher can summon Obsidian Statue, Bone Drake, and Cairne Bloodhoof for free.


If you're out of options, then even by summoning a second copy of itself, you're already saving 6 mana. Think of it as Savanna Highmane but much stronger. If even Hunter can afford playing a 6-drop with high value, then Priest can too.


Wing Blast


To be honest, this card will rarely cost 4 mana, so it's more like "deal 4 damage" for 1 mana, which is incredibly strong. There is no question this card will see play in all new Hunter archetypes, whether midrange or aggro.


Sure, you can't go face with it, but when you need to remove a cheap Taunt or any other minion that prevents you from winning, then this will do the job. Wing Blast will also be invaluable on Arena since it's only a Rare card.


Bellringer Sentry


Here is a fairer version of Mysterious Challenger -- a card that can only be seen in Wild format now. Bellringer Sentry puts two random secrets on the board, which is totally enough for current Aggro Paladin decks that use only a few really effective secrets.


One of them is the latest Hidden Wisdom, which draws two cards in case your opponent plays three minions in one turn. This means that Bellringer Sentry and Hidden Wisdom create a perfect combo against aggro decks.


Dire Frenzy


This Hunter buff spell will work especially well with low-cost beasts. You can cast it on all the cheap beasts with Rush, Charge, or Echo that will come back buffed once again. Beasts with Lifesteal are another great option, which may finally fulfill the lack of proper healing within the class.


Also, consider playing it with Rexxar the Deathknight. His Zombeasts can be really powerful and cheap, and now you can also put three copies of these unique cards in your deck.


It's definitely a great tool for all Beast Hunter players!


Black Cat


Odd-cost deck is a new thematic archetype in The Witchwood, which is supported by some really strong cards. Black Cat is a very similar card to once-staple Azure Drake that had the same effect.


Nothing beats the early draw and spell damage -- both essential elements for Mage's survival. It could easily replace Arcane Intellect as the Mage's usual 3-drop, and put a minion on board at the same time.


The only drawback is that you won't see this card on Arena, as all cards with odd-cost effects are eliminated from the drafts.




Paladin is getting some serious support from Blizzard in the shape of Rebuke, a spell that stalls all opponent's attempts at casting AOEs, targeted removals, card draws, minion buffs, or any other spells.


Currently, every single deck utilizes spells in one way or another, so Rebuke will be a perfect tech card in any Paladin deck. It should be played right after you build up a board and repress the desire of your opponent to clear it.


That one turn of a timely Rebuke can easily win you one game after another!


With the standard set rotations, Hearthstone enters the New Year of the Raven, which eliminates all the sets from 2016, such as Whispers of the Old Gods, One Night in Karazhan, and Mean Streets of Gadgetzan.


Lots of powerful cards leave the meta. But don't worry, there's more than enough new cards from the latest expansion, The Witchwood, to replace them all. Some of the legendaries in the new set are so strong that players will be able to create whole new archetypes with no problems.


If you want to know which 15 cards are the best in The Witchwood set, then follow this guide for the top:

  • 3 common cards
  • \n
  • 3 rare cards
  • \n
  • 3 epic cards
  • \n
  • 6 legendary cards
  • \n
Hearthstone: The Witchwood Release Date Revealed https://www.gameskinny.com/wqfy2/hearthstone-the-witchwood-release-date-revealed https://www.gameskinny.com/wqfy2/hearthstone-the-witchwood-release-date-revealed Fri, 06 Apr 2018 13:45:04 -0400 Edgar Wulf

Blizzard finally announced the release date for The Witchwood expansion, and it is April 12 (mark it on your calendar). It will be Hearthstone's first expansion of 2018 and also the one to kick off The Year of the Raven. In addition to 135 collectible cards, it will introduce two new game mechanics -- Echo and Rush -- and a new single-player game mode called Monster Hunt, which, although information is scarce, is likely to be similar to the well-received Dungeon Run mode. If the guys and gals at Blizzard have learned and improved the rewards system, then Monster Hunt will be a blast to play, featuring four characters unique to this mode and an array of challenges to overcome. Lastly, a new alternate Druid hero, Lunara, will be attainable by winning 10 games in standard play mode, either ranked or casual.

Lunara, a new card in Hearthstone The Witchwood

And to top it off, anyone logging in before July 10 will receive three card packs and a random legendary class card, free of charge.

Stay tuned to GameSkinny for all things Hearthstone-related because we will treat you to news, card reviews, and crafting guides once the expansion launches on April 12.

Hearthstone: A New Batch of Cards from The Witchwood Expansion https://www.gameskinny.com/6tt5t/hearthstone-a-new-batch-of-cards-from-the-witchwood-expansion https://www.gameskinny.com/6tt5t/hearthstone-a-new-batch-of-cards-from-the-witchwood-expansion Wed, 28 Mar 2018 15:44:45 -0400 Edgar Wulf

Tis the best time of the year ... to be a Hearthstone player. The Witchwood expansion is approaching, which means transitioning into a new thematic year and bidding farewell to many of the older cards, welcoming new cards in their stead with (hopefully) equally new mechanics and a meaningful impact on the meta. Missed the previous reveal? Here are the cards revealed since then:


Common Cards

Black Cat is a mage class card and is very similar to Soot Spewer, which is currently a wild-only card. In addition to providing a bonus to spell damage, however, it also draws you a card if your deck does not contain any even-cost cards. It already has synergy with the previously revealed Baku the Mooneater, making it a particularly likely inclusion for that kind of deck.

At first glance, Warpath is just a more expensive Whirlwind, yet the fact that multiple copies of it can be played on a single turn, thanks to the new Echo keyword, makes for a versatile board-clearing option which Warrior is not really known for. It also fits well alongside many existing class cards like Frothing Berserker and Rotface, among others.

Rebuke is a Paladin-class card, and it is reminiscent of the effect from Loatheb. Since Paladin relies heavily on controlling the board, this card can be played right before the turn you expect your opponent to use either a board-clear, or hard removal. It lacks versatility, however, and therefore is useless against aggressive archetypes or decks with few spells.

After a careful look, this actually is not as bad as it may seem. Sure, the stats are underwhelming, but if you take into consideration the fact that it has a taunt, then it has the potential of healing your hero for 9, which is a good deal.

Assuming each Treant costs 2 mana, Witchwood Apple is quite poor. It does not complement any of the current Druid archetypes and, unless there are upcoming cards to synergize with, it might be dead upon arrival.

Witch's Apprentice is a Babbling Book for Shaman, except it lacks any attack value, which makes it significantly worse. It's also a beast and has taunt, but it doesn't compensate for that single shortcoming.

Hunting Mastiff is a Hunter-class card and, so far, the only card to contain both of the new keywords. After being played, the card creates a copy of itself thanks to Echo and can attack minions immediately via Rush. It is also a beast and therefore synergizes well with a card like Scavenging Hyena.

Rare Cards

"Excuse me, you are on fire"

Electric shock is seemingly weaker than fire, because science. Nonetheless, Murkspark Eel is a shaman card with a decent stat distribution and, if your deck revolves around the new odd/even mechanic, it also deals 2 damage. However, shaman is not exactly among the classes which benefit from the effect of Genn Greymane, a card likely played along with this one; perhaps further cards in the set might incentivize the creation of such a deck.

Redband Wasp is on the weak side of stats, being a 1-mana 1/3. It does gain 3 attack when damaged, becoming a 4/2 at best. On turn 2, though, it is unlikely to attack into something, get damaged, and somehow survive. On the other hand, if it's damaged by a whirlwind-like effect before attacking, then it becomes a decent source of 4 damage.

Epic Cards

Initially a powerful-looking card, Gloom Stag is a 4/8 beast with taunt for 5 mana, if your deck meets the condition of only containing odd-cost cards. This means it is a slightly better Nesting Roc, and that card doesn't see any constructed play. Moreover, it is susceptible to silence effects, which are quite prevalent in the current meta and are likely to remain as such even after the release of the expansion.

Glitter Moth is another one of those cards that works in tandem with Baku the Mooneater. As a class, Priest can benefit from an improved hero power, especially if minions have more health to begin with. This card definitely has potential.

There isn't much to say about Wispering Woods. It's not a bad card, but it doesn't do anything revolutionary or exciting, either. If played while having another 7 cards in hand, it does create a powerful board presence, especially if supplemented with buffs. How good this card will actually be remains to be seen.

Vivid Nightmare is likely a card which belongs in a quest-based Priest deck, where it can take advantage of the many deathrattle effects. Otherwise, it can be used on minions which have 1 health by default, like Cursed Disciple and Twilight Summoner, for instance (though value gained is too insignificant in those cases).

Nightmare Amalgam does what no other card in Hearthstone has ever done, as it basically has synergy with any cards that represent a particular tribe/type. It doesn't have any special abilities, but the stat distribution makes it a great card in its own right.

Muck Hunter has incredible stats for its cost, but it does have a significant drawback. If you can immediately clear the summoned Mucklings, however, then this is a really, really good card. Just don't get your hopes up about getting this from Firelands Portal (like I did for a brief moment), because One Night in Karazhan is rotating out.

Legendary Cards

Face Collector is a legendary Rogue class-card with the new Echo keyword attached to it. Despite its cost, it is actually a late-game card. Ideally, you would play it on turn 9 and add 3 legendary cards to your hand in the process. This is an unusual Rogue card, as it doesn't quite fit into any of the existing class archetypes. Practical experimentation will be required to properly evaluate this card.

At its worst, Houndmaster Shaw is a minion with a really good stat distribution, and 6 health makes him difficult to deal with right away, which means that your other minions are likely to trade more efficiently on turn 5 thanks to having Rush.

Glinda Crowskin is a Warlock-class card with underwhelming stats. Its ability, however, is quite powerful and can provide a huge amount of value in the late game. Though it begs a question: Does Warlock need all that?

Hagatha the Witch will be the only hero card The Witchwood expansion will introduce, and it's for Shaman. Once played, it provides an immediate AoE (Area-of-Effect) comparable to Warlock's Hellfire, and changes your current hero power to Bewitch, which can add a lot of value in the later stages of a match.

This card is nuts -- there is no better way of putting it. Lord Godfrey is a board-clear which Warlock doesn't lack, yet it completely blows any of the existing options away. Its battlecry is, in essence, an amplified Defile, and it is much easier to set up. In addition, it doesn't damage your hero or itself, which means it will completely clear most, if not all, board states and create a favorable board presence with a reasonable 4/4 body. This card will be a must for any control-style Warlock deck.


Are you pumped for the new expansion? Stay tuned to GameSkinny for news on Hearthstone cards, game modes, guides, and other extras.

Hearthstone: How To Draft Arena After Patch 10.4 https://www.gameskinny.com/xqnzk/hearthstone-how-to-draft-arena-after-patch-104 https://www.gameskinny.com/xqnzk/hearthstone-how-to-draft-arena-after-patch-104 Wed, 28 Mar 2018 14:51:26 -0400 Edgar Wulf


These choices may seem a bit underwhelming, and they are. However, though it's not the pick for me here, I've had great experiences with Counterspell in the past. I'm not a fan of Doppelgangster unless I'm playing a Paladin or Shaman. Shrieking Shroom can be a game-winning 3-drop if coined onto an empty board when going second.


1. Shrieking Shroom


2. Counterspell


3. Doppelgangster




If you've gotten this far, good job! I hope this guide served you well in better understanding the thought process that goes into building an Arena deck, and how a seemingly worse card can often be picked over a better card based on synergies. Thank you for reading, and for other Hearthstone news, reviews, and guides, please stay tuned to GameSkinny!


I don't want another Mistress of Mixtures, especially since the deck already has 2 1-drops. Naga Corsair is an okay 4-drop, but I would pick Dragonslayer here. It's a good 3-drop and can sometimes act as a removal.


1. Dragonslayer


2. Mistress of Mixtures


3. Naga Corsair


Explosive Runes is an average card and doesn't have any synergy with the deck. The deck also has one Deathspeaker already. Lone Champion, however, is an excellent 3-drop if its battlecry triggers and, with the small amount of 2-drops in this deck, it is likely to happen more often than not.


1. Lone Champion


2. Deathspeaker


3. Explosive Runes


Though Frostbolt is definitely the best card among these, I would much prefer to have a playable 1-drop in my deck, which also provides an additional card. Coldwraith will not draw a card most of the time.


1. Babbling Book, Frostbolt


2. Coldwraith


These are some decent choices, and all could fit well with the deck's curve. Personally, I would pick Tuskarr Fisherman here. It's a good 2-drop, and spell damage already works well with several cards in the deck.


1. Tuskarr Fisherman


2. Dragonslayer


3. Shimmering Tempest


This is pure junk. While I would agree that Dragonling Mechanic is probably better, Eater of Secrets can provide a swing against classes with secrets, so it's the pick for me here. Core Hound is just terrible.


1. Eater of Secrets


2. Dragonling Mechanic


3. Core Hound


Now I'm really glad I didn't pick Kazakus. Flamestrike is the best pick here, adding a 2nd board clear to the deck. Polymorph, again, can be considered, but the deck already has a few single target removals and a silence.


1. Flamestrike


2. Polymorph


3. Kirin Tor Mage


Mad Bomber could fill the 2-drop slot, which is somewhat lacking right now, and can often win the early game by itself, but Primordial Glyph is way too powerful and provides a surprise effect by allowing you to play something like a Firelands Portal on turn 5. Once again, Ghastly Conjurer just falls short.


1. Primordial Glyph


2. Mad Bomber


3. Ghastly Conjurer


This is why you shouldn't choose Kazakus in your first pick. Let's just ignore the Kirin Tor Mage. Both Fireball and Firelands Portal are on a relatively equal power level, but the portal offers a late game option, which this deck could really use.


1. Firelands Portal


2. Fireball


3. Kirin Tor Mage


These are all great, and picking just one can actually be painful. Frostbolt is an excellent early game removaland it complements the already present Fireball and Firelands Portal very well. Fire Plume Phoenix is simply a great 4-drop and usually a good keep in the opening hand with a coin when going second. Blizzard is an excellent board clear and just as excellent as a stall card before the Flamestrike turn. Personally, I would pick the Frostbolt, but each of these cards has a place in the deck.


1. Frostbolt, Fire Plume Phoenix, Blizzard


I have a feeling Ghastly Conjurer will be joining the "Polymorph" club. The deck already has a Forbidden Flame, so I don't mind picking a Bittertide Hydra here. It is basically a late game minion that you can play as early as turn 5 (or 4 if you have the coin).


1. Bittertide Hydra


2. Ghastly Conjurer


3. Forbidden Flame


Another uninspiring pick, though not as bad as the previous one. This deck is good in the 3-drop department, so Nerubian Prophet isn't necessary, and I really hate drawing it when in top-deck mode. Ghastly Conjurer could be the pick, but I would much rather like to have another 2-drop.


1. Plated Beetle


2. Ghastly Conjurer


3. Nerubian Prophet


This is a disappointing pick, but it's bound to happen sometimes. Frost Nova doesn't have any synergy with the deck, and Spellweaver, though it affects a couple of cards, cannot be justified due to its terrible stats. Shifting Scroll is random, but with a little luck, it could provide an additional Fireball or Firelands Portal.


1. Shifting Scroll


2. Spellweaver


3. Frost Nova


Fire Fly is a great early game minion, but it does not come close to the card I would pick. Fireball is a highly powerful single target removal and is excellent for finishing your opponent off, should they find themselves at a low health total. Sorry, Polymorph, this just isn't your day.


1. Fireball


2. Polymorph


3. Fire Fly


Now would be the time to pick a Firelands Portal. It is much better than the other two cards, and the deck could use a few more powerful late game options.


1. Firelands Portal


2. Leyline Manipulator


3. Arcanologist


For certain classes I would pick Stonehill Defender, but Mage doesn't really have any taunt minions. Flame Geyser is a good early game removal, but I have a special bond with Tar Creeper. So, Tar Creeper it is.


1. Tar Creeper


2. Stonehill Defender


3. Flame Geyser


This time I would be more open to picking Volcanic Potion, alas. River Crocolisk could fill the 2-drop slot, but I do prefer to have at least one 1-drop in any deck I draft, and Mistress of Mixtures is an excellent choice. Picking Volcanic Potion as an early board clear would not be wrong, either.


1. Mistress of Mixtures


2. Volcanic Potion


3. River Crocolisk


This is a close call. All three of these cards are good in their own way and could fit the current deck well. Considering there is a substantial amount of Paladin and Warrior players in Arena right now, I am leaning towards picking Acidic Swamp Ooze. You are unlikely to go wrong with the other two, though.


1. Acidic Swamp Ooze


2. Breath of Sindragosa, Big-Time Racketeer


I don't like Bittertide Hydra too much, not if it's up against somewhat equally powered cards. Ghastly Conjurer could be fine, but I would rather resort to picking my first single target removal, which is Forbidden Flame.


1. Forbidden Flame


2. Ghastly Conjurer


3. Bittertide Hydra


Corridor Creeper! No, not anymore (though it is still a strong card). While Bog Creeper is possibly better, I would pick Tar Creeper (that's a lot of creepers). It's a strong card in both early and late stages of the game, and is very difficult to deal with if played on turn 3.


1. Tar Creeper


2. Bog Creeper


3. Corridor Creeper


Another Spiked Hogrider. At this point, however, I want to begin strengthening my early game, and Mind Control Tech fits that perfectly while also offering a potential comeback from a losing game state. Explosive Runes, while perhaps strong on paper (a 3-mana Fireball), can be relatively easily played around.


1. Mind Control Tech


2. Spiked Hogrider


3. Explosive Runes


Scarlet Crusader strikes back with a vengeance in hopes of being picked this time. I do prefer the potential initiative on Spiked Hogrider more, and it has good stats even if the battlecry does not trigger. Twilight Drake can be decent, but silencing it would be devastating.


1. Spiked Hogrider


2. Scarlet Crusader


3. Twilight Drake


You could argue that Acherus Veteran is the best choice here, but it doesn't really suit the deck. Kabal Lackey has weak stats and is useless, with or without secrets. Second-Rate Bruiser, while weak as a 5-drop, will not break your deck and is a good anti-aggro option.


1. Second-Rate Bruiser


2. Acherus Veteran


3. Kabal Lackey


Without secrets, and I'm unlikely to pick many (if at all), Arcanologist is just an average 2-drop. Since I already have a Spellbreaker, Polymorph isn't as necessary. Leyline Manipulator, however, already has some great synergy with other cards, namely Shimmering Tempest, Kabal Chemist, and The Lich King, and is my top pick here.


1. Leyline Manipulator


2. Polymorph


3. Arcanologist


I would often pick Shimmering Tempest here, but the deck already has one, and I don't wish to fill it with weak 2-drops. Shroom Brewer is a good 4-drop and could potentially heal The Lich King or your hero against aggressive decks. I do want at least one card with a silencing effect, and Spellbreaker does just that while also being a decent 4-drop.


1. Spellbreaker


2. Shroom Brewer


3. Shimmering Tempest


Arcane Artificer is too weak as a 1-drop, and Cryomancer, most of the time, will be a 5/5 minion, which is only decent. On the other hand, Kabal Chemist, while weak in stats, does provide potential removal cards or board clears, so I would go with that.


1. Kabal Chemist


2. Cryomancer


3. Arcane Artificer


Since I already have a board clear in Flamestrike, I am less inclined to pick Volcanic Potion. Glacial Shard, while a strong 1-drop, does not offer much to the usual Mage play style. Although Shimmering Tempest is on the weak side as a 2-drop, it's still playable and offers an additional card in the later stages of the game.


1. Shimmering Tempest


2. Volcanic Potion


3. Glacial Shard


This is a treat. I will begin by saying that I am probably less of a Firelands Portal fan than most players, simply due to its inconsistency. I would pick Flamestrike here; board clears are always a useful addition, and it's as good as they get. It is, however, very close with Firelands Portal, and both picks would be correct. Polymorph can be considered, as there is a large amount of legendaries in Arena, and Paladin players almost always have a Spikeridged Steed. It does not compare to the other options, though.


1. Flamestrike, Firelands Portal


2. Polymorph


Here I would pick Deathspeaker. It works well with The Lich King and is a decent standalone card. I would say it is closely followed by Scarlet Crusader, which is an excellent 3-drop. Mistress of Mixtures, though a powerful 1-drop and a source of healing, does not beat the other two cards.


1. Deathspeaker


2. Scarlet Crusader


3. Mistress of Mixtures


I'm already liking the first pick here. These are all top-tier legendary minions, and which one you pick determines what direction your draft will go. Though undeniably powerful, I wouldn't pick Kazakus simply because he limits my choices later on. With the recent changes, you are highly likely to get multiple copies of the same card offered, be it Fireball, Firelands Portal, Flamestrike, etc. That aside, the other options can both be correct. However, Pyros is relatively weak as a 2-drop and only provides value if you manage to successfully play its 6-mana version. It can also be silenced and stolen by those pesky priests. All things considered, The Lich King is the obvious choice for me; it's an immensely strong late-game threat and always guarantees you a card to replace it.


1. The Lich King


2. Pyros


3. Kazakus


Blizzard surprised everyone by releasing Patch 10.4 so soon after announcement, introducing much-needed changes to the Arena drafting system. Now, more than ever before, careful decision making based on already present synergies is a requirement. Choosing just 1 out of 3 powerful cards can often be a daunting task even for seasoned Arena veterans, let alone newcomers. Therefore, I've made this simple, easy-to-follow guide of the new drafting system and explained the thought process behind each choice (where applicable).


For this particular Arena draft, I've chosen Mage. It's a traditionally strong class with a large amount of powerful spells and additional card generation.


Based on current stats, other good choices include Shaman, Paladin, Warrior, and Rogue.


With that being said, please click on to the next page to begin the draft. I suggest that you take the time to think on each set of cards and then scroll down to read through the reasoning behind my decision and see if yours corresponds.


Please note: This deck was drafted on 3/15/2018. Since then, there have been hotfixes affecting balancing and drop-rates of certain cards, hence your current drafting experience may differ from the one seen here.

Hearthstone: The Witchwood Expansion and New Cards https://www.gameskinny.com/77kyj/hearthstone-the-witchwood-expansion-and-new-cards https://www.gameskinny.com/77kyj/hearthstone-the-witchwood-expansion-and-new-cards Fri, 16 Mar 2018 15:14:27 -0400 Edgar Wulf

Blizzard recently announced its newest Hearthstone expansion -- The Witchwood. It will introduce 135 collectible cards with several new mechanics, a new hero skin for the Druid class, and an entirely new game mode called Monster Hunt which will, judging by initial information, be similar to the recent Dungeon Run mode and feature four classes unique to this mode. All of that and more will come in due time, but for now, enjoy these six newly revealed cards to give yourself an idea of what the upcoming expansion is all about.

Pumpkin Peasant card in Hearthstone Witchwood

Starting with, arguably, the least interesting card, Pumpkin Peasant is an average-looking card with underwhelming stats, and Lifesteal doesn't really compensate for that. However, the utility of being able to use the card either offensively or defensively, especially with hand-buffs, could prove useful in certain situations.

Phatom Militia card in Hearthstone The Witchwood expansion

Next one up is the Phantom Militia, which sounds like a good name for a rock band. This card introduces a new mechanic: Echo. Once you play the card, it will create a copy of itself in your hand and, provided you have enough mana, allow you to play it again on the same turn. Under normal circumstances, up to 3 copies can be played on the same turn for 9 mana. Many have already pointed out this card's synergy with Warlock's class card Summoning Portal, which would allow up to 6 Phantom Militia to be played on turn 10. Think of it as a Spreading Plague for Warlock in that case.

Militia Commander card in Hearthstone The Witchwood

Militia Commander is the only class card revealed so far for Warrior, and it also features a somewhat new mechanic. The Rush mechanic is your typical Charge, except it can't attack heroes on the turn it's played. This has already been seen in the past with cards like Icehowl and Charged Devilsaur. The battlecry, however, effectively makes this into a 5/5 charger, and if you attack with it on turn 4, you will often be left with a 2/2 minion, which is a pretty damn good deal. It's essentially a better Bomb Squad.

Genn Greymane card from Hearthstone Witchwood

One of the three legendaries to be revealed, Genn Greymane introduces a new Start of Game mechanic and discounts your hero power by 1 if your deck meets the requirement of only including cards with an even mana cost. Consider it a neutral Raza The Chained with much more severe deck-building restrictions. Despite that, Prince Keleseth has been a great example of how ignoring cards of a particular mana cost can still lead to a more than capable deck, and I'm sure Genn Greymane will be experimented with a lot.

Baku the Mooneater card from Hearthstone The Witchwood

Similarly to the previous card, Baku the Mooneater restricts your options when building the deck by only allowing the inclusion of cards with an odd mana cost. If this condition is met, then at the beginning of the game your hero power will be upgraded. Kind of like what Justicar Trueheart did in The Grand Tournament expansion way back when. The resulting effect itself is nothing new, but it will be nice to see it come back and spawn new, original decks.

Azalina Soulthief from new Hearthstone expansion The Witchwood

Last, definitely not least, Azalina Soulthief is a highly understated 7 mana legendary neutral minion with an equally powerful effect. It has been compared to a Paladin class card Divine Favor, which draws cards until you have as many as your opponent and has been included in aggro decks for the longest time. This, in essence, has a similar effect, with the exception that you are taking your opponent's cards and, hence, if you are playing against a combo deck, the cards might not be as useful to you. Regardless, this is an exciting card and one you will see a lot during the first weeks of the expansion.

The precise release date for The Witchwood is not yet known, but it is slated for a mid-April launch, and we still have 129 new cards coming up. Stay tuned to GameSkinny for more Hearthstone and The Witchwood info as it develops.

Hearthstone: Why Now Is a Great Time to Start Playing https://www.gameskinny.com/lyu8e/hearthstone-why-now-is-a-great-time-to-start-playing https://www.gameskinny.com/lyu8e/hearthstone-why-now-is-a-great-time-to-start-playing Thu, 15 Mar 2018 12:13:32 -0400 Edgar Wulf

With approximately a month left until the release of a new expansion and an exciting transition into the Year of the Raven, now would be an excellent time to join the Hearthstone community.

What the flock is the Year of the Raven? Well, each year has a particular theme. Currently, for instance, we're in the Year of the Mammoth, and within each year are three unique expansions released across, roughly, four-month intervals. At the end of each thematic year, several of the older expansions rotate out, meaning that the available card pool for standard play is at its lowest point, and decks would consist of three to four sets of cards at most. New players can greatly benefit from this transition since they don't have to purchase older expansions or worry about not having enough cards. This is as fresh of a start as it can get.

So you've downloaded the game; Hearthstone is free to play, might as well. Where do you begin? You have no idea what the differences are between the nine unique heroes, you barely have any cards to play with, and, to top it off, you have zero gold. You should probably start by completing the tutorials, which will net you some gold and additional cards, as well as teach you the basics of the game.

Your main income, at least initially, will come from daily quests. Each day you will receive a quest and, upon completion, it will reward you with a set amount of gold. There are several: 40, 50, 60, 80, and 100 gold quests, each with varying requirements. However, after the transition, 40 gold quests will reward 50 gold instead, and many of the requirements will be lowered. This is welcome news and demonstrates Blizzard's willingness to accommodate a fresh player base. For now, a 40 gold quest might require you to "Win an X amount of games with class Y." On the other hand, a 100 gold quest would often require you to win a larger amount of games but would not restrict your class choice. And by the way, the 80 gold quest is by far the best, as it only requires you to play (not necessarily win) against a friend. And you both earn the reward, regardless of who has the quest.

Lastly, you can re-roll any quest you have once per day, and you can have up to a maximum of three at any given time. So make sure you always have a slot free for a new quest by completing the older ones. But I've bored you enough with the details. You simply want to know how to earn more of that cash-money, right? I got you covered.

Typical daily quests in Hearthstone

Ever since I started playing over three years ago, I've diligently followed the same, simple method of completing my dailies. This won't be anything new to the game's veterans, but if you're a rookie in the world of Hearthstone, then you might want to consider the following. Say you're on a clean slate, and your first quest is a 40 gold one. You re-roll it, and you get another 40 gold quest. If that is the case, leave it. If it requires you to win with a certain class, simply play with another. You're looking for 60+ gold quests; you want to maximize profit. And if 20-40 additional gold doesn't sound like much, then trust me, it adds up. If all three of your quests end up being 40 gold (and this can definitely happen), then just complete one to free up a slot for a new one.  If you get a quest requiring you to play a deck you're not comfortable with, then play in casual mode. That way, any potential losses won't affect your rank in the current month.

Is that it?! Sounds like a lot of work for an insignificant reward. No, there is also the infamous Arena mode, and I strongly suggest that you take the time to learn it. With enough practice and persistence, you could pay for card packs and any new expansions by only using in-game currency.

Hero selection screen in Hearthstone

In Arena, upon paying a 150 gold entry fee (your first entry is free), you are presented with a choice of three out of the nine heroes, randomly. Once you pick your champion, you will enter the draft stage, during which you will be offered 30 consecutive sets of 3 random cards, but you can only pick 1 out of each set until you've built a deck of 30 cards. Afterwards, you will play against other players who've built their deck in a similar fashion, up to a maximum of either 12 wins or 3 losses. Once you inevitably reach one of those numbers, you will be presented with rewards based on the final amount of wins.

Rewards are randomized and can consist of a combination of gold, dust (from which you can craft new cards), card packs (a value of 100 gold), and cards, either regular or golden. By the way, always disenchant golden cards for dust; they don't offer any gameplay benefits and only differentiate themselves with animated card art. Here's the kicker: If you can consistently average seven wins, then you may continue to play Arena indefinitely. That amount will always reward you with at least 150 gold, which already covers the entry fee, and additional rewards, one of which is always a pack from the most recent expansion, leading to a grand total value of 250+ gold.

Don't get too excited, though. That level of consistency requires a substantial time investment and practice. Begin by watching some of the more proficient Hearthstone Arena players who regularly reach high win counts, like Grinning Goat, Kripparian, or Shadybunny. Follow their draft choices and the decisions they make during each match, and then, eventually, you will become a much better player. You can also download the Hearth Arena Companion App, which will support your draft by suggesting cards of high power level, or a significant amount of synergies. I found this app extremely valuable when I started out. In addition, you can refer to the Lightforge tier list brought to you by the jolly guys at Grinning Goat. Many players have gone infinite (7+ wins) thanks to their hard work and input. It took time, but I got there; so can you!

Hearthstone: Upcoming Changes in Patch 10.4 https://www.gameskinny.com/5r8i2/hearthstone-upcoming-changes-in-patch-104 https://www.gameskinny.com/5r8i2/hearthstone-upcoming-changes-in-patch-104 Thu, 08 Mar 2018 15:50:28 -0500 Edgar Wulf

In their most recent "Designer Insights," Blizzard announced some big changes coming to Hearthstone's Arena mode via upcoming patch 10.4 that would, in particular, affect drafting. Kris Zierhut, Lead Systems Designer for Hearthstone, began by briefly describing a typical draft pick in Arena. In his example, for a common rarity pick you would get a Fireball, an Ice Barrier, and a Wisp. Sound familiar? For those with Arena experience, and this is something Kris also emphasized, the pick is quite obvious -- Fireball -- with the remaining choices being quite underwhelming.

He then proceeded to describe a different situation, where the same Fireball would be up against a Leyline Manipulator of rare quality and a Primordial Drake of epic quality. Now, the decision is no longer as obvious and is strongly based on any potential synergies your deck might already have, though I would still argue that the Leyline Manipulator is no competition for the other two cards. Also, notice how each card is of a different rarity. Since the very beginnings of Arena, any specific draft pick would always contain three cards of the same rarity, either common, rare, epic, or legendary.

That is soon to change. Each pick will contain cards of a similar power level but varying rarities, with the exception of legendaries -- there will always be three, similarly powered legendary cards. As before, picks 1,10, 20, and 30 will offer cards of a rare or higher quality. Bonus rates for cards from new expansions will be temporarily disabled, and rates for many existing cards will be rebalanced. In addition, each class will receive one arena-exclusive card.

Though I was skeptical back when wild cards were removed from Arena, it ended up being a good kind of change. I also believe that these new changes will, even if not right away, make the drafting experience better and incentivize a more thorough decision.

As of yet, the release date of patch 10.4 is not known, though I am willing to bet it will launch alongside the new expansion and the transition into The Year of the Raven, which is likely sometime in April of 2018.


Stay tuned to GameSkinny for more information on Hearthstone and the upcoming expansion as it develops.


7 AAA Games That Would Make Awesome CCGs https://www.gameskinny.com/qeve7/7-aaa-games-that-would-make-awesome-ccgs https://www.gameskinny.com/qeve7/7-aaa-games-that-would-make-awesome-ccgs Thu, 22 Feb 2018 20:07:09 -0500 Nicolas Entrabartolo




Wolfenstein: The highly acclaimed series where Nazis won the war. An interesting concept for a card game, to be sure.


It would be easy to harmonize the card game with the main series too, where it is rebels versus the Nazi regime and all the technology you get throughout the game is what your power ups are based on. It would certainly make for some interesting story and some interesting cards as well.Making mech and gun power ups could be a fun time for the developers, as well as the players making combos, allowing you to create new power ups and weapons.




Did you know Zelda had a card game? Though there are many more games  and card games out there, there are several that many don't know of. It just takes some digging and some imagination to come up with the next great thing!  And speaking of the next great thing, stay tuned to GameSkinny for more interesting articles about your favorite games.


Assassin's Creed


Assassin's Creed is another series just begging to be a card game. The war between the Templars and Assassins would be yet another interesting and engaging game, allowing for all out card wars between and across the many different time periods that the games take place in.


The stories that have already come to pass only cover a few parts of history, so the card game could cover everything else that the video games have not touched. In addition to providing an almost limitless amount of  content, it allows for multiple expansions to be released (which is good for the developers), along with an endless possibility of timelines to take advantage of. AC the card game could be just what the franchise needs to be revitalized!


God of War


There are multiple possibilities for a God of War card game. It could turn into a simple adventure or several Kratoses battling it out across the earth. It could easily be made into different eras that one or several games take place in, and, of course, you can customize your own deck/character to fit that era.


The cards that you gain can be power-ups, along with monsters that you fell during your adventures. Along with the many unique stories that are still to open with the Norse God of War, there are many possible storylines they can follow and many cards they could create, as many as there are myths and legends.


Halo Series


With Halo being one of the most iconic franchises every created, there are so many stories that 343 Studios can follow now via other channels, now that the Halo games themselves are slowly grinding to a halt.


With the Halo Wars stories also starting to take over the scene, they can create new content and follow the stories of not just the Spartans, but also the Covenant as well. We can also follow the stories of Master Chief and his comrades in arms! 343 can make a system that is just as simple as any -- two factions, cards on both sides, and brawl it out, straight or mixed.


For Honor


For Honor the CCG is the perfect way to bring about engaging combat and story between the the factions that wage war in the game. Between the Vikings, Knights, and Samurai, there can be so many compelling stories and cards to help develop the game.


They can delve into the stories and origins behind cards that they create, and enhance to a more story based game centered around strategy, instead of just carnage.And the especially interesting part is a pillage mechanic, where you can steal power ups from other factions to use yourself. That alone would help set this game apart from all the others and manage to keep the original's tone and mood.




Call of Duty: Zombies


One of the most interesting card games that could be created has to be Call of Duty: Zombies, which could literally be made into the MTG card mode, the Horde. There could be a game made where you are fighting off zombies with your deck.


It would be an interesting crawl going after better loot, and your rewards would be better power ups, even more in-depth stories, and new content for zombies and the WWII era.What's not to love? Activision can make a cash cow out of this, especially since the Horde is only really played at MTG events and player gatherings anyway.




With three main classes in Destiny, Bungie could follow a route similar to Hearthstone, having several kinds of decks to fight enemies of the Light. The Bungie team could also explore stories they were never able to cover in the main game, allowing them to finally please fans --which is always nice -- and come full circle with some of those loose ends.


But that's not all. They could also just make it where you have cards of all the alien lifeforms, allowing you to wage war with any combination of factions you desire.The content and massive amount of customization would bring about a ton of interesting playstyles and complex decks every bit as intense as Magic:The Gathering.


Hearthstone is breaking the scene for CCGs, but what else is out there exactly? There isn't much to compete with it, other than Magic: The Gathering. Though Hearthstone is just a card game about Warcraft, there are many other games out there that could take the same approach and be just as awesome. The question then becomes: what games out there have what it takes? Imagine a game that takes you on the space odyssey of Halo or the war that Kratos wages against the gods? That's exactly what we did with this list, and here's what we came up with.

4 Reasons Hearthstone Leaves (Most) Other CCGs in the Dust https://www.gameskinny.com/vmrkz/4-reasons-hearthstone-leaves-most-other-ccgs-in-the-dust https://www.gameskinny.com/vmrkz/4-reasons-hearthstone-leaves-most-other-ccgs-in-the-dust Thu, 01 Feb 2018 18:10:07 -0500 Nicolas Entrabartolo

For many, playing Hearthstone is something to pass the time while you wait for a flight, are bored at work, or are just sitting AFK in World of Warcraft. But for Blizzard Entertainment, it was a cash cow waiting to be milked. Unlike other collectible card games, Hearthstone has several things going for it that Magic: The Gathering and Yu-Gi-Oh! don't.


Hearthstone brings the easy access of just jumping right into the experience without really knowing what you're doing or needing to buy tons of cards. Even as you go through the tutorial, you receive cards and full decks to help you play the game without many crutches. When it comes to MTG or other physical CCGs, the time and money spend in hunting down cards that are real and authentic makes it tougher to assemble a full deck than it is in Hearthstone. The only real hurdle'll you run into is when you want to be competitive, which takes more time and in-game currency (or micro-transactions).


Though it shares this feature with MTG and YGO, Hearthstone has a renown that a lot of other digital CCGs don't. Hearthstone has the name of a company behind it that's known for putting quality before quantity, and you can be sure that they'll prioritize an excellent experience over making a quick buck. The Blizzard name allowed Hearthstone to flourish, and fanboys/fangirls flocked to play a card game based around Warcraft itself.

Free to Play

The obvious and probably most important edge Hearthstone has is the fact it is free-to-play. You can just pick it up and go, no money required. No need to run to the store or to order specific cards online for your deck. All you need to do is play, do the daily challenges, and you earn your gold. From there, you can save up for packs and buy more cards. You can even disenchant old cards for dust and make new cards. You can play Hearthstone completely off of the items you get without even dumping a single penny into the game. Hearthstone is also connected to the Battle.net client, which allows you to pay for Hearthstone with your World of Warcraft gold if you want! You just convert gold into a WoW token and you have $15 to spend on packs.

Fresh Content

Like any other CCG, there are new builds coming out constantly along with new cards being released, tweaked, and remodeled. But one unique thing that Hearthstone offers are the single-player story modes and Tavern Brawls that you can participate in, where you play for a chance at better cards. But this is totally free, and can be done from the comfort of your home, and all you have to do is win once, and you earn a pack of cards! The Hearthstone team has also said that they get to explore alternate realities separate from the Warcraft universe, so you never know what to expect from a Hearthstone expansion's story and cards!


Stay tuned to GameSkinny for more articles on Hearthstone. Until next time, stay classy, gamers!

How eSports Are Stifling Creativity in Games https://www.gameskinny.com/tnnx1/how-esports-are-stifling-creativity-in-games https://www.gameskinny.com/tnnx1/how-esports-are-stifling-creativity-in-games Fri, 19 Jan 2018 13:41:26 -0500 Alberto C.

As games have become more and more accessible over time, their weight in the entertainment industry has grown. Video games not only represent a bigger piece of the pie than ever before, they’re also shaping the way we think in other areas. Talks on including video game competitions in the Olympic Games have been ongoing for a while now, and the vast increase in cash prizes, possible thanks to millions of spectators that watch the tournaments, showcases that gaming competition is here to stay. A caption of the largest prize pools in eSports can be seen below.

But the effects of the rise of skilled gaming competitions appear to be reaching, intentionally or not, much further than most expected. Developers seem to be increasingly focused on developing titles specifically for eSports at the expense of a game or studio's originality. The goal is shifting, for at least some developers, from “what makes this a good game to play” to “what would be a good game to play and watch.” Obviously, if both can be satisfied, well then it’s a win-win, and this article will be forgotten in due time. However, the recent trend suggests that creativity will be the true victim.

Rainbow Six Siege, the latest in the saga that made a mark for its unforgiving combat and highly rewarding tactical approach and planning, now resembles Counter-Strike more than almost any other RS game before it, especially those titles that received the most praise back in the day. Relic's Dawn of War series already took a leap of faith when it morphed from a more traditional base-builder RTS to a more tactical action-RPG in Dawn of War II. The radical change in gameplay disappointed some but was still well received by many who appreciated the blend between RTS and RPG elements that reminded many of some of Warcraft III's best parts. The changes made to the most recent title have been an overall miss, with poorer reception not just from game critics, but staunch negative feedback from the playerbase thanks to its suspicious similarity to Starcraft II and MOBA gameplay.

And it's not only game series that have suffered. Developers and publishers that once tried to distinguish themselves from the competition are now mimicking or altering their own products to give them a spectator-friendly edge. Studios once renowned for the quality of their products and uniqueness within the market now appear to be making copycats of one another the same way many developers tried to copy Call of Duty's successful formula in their own shooters. Whereas Valve has Dota 2 and The Artifact (a Dota 2 card game that is currently in development), Blizzard has Heroes of the Storm, Hearthstone, and Overwatch (another heavily influenced MOBA title). And then there are the cases from other lesser-known but increasingly large developers, such as Hi-Rez Studio's SMITE and Paladins, or arguably the most successful MOBA of all, League of Legends.

The arena of The International 2017 (Dota 2)

From a business perspective, it is easy to understand the logic in sticking to a formula that has a high rate of success. But decision makers at the head of these companies would do well to remember that it was neither business thinking nor a profitable streaming industry alone that got them to managing games that now account for millions of dollars and viewers. MOBA origins can largely be attributed to the creation of a single custom map made back in the days of Starcraft known as Aeon of Strife, made by a mapmaker known only as Aeon64. Likewise, it should go without saying that other incredibly successful titles nowadays, such as MinecraftPlayerUnknown's Battlegrounds, or Counter-Strike do not have their origins in rooms full of MBA executives, but rather in videogame enthusiasts themselves.

Though too early to say for certain, it appears that some bigger developers have ceased to be concerned with making their own thing and are now aiming for the shareholder-friendly, easily successful formulas. The "problem" with the success of eSports is that it appears to be contributing to this narrowing of the companies' views on the long term. The good news is that this gives indie developers more room to shine than ever. Already easier to get financed thanks to crowdfunding, the smaller studios have a great opportunity to share their own ideas without having to worry about being overshadowed by the bigger kids that are all too concerned with imitating each other.

Hearthstone Dungeon Run Guide: Best Card Bundles and Abilities https://www.gameskinny.com/jxz7y/hearthstone-dungeon-run-guide-best-card-bundles-and-abilities https://www.gameskinny.com/jxz7y/hearthstone-dungeon-run-guide-best-card-bundles-and-abilities Wed, 13 Dec 2017 11:09:42 -0500 Sergey_3847

With the release of the new Kobolds & Catacombs card set, Hearthstone received a brand-new solo adventure: Dungeon Run. It requires players to play against eight different bosses and will reward them with a new card back if they manage to finish the run with all nine hero classes.

This new adventure has a lot to offer, including lots of new abilities and challenges. If you can't decide which card bundles, treasure cards, and passive abilities to choose for each class, then follow this guide for all the best possible combos.

Best Cards and Abilities Combos for Dungeon Run

In the course of the adventure, you will get to choose two passive abilities and two unique treasure cards, and after each boss, you will get to choose a new bundle of cards, which will be added to your current decklist.

In total, there are 14 passive abilities, 28 treasure cards, and 12 card bundles for each class. Your decisions will define whether your Dungeon Run will go smoothly or run into lots of obstacles. So how do you choose the best combinations of cards and abilities?

Best Druid Combos

The starting 10-card deck for Druid offers a midrange strategy with a few beasts and removals. However, you should opt for a different course: Aggro and Jade, or Stampede and Jade Fangs, as they are titled in the adventure. One of these card bundles will give you the most advantage on board.

If you decide to play with Jade Fangs, then the best passive ability to have is Battle Totem, which triggers all your battlecries twice. Since most Jade cards are based on battlecries, this will help you grow your board rather quickly. The best treasure card for Jade Fangs is Bag of Stuffing, which will help you draw all of your Jade Idols in one turn.

If you go for Stampede archetype, then choose either Captured Flag, which gives all your minions +1/+1, or Cloak of Invisibility, which makes them permanently stealthy. As for the treasure card, be sure to take Horn of Cenarius, which will recruit three minions for you.

Best Hunter Combos

Hunter has always strongly relied on beast synergies, so the best strategy is to either go aggro with Wee Beasts bundle or opt for a more powerful beast deck with Big Beasts.

The best passive abilities for Wee Beasts are Captured Flag for buffing and Crystal Gem, which will grant you an additional mana crystal for great tempo plays. The best treasure card in this case is obviously Horn of Cenarius.

Big Beasts is a relatively slower archetype, but potentially way more dangerous, especially in combination with an ability such as Scepter of Summoning, which makes all your big beasts cost 5 mana. But you can go even further and choose the Boots of Haste treasure card, which will make all your minions cost zero for one turn.

Best Mage Combos

There are lots of possible options to go with the Mage class, but these two bundles are especially effective: Magical Friends and Fire. The first one involves some of the best and most aggressive cards for the Mage class, such as Flamewaker and Archmage Antonidas, while the second one is all about destroying the enemy's board and face.

Both archetypes will greatly benefit from the Robe of the Magi ability, which gives all your spells +3 damage. Also, if you want to keep your Flamewaker and Antonidas alive for longer, then also choose Cloak of Invisibility.

The two best treasure cards for Mage are Archmage Staff, which will consistently provide you with spells every turn, and Bag of Coins, which will give your Antonidas enough fuel to produce more of those pesky Fireballs.

Alternatively, you could choose the Elementals package and never worry about your life total due to Frost Lich Jaina's ability.

Best Paladin Combos

Paladin is probably the best class to play through the Dungeon Run. It has so many good options that almost anything that you take will work. However, here are a few suggestions that might be the best bundles of all:

  • Divine Shield (helps keep your minions alive),
  • Helping Hand (buffs your minions in hand),
  • Silver Hand (token archetype with lots of synergies), and
  • Murlocs (the most powerful archetype).

All these bundles are rather aggressive, so the best passive abilities for Paladin would be Captured Flag and Justicar's Ring, if you decide to go for the Silver Hand bundle. It will grant you new hero power that will summon two tokens instead of one.

As for the treasure cards, Bag of Stuffing and Horn of Cenarius are again what you're looking for.

Best Priest Combos

The two most definitve archetypes for Priest are Dragon Priest, which is a highly efficient tribal deck, and Last Rites, which relies on all the available deathrattle synergies, including one of the most powerful cards in Hearthstone, such as N'Zoth.

For a Dragon bundle, you can take either Battle Totem or Captured Flag, depending on how aggressive you want to be. As for the Last Rites, you can go with Totem of the Dead, because it includes many important deathrattle cards, which will now trigger twice.

The two treasure cards you can easily go with are Dr. Boom's Boombox, if you've got the Totem of the Dead ability, and Wondrous Wand for your Dragon deck.

Best Rogue Combos

Rogue class can be extremely powerful when it has the right tools in hand. That's why the two best bundles you can choose from are Jade Lotus and Outlaws, with the latter one being the high-octane pirate bundle that is probably the fastest archetype of all.

No matter which of these two bundles you decide to play with, always take the Cloak of Invisibility ability. Making all your minions permanently stealthy will result in a long streak of fast wins.

Rogue can have a lot of trouble removing the enemy's board and staying alive, so choose the correct treasure cards, such as Wand of Disintegration that destroys all enemy minions, and The Candle, a powerful AOE that returns to your deck.

Best Shaman Combos

There are a couple of viable archetypes for Shaman class, such as Jade Lotus and Mechanized. The last one is especially exciting since it brings back all those overpowered mechs from the "Goblins vs Gnomes" era.

As usual, with these particular archetypes you want to have Captured Flag and Cloak of Invisibility. These will make sure that your minions will stay on board untouched and well buffed.

Additionally, such treasures as Bag of Stuffing and Boots of Haste will give you an unprecedented tempo in case some of the more dangerous bosses still find a way to clear your board.

Best Warlock Combos

It sometimes can be hard for Warlock to stay alive in Dungeon Run due to its hero power, but there are a few combos that will help you survive and win your matches.

In this case, consider taking the Dire Demons bundle, which includes Mal'Ganis, an extremely strong demon that makes your hero immune. In order for Mal'Ganis to stay alive, give it permanent stealth with the help of Cloak of Invisibility. You'll see that killing you will now be almost impossible.

The other option is a combination of the Taunt and Lifesteal bundles. However, both of these require some additional ramping with such abilities as Crystal Gem and Sceptre of Summoning.

If none of these appeal to you, then go for a typical aggressive zoo approach in the form of the Little Legion or Swarm bundles.

Best Warrior Combos

History shows that Warrior is most effective when it plays with Pirates and Weapons. Of course, you could go with a more control-oriented deck, but when you have the most aggressive combo in Hearthstone, control doesn't look that appealing anymore.

Grommash's Armguards is a perfect ability for Warrior, as it makes all your weapons cost only one mana. Imagine playing Arcanite Reaper or Gorehowl on turn one. Combine it with Portable Forge treasure for an extra legendary weapon, and always go face.

The Pirates package, just like any other aggro bundle, should be supported by Captured Flag and Horn of Cenarius.


You can try many other options for this Dungeon Run, and if you do, please let everybody know in the comments section below which combos worked the best for you.

If you're looking for other Kobolds and Catacombs guides for Hearthstone here at GameSkinny, then check them out below:

Could Speed Running Ever Become an eSport? https://www.gameskinny.com/wn871/could-speed-running-ever-become-an-esport https://www.gameskinny.com/wn871/could-speed-running-ever-become-an-esport Mon, 18 Dec 2017 03:49:28 -0500 Allison M Reilly

The first speed run I ever saw was the N64's Pokemon Puzzle League. The streamer I found happened to be the world record holder in a few difficulty levels for the game. That stream was my first foray into the world of speed running and the competitive community that surrounds it.

Some of the most popular games in speed running, such as Super Mario 64 and Legend of Zelda: Ocarina of Time, aren't exactly the same type of games professional gamers are playing in eSports events. But those games have tons of runners and strong communities that decide the rules of each run, and work to improve times and routes. Speed running doesn't quite get the same attention as eSports, but could it ever get to that level?

I think speed running could become another eSports category. There are aspects of speed running that make it different from other eSports, but there are also aspects of speed running that would allow the genre to expand, reach new audiences, and showcase the versatility of video games.

You Can Speed Run Any Game

One of my favorite games to watch speed runs of is the Mario Party series, especially the N64 titles. Sometimes in the chat, people ask how you could speed run a Mario Party game. The answer is usually the same -- just go fast and save time where you can.

Even games like Stardew Valley and Skyrim can be speed run and have active speed run communities. Although speed running events don't attract huge sponsors the same way that major eSports events do, speed running offers a ton of variety and reaches audiences that may not be interested in eSports at all, such as retro gamers.

There's So Much Variety to Speed Running

Besides the variety of games that can be speed run, there is also variety in how to speed run games. Many games have at least two categories -- Any% and 100%. As the names entail, one involves completing the game as fast as possible, while the other involves completing 100 percent of the game as quickly as possible. The categories really do depend on the game. For example, Ocarina of Time has 10 additional categories, while Super Mario 64 goes by star collection -- 120 star would be 100%, with additional 70 star, 16 star and many more categories.

On one hand, the variety would make speed running an awesome eSport because there are so many different categories, giving viewers the opportunity to see games played in so many different ways. Runners can also compete in different categories, much like the Olympics where athletes compete in different events within their sport.

On the other hand, the different categories can make it hard to follow the goals of a run. With more straightforward eSports such as League of Legends and Overwatch, it's clear what the goal is for each team and what skilful play looks like. It's not as straightforward with a speed run. The All Masks run for The Legend of Zelda: Majora's Mask is very different from a 100% run. Not only are the goals completely different, but some techniques needed in one run don't apply in the other, and vice versa. Both speed running and eSports events have commentators to inform the audience and explain gameplay, but some speed runs can be hard to follow if no commentary is provided.

Not All Games and Categories Are Made Equal

Part of what makes eSports entertaining to watch is there's going to be a lot of gameplay to watch. Matches in some games can run for hours. Or in games like Hearthstone, competitors do a best of three or best of five. The same cannot be said of speed running.

For example, the world record for Super Mario Bros. Any% is less than five minutes long. The top 400 times, according to Speedrun.com, are all less than six minutes long. Even if the competition was a best of five races, that's still only 40 minutes of game time per player. On the other end of the spectrum, there might not be any competitions for the Super Mario Odyssey 100% run any time soon as the world record in that category is just under 13 hours.

I'm not saying speed running isn't fun to watch -- far from it. I'm arguing speed running attracts an audience for a different reason. Part of it is watching a particular runner speed run a game versus watching a race or a competition of a certain game. Sure, it's fun to root for your favorite runner, but it's not quite the same as supporting your favorite eSports team.

In some ways, speed running is already an eSport. There are major speedrunning events like Awesome Games Done Quick in January 2018 and the European Speedrunner Assembly  the following month. And that's just a couple of the bigger events -- there are many smaller speed running competitions happening all the time. Each game as their top, well-known runners the way eSports has their top, well-known teams and competitors.

Despite the similarities, it's not an one-to-one comparison. Speed running could become an eSport, but in my opinion, it wouldn't be the same caliber of the eSports we have today.