Bring Out Your Dead: Karazhan’s Resurrection of Unused Cards

Bring Out Your Dead: Karazhan’s Resurrection of Unused Cards

There seems to be quite a bit of frustration in Hearthstone lately. Before the release of One Night in Karazhan, there was the Priest Uprising of Purify (egg on your faces), and Firelands Portal Arena stuff. Known salt barons Reynad and Kripp are voicing their concerns about the game. RDU is having a back-and-forth with people on Reddit about his casting. Disguised Toast wants improved patch notes. Yogg is deciding the outcomes of tournament games. I personally have been salty about sucking in the Arena because of awkward mana curves and horrible mulligans/draws.

While all this is going on, I personally have been very satisfied with one aspect of the game, which is the reintroduction of cards in Ranked play. We are seeing an infusion of cards that have been revitalized with the new Karazhan cards.

By the Holy Light!

Strategies are constantly evolving.

While Hearthstone catchphrases are oft-lampooned, I do think strategies are evolving in Standard play. It sure didn’t feel that way during the recent eternal Warrior meta, but these reintroduced cards because of Karazhan is proving that. This could be because of several things: 1) Innovation, 2) Forced Synergy, 3) Replacements.

  1. Innovation – Hearthstone streamers and content creators are always pushing out new decks and card techs. This innovation is putting in new cards in the new meta.
  2. Forced Synergy – New cards introduced into the game have synergy with old cards, and instantly make them better than they were without such synergy.
  3. Replacements – Standard rotation relegates something to Wild, and there needs to be a replacement.

Top 10 Resurrected Cards (so far)

  • Resurrect – I honestly have no idea what set this card came from (first guess The Grand Tournament, actually Blackrock Mountain). Thanks to Scamaz or Zetalot, this card has gone from never played to staple overnight. Resurrect basically works with Onyx Priest in bringing back Priest neutral buddy Injured Blademaster as a 4/7 board presence. Seems good, but the deck has lots of other potential to be brewed. Expect to see this card until it rotates out of Standard, or people figure out how to stomp Priests again.
  • Totemic Might -Shaman Totemic Call has always been one of the worst Hearthstone hero powers. With the introduction of Totem synergy being melded together thanks to Wicked Witchdoctor, other Shaman totem synergy cards are starting to prove useful. Totemic Might, one of the Basic (free) Shaman Cards, is valuable in protecting Shaman totems from light AoE and removal. I always loved the card art, so it is great to see it being used.
A very Protoss-like scene.
  • Primal Fusion – Totems started gaining traction thanks to Thing From Below in Old Gods, but it wasn’t incentive enough to run the situational Primal Fusion. The new totem Shaman fills the board up with totems, allowing Primal Fusion to be a very cheap burst equip spell.
  • Hunter Secrets – Like Mysterious Challenger, Cloaked Huntress gave a class an incentive to run mediocre secrets. Free secrets, comboed with Lock and Load gives the Hunter a way to gain card advantage. Snake Trap isn’t bad, but is never a common choice. Snipe is starting to see increased play, and some bold adventurers are even running Misdirection.
This card art cracks me up every time.
  • Blood Warriors – Arcane Giant has made Blood Warriors a necessity in a scary, spell-heavy OTK deck, as a means of generating unlimited 0-mana 8/8’s. Prior to Arcane Giant, Blood Warriors was just known for this timeless Lifecoach card reveal.
  • Commanding Shout – This card last saw play in the old version of Patron Warrior. Commanding Shout is now back because of Arcane Giant Warrior, as it is a spell that draws a card. It also works well with Wild Pyromancer in those Warrior decks, as a board clear and Acolyte of Pain trigger..
  • Mark of Y’Shaarj – This card always was good in the Arena, and seemed decent. It was always a likely candidate for play if and when Beast Druid came to fruition. With support from Enchanted Raven and Menagerie Warden, this card is likely a staple in Beast Druids moving forward.
  • Scavenging Hyena – I don’t know if this card is back, but I saw it at least 2 times yesterday. I’m assuming someone popular is running it, or it is on a decklist. Anyhow, the Scavenging Hyena was present way back in the Unleash + Buzzard meta. Now it is serving a similar high-reward function, with beast Hunters and likely protected by various secrets.
  • Confessor Paletress – Because Priest is an entity again in Ranked play, there is a little room for players to optimize their decks. Confessor Paletress, the Priest TGT legendary, has some potential use with Barnes and Resurrect. Paletress has always had some appeal as high reward, but players are currently sticking with a sure thing  (mostly) in Ysera now. As a person who still doesn’t have Ysera, I have slotted in Paletress in my Priest deck (which collects dust).
Confessor Paletress.. something something random legendary.. hubba hubba


  • Deathwing – Another experimental ingredient I have seen in Priest decks lately. Unlike Paletress, Deathwing helps with whatever Dragon synergy cards there are. This is only getting stronger with the last wing of Karazhan, thanks to Book Wyrm and Netherspite Historian. Priests tend to play the control game and hold their cards, making Deathwing an explosive surprise.
Deathwing blew up the goblin world of Kezan while they played footbomb.




Pre-Karazhan Chatter

Pre-Karazhan Chatter

On the penultimate day before the release of One Night in Karazhan, the patch notes released have revealed a bunch of new changes. That and what occurred last night with Purify are big news. All of the points below deserve a blog post of their own and I am going to curse myself when I have nothing to blog about later. Onward!

Purify out of Arena

Legitimate concerns about Priest in constructed play spiraled into abject bitching on the grounds of Hearthstone Reddit. While Hearthstone complaints get extreme every so often, the Priest hivemind reached new territories in it’s unrelenting and stifling nature.

Ben Brode addressed the issue in a slightly more somber mood it seems, explaining why Purify exists. The explanation was that the card primarily exists as a bad card for individuals who enjoy “making bad decks work.” He also owed up to the mistake of releasing the card in this adventure, given the dire state of Priest currently.

Then out of the blue, Brode mentions that Purify will not be an Arena card. This is remarkable for the reason that most of the people who play Hearthstone, and a majority of those complaining about Priest play Hearthstone for Constructed reasons. Arena players recognize Priest as a bottom-tier class. The removal of Purify from the Arena must confirm that Blizzard’s statistics show Priest is the worst class in the Arena. So Purify joins the C’Thun set of not existing in the Arena draft. This is big for many reasons. While it is apparent in life that complaining enough will bring about change, it shows that Blizzard finally did something to cater to the Arena. The assignment of cards to seemingly random rarities has been a bane for players hoping for Arena balance. While Arena-geared cards have been released to balance class play, this is the first time something has been done directly for a weak Arena class. Removing Purify isn’t going to help the Priest amazingly but it will ensure that Priests of the Feasts will be present in every Arena game.

Karazhan card order

The next 4 weeks will see the release of 45 new cards. Here are the cards released by week.

karazhan order.PNG

Arena names back

I have yet to play my daily Arena, but apparently the obscured names of Hearthstone players are back. I never actually knew this was a bug of the UI system, rather I thought it was Blizz’s way of pandering to people who claim of stream snipers. I actually do enjoy seeing entertaining battletags from time to time, and am happy the names are back.

Token costs increased

Biggish change here. A bunch of token minions got more expensive. Finkle Einhorn is now a 3-mana (3/3), Nerubian is now a 4-mana (4/4), Slime is now a 2-mana (2/2), etc. It seems that a whole lot of tokens were cost-effective plays earlier, but now they are somewhat anti-tempo plays. This really has no bearing on anything other than Mill Rogue. Mill Rogue gets on by bouncing minions continuously. Making tokens more expensive will help clog up hands and use up mana.

Flavor text

Best flavor text – not even close

book wyrm.png

His favorites are classic tragedies like “The Hobbit” and “Grendel”.

I called it – inadvertently predicting flavor text

My first feat was predicting Am’gam Rager. 


The Murloc is taking the picture.

Best card art

cat in a hat.png

mic drop

One Night in Karazhan Arena Analysis + Tierscores

One Night in Karazhan Arena Analysis + Tierscores

Because I have been emotionally invested in Hearthstone for some time, I have proceeded an undertaking to provide some commentary about the new, to-be-released Hearthstone cards. All 45 cards of One Night in Karazhan were revealed as of last night. I decided to put my focus on looking at the arena value of all the cards, and provide an overview of the new arena outlook.


I created arbitrary arena drafting tierscores for all the new cards. The cards were not really compared to the existing tierscores on the web to great detail, rather my impressions of how good a card is in the arena. I’ve included a small blurb about each card as well.

All cards can be seen here.

Card Rarity – Class Score In Brief
Enchanted Raven C – Druid 64 Allows you to trade up with any 2-drop. Great synergy with Mark of Y’Sharrj.
Menagerie Warden C – Druid 67 9.5% of the Druid/Neutral minion pool are beasts. Anti-tempo 3 pts for a free summon? Sign me up.
Moonglade Portal R – Druid 60 You’re getting a 5/5.3 on average, with some valuable effects. 6 heal is a throw-in that makes this less valuable than other portals.
Kindly Grandmother C – Hunter 76 Hunters are not the strongest in the early game ping department, and this helps a great deal. 3/2 summon allows trading up next drops.
Cloaked Huntress C – Hunter 73 Freezing Trap aside, Hunter secrets are less valuable in Arena than Constructed. This gives incentive to draft some secrets.
Cat Trick R – Hunter 50 This card is like Beneath the Grounds. Essentially paying 2 for a delayed 3-cost Jungle Panther. Spells in the Arena a little rarer though, but will trigger.
Firelands Portal C – Mage 85 5-drops round out to a Yeti (4.2/4.7), so 3 dmg for 5 mana. 7 mana is costly, but the tempo gain + removal is too good to pass up.
Medivh’s Valet C – Mage 60 They lied! This is not a bad card, but a River Crocolisk with plus plus upside. Could consider picking over Snowchugger, with Secrets.
Babbling Book R – Mage 70 Classes are shoring up their early game and this one comes with a free Mage spell. FYI: Mage spells are usually good.
Nightbane Templar C – Paladin 45 Dragon synergy is nice, but unreliable in the Arena. 5.5% of the Paladin/Neutral pool is dragon.
Silvermoon Portal C – Paladin 52 The average 2-drop is a 2/2.4, so worse than a 2/3. The buff is worth about 2. Very averagish, which pales in comparison to Paladin cards.
Ivory Knight R – Paladin 45 The average Paldin spell is 3 mana, and you get card advantage. But this is a 5-point anti-tempo card, which spells mediocrity.
Purify C – Priest 35 Drawing a card saves this card from being an utter disaster. Also allows Priest to draft stuff like Eerie Statue.
Priest of the Feast C – Priest 60 A sturdy 3/6 body in the 4 spot can twofer multiple little guys, but doesn’t really help Priest in the early game fight.
Onyx Bishop R – Priest 54 A fair value 3-drop with a 2-cost Resurrect. The problem with it is that you’re bringing back some Arena card rather than a Constructed one.
Swashburglar C – Rogue 83 Combo-enabler? Check. Card advantage? Check. Pirate? Check. Sounds like a Rogue minion to me.
Deadly Fork C – Rogue 57 I was excited for a spanking new Rogue weapon, but we get a Fork. A 2-drop body that gives a 2/3-cost weapon? Not equipping the weapon makes it a bit slow.
Ethereal Peddler R – Rogue 72 A Pit Fighter with great cost-reduction upside. I was skeptical at first, but Swashburglar made it more likely to trigger.
Wicked Witchdoctor C – Shaman 58 Shamans have decent spells. The 2-point anti-tempo is not horrible, but getting basic totems rather than Totem Golems makes this more average than good.
Spirit Claws C – Shaman 70 While it is easy to roll a spellpower totem, is that what you want to do in the Arena? Besides the big-time upside, it is like Light’s Justice.
Maelstrom Portal R – Shaman 72 This is a lot like Twilight Flamecaller, dropping a mediocre spell (Arcane Explosion) for tempo. The average 1-drop is a 1.3/1.6.
Malchezaar’s Imp C – Warlock 45 I’m not sure if Discardlock will become a thing, but it has no relevance in the Arena. This card only dilutes solid early game that Warlock has.
Kara Kazham! C – Warlock 68 Provides the same 6/6 tempo as Silver Hand Knight. Not particularly interesting, but has synergy with Knife Juggler and Darkshire Councilman.
Silverware Golem R – Warlock 50 If you do discard it, it is free 3/3 tempo. Otherwise, it is just a 1-point anti-tempo. Don’t depend on discarding it.
Ironforge Portal C – Warrior 35 The average 4-drop is a 3.1/4.1. So you’re basically paying 2 mana to gain 4 armor. Like a worse Shield Block, which is bad.
Fool’s Bane C – Warrior 83 A game-changing weapon that allows Warrior to shut down the midgame. Makes a card like Upgrade pretty good as well.
Protect the King! R – Warrior 40 Unleash the Hounds is very good because the Hounds have initiative. This just delays the inevitable. Situational, and reliant on drafting Bolster to be good.
Runic Egg C 26 Egg cards work better in buff classes and provide AoE insurance. But just like the other eggs, it doesn’t do much and is situational.
Arcane Anomaly C 49 It passes the vanilla 1-drop test of 2/1 + effect. Otherwise, lackluster in Arena because of the premium on spells, and it will never become a Zombie Chow right away.
Pompous Thespian C 61 While an immediate upgrade over Bloodfen Raptor, does this taunt do much in the early game? It will likely get traded easily. More value as a block when pushing face damage.
Netherspite Historian C 45 As mentioned, Dragons are rare in the Arena, making this a very situational draw.
Zoobot C 62 It turns out 16% of minions are either Beast/Dragon/Murloc. Situational and random buff makes it a little less than Shattered Sun Cleric.
Pantry Spider C 43 Geting 8 points of stats is good for 3 mana. But this is a case of bad stat distributions of 2 1/3’s, which could get twofered by any 3 drop.
Violet Illusionist C 74 This card will only help weapon classes, but it will help them a great deal. I think this card could compete with premium common neutral, and shines as a 3-drop.
Arcanosmith C 20 I’m not sure that this guy even gets 4 mana worth of value. Getting a taunt makes it better than the worst cards, but it is in dangerous territory when drafting.
Menagerie Magician C 64 Similar to Zoobot, except you get the advantage of 2 extra turns of getting a buff target. Has potential in the right draft.
Avian Watcher R 45 This card is better in the late game when played with a secret in the same turn. Not a great play otherwise, in most classes.
Moat Lurker R 65 Forget destroying your own minions because you won’t have Sylvanas in the Arena. The closest relative to this guy is Kidnapper, and inherent hard removal is a premium.
Book Wyrm R 48 Very strong effect (better than Kodo), but of course, depends on the rare Dragon synergy to be effective.
Arcane Giant E 63 This requires 5 spells to be worth playing, so definitely draft-dependent. Worse than Sea Giant, but better than the others. Treat it as a regular big guy.
Barnes L 68 You get your 4/5 worth of stats, and plus upside with deathrattles or continuous effect minions.
The Curator L 48 A card advatange card that taps into the the 16% chance you have the “Zoo minions.” 4/6 taunt for 7 is bad, so very situational card.
Moroes L 46 Theoretically, this is an Imp Master and serious anti-tempo card. Much less likely to be removed in Arena than Constructed, could provide late game value.
Prince Malchezaar L 80 While debatable in Constructed, getting 5 legendaries is a boon in the Arena. Concern is that he will wreck a mana curve, given the average legendary costs 6.4. Great pick 1-15, iffy when you have established your draft.
Medivh, the Guardian L 67 Definitely shines in classes with a lot of good spells, but dependence on not having used said spells is very conditional.


I’ve also recorded a video where I talk about the cards at length, and also talk about the overall changes to the arena when all the cards are released.


Moroes: The First Karazhan Downer

One Night in Karazhan is slowly having it’s cards trickle out to the public, since the announcement a few days ago. While only 11 of 45 cards have been revealed, I believe that the first unplayable card has emerged in Moroes.


Moroes is a bit of a beloved and tragic character in Warcraft, serving Medivh’s every need and ultimately getting killed by him. He is the first mandatory boss in the Karazhan raid in WoW. He was in the Warcraft movie.

While it is bad practice to say a Hearthstone card will be bad when 34 cards are to be released, I will take the heel turn here. I think Moroes will not be a competitive Hearthstone card, no matter what gets released. Here is why.

1. No immediate big effect on the board

Moroes does have an effect on the board, a bit of a delayed battlecry. He will survive being played on Turn 3, and summon a 1/1 Steward. This is not unlike a similar 3-drop, Razorfen Hunter (2/3), which summons a 1/1 Boar. A 1/1 token is not nothing, but it is as close as it gets to nothing.

2. There is very little sub-tribe support in Hearthstone

There are seven “tribes” in Hearthstone: beast, demon, dragon, mech, murloc, pirate, and totem. Most minions don’t belong to a tribe. Further, there is very little sub-tribe support. The only one that comes to mind are Silver Hand Recruits, who get a buff from Quartermaster and Warhorse Trainer. I don’t expect a card that will give buffs to the 1/1 Stewards.

3. 1 Health

This is the primary reason Moroes isn’t going to succeed. He is a 3-mana 1/1, with emphasis on the 1 health. Cards that don’t have an immediate effect or initiative, cost more than 1 mana, and have 1 health are severely limited. As such, I filtered all minions that have: 1) 1 health, 2) have no divine shield,  3) cost more than 1 mana, 4) have no Battlecry or Choose One to see how competitive the list is. Here is the list:

1 health
Courtesy of

Besides the past Face Hunter staple Wolfrider, murloc Bluegill, and card advantage guys Loot Hoarder and Bloodmage Thalnos, this isn’t a list of minions that inspires confidence in competitive Hearthstone play.

While having permanent stealth helps him survive directed pings, the 1 health is a severe limitation.

4. Every class can deal 1 damage AoE

Moroes is cloaked, and generates 1/1’s, but this is something any class can get rid of.

Warrior: Ravaging Ghoul, Whirlwind, Revenge

Shaman: Lightning Storm, Elemental Destruction

Warlock: Hellfire, Demonwrath, Shadowflame, Dread Infernal

Mage: Flamestrike, Blizzard, Twilight Flamecaller, Arcane Explosion, Arcane Missles + Flamewaker

Hunter: Explosive Trap (this is the weakest class in this removal)

Druid: Swipe, Starfire

Rogue: Fan of Knives, Blade Flurry

Paladin: Consecration

Priest: Excavated Evil, Holy Nova, Circle of Healing + Auchenai

Neutral: Corrupted Seer

Every class pretty much will run at least one of the above cards in their decks. Hunters have the weakest removal out of this lot, but the rest would easily wipe out Moroes. Aggro decks may not run AoE removal, but playing a 3-mana 1/1 and 1/1 token isn’t the best tempo against a deck trying to kill you fast.


This is my case as to why I believe Moroes will not be a playable card in Hearthstone, no matter what cards come out, and what strategies emerge. While there are some possible synergies with Steward of Darkshire, Hobgoblin, and some possible Druid help with tokens, I feel it will be hard to pull off.

I really want the card succeed, and I hope I completely eat these words. But I feel it’s limitations are just too much to overcome.

Kara Out! A Look at 2 RNG Cards

I painstakingly stayed up last night to watch the Hearthstone reveal, which turned out to be what most were expecting, a Karazhan adventure called “One Night in Karazhan.” Only 7 cards out of 45 were revealed for the adventure, but 2 RNG-based cards caught my eye, Firelands Portal and to a much lesser extent, Ivory Knight. Let’s look at the numbers and see how good these cards really are.

Firelands Portal


This is an eSports portal with more predictable results, limiting to 5-drops. A cursory view of this card is saying you’re paying 2 mana for 5 damage, and getting fair value for the 5-cost minion. But this is wrong!

Attack 4.19
Defense 4.69
Attack 4.13
Defense 4.68

The table shows the average attack and defense of the current 5-drops in the game. Very similar numbers of a minion having a near-vanilla 5-drop stat points, like Chillwind Yeti. Whatever 5-drops coming from the new adventure would likely be a drop in the bucket to affect these averages too much.

Battlecry 33%
Taunt 9%
Inspire 9%
Charge 4%

This table is more telling. 1/3 of your outcomes will be battlecry minions, meaning you are not getting battlecry from the summon, and you will be left with an under-stated minion. This is the main downfall of Firelands Portal. Getting a Faceless Manipulator (3/3), or Ram Wrangler (3/3), or BGH (4/2), with no battlecry. On the flipside, you could get Earth Elemental (7/8, taunt). Otherwise, taunts and inspires come up a good amount. Important to note that Firelands Portal costs 7, meaning you can inspire the same turn after Turn 9. Your rare chargers have a good chance to be big time reach with Leeroy Jenkins and Doomguard.

So is Firelands Portal good? Yes. It will practically kill most 0-6 drops with 5 damage and leave something on the board. Just don’t expect that minion to be too valuable. With that said, it looks to be a better arena than constructed card, because Mages just need more good common cards in the arena. (/sarcasm)

Ivory Knight


The more boring card I will spend less time on is the Paladin card above. You’re basically paying a 2+ mana anti-tempo to discover a Paladin spell, and heal yourself for that value. A unique mechanic I must say, and I dig the chess theme.

Wild 2.94
Standard 3.04

The average costs for Paladin spells sit around 3. So you’re healing 3 and getting a 3-cost spell.

Secret 26%
Buff 23%
Destruction 13%
Card Draw 13%

The percentages in the table above aren’t exactly accurate, as discover allows you to pick from 3 cards. 26% of Paladin spells are 1-cost secrets, with most of them being bad. Paladin buffs on the other hand are typically OP cards. Some form of damage and destruction (Enter the Coliseum) and card draw cards are also other outcomes.

So is this card good? It’s hard to tell at the moment. In the arena, it is card advantage of getting a good spell. Just not sure if the big cost of a 6-drop is worth it.

In the coming days, the rest of the cards will be leaked. Excited to see the rest.

Karazhan “Confirmed.” Now What?

Karazhan “Confirmed.” Now What?

The boiling speculation for the next Hearthstone adventure came to a head with Disguised Toast finding the domain for being claimed. Further evidence was provided by Blizz themselves, with the formal announcement of the adventure next week:



I’m no expert in Warcraft, but I’m pretty sure the feathers point to Medivh’s raven form. Also, the address “old friend” refers to an old character, like Medivh. Some have mentioned that the drinks and music are like the parties in the Karazhan raid. Dead giveaway!


Given that I have never played the Karazhan on WoW, I tried to do some research of watching an individual run through the raid on YouTube, and also read about what Karazhan consists of online. From what I can tell, these are major areas of Karazhan. Bold areas mean it is a required event or boss.

  • The Stables
  • The Grand Ballroom
  • The Guest Quarters
  • Servant’s Quarters
  • Opera House
  • The Menagerie
  • Guardian’s Library
  • Gamesman’s Hall
  • The Topmost

The previous 3 adventures were 5-week events. So these areas would be melded into 5 stages.

I noticed a bunch of other things about Karazhan.

  • Bring out your dead -Almost everyone in Karazhan is undead to some extent. You get a lot of spectral ghosts, forsaken/scourge zombie types, dreadsteeds, etc.
  • Nothing can stop me, nothing! – Despite being the owner of Karazhan, you never actually fight Medivh in the Karazhan raid. You play chess against him, and he cheats, but no physical fight.
  • Party crasher – Everyone seems to be having a dead good time before you show up and kill people and loot them. The invite, with it’s martini and music notes seems to fit quite well with what I saw in Karazhan.

Adaptation to Hearthstone

In my last blog post, I took a look at how adventure cards tied to Warcraft lore. With the same list, I took a look at class/neutral card balance for each adventure.

  • Naxx – 9/30 class cards – 1 rare class card per class
  • BRM – 18/35 class cards – 1 rare, 1 common per class
  • League – 27/45 class cards – 1 rare, 2 commons per class

With these numbers in hand, we can assume certain things about Karazhan:

  • No class epics or legendaries – To date, all adventure class cards are common or rare. Epics were only included in the most recent League of Explorers. Legendary cards have always been neutral. This is unlikely to change for Karazhan.
  • 50+ – One of the goals of a new card release is to shake up the meta. The easiest way to do this is to release class cards that help balance the meta, either by giving a weak class OP cards, or giving a strong class a not-very-useful card. The disparity between classes in terms of ladder dominance now is pretty big. Thus, I will assume Karazhan will not follow a Naxx release of 30% class cards, but one that will have 50% or more class cards. So in the line of BRM.

Boldish Card Predictions

This entire entry could be moot if the Karazhan hints are all a giant red herring. But since I’ve gone so far, let’s go deeper.

  • Legendaries – The adventure legendaries have always been bosses and known quantities. I predict the legendaries in Karazhan would be:
    • Moroes
    • The Curator
    • Maiden of Virtue
    • Nightbane
    • Netherspite
    • Malchezaar
Yes, Moroes is that dude Medivh killed for no reason.
  • The Violet Eye – I noticed that killing enemies in Karazhan would give plus reputation to the Violet Eye. This makes sense given they are specifically spying on Medivh. If any cards come out that are even close to Violet Teacher, watch out!
  • New Rogue Spell – Being a Rogue enthusiast, I noticed that Moroes is the one character in Karazhan that has any Rogue relevance. In his movelist, it states he uses two core Rogue abilities in Garrote and Gouge. Garrote is a silence ability with bleed damage, while Gouge is a stun ability. My money is on Garrote.
  • Emerald Ripper – In lieu of a spell, the Emerald Ripper could also be a new Rogue weapon. Given the art is already used in Assassin’s Blade, this could be less likely than the spell.
  • Mana Burn? – The calls for a Priest upgrade are getting pretty loud. Could there be a possibility of a spell like Mana Burn that causes an enemy overload in mana? This would obviously be a very powerful thing, and I do not know if this will help Priests at all.
  • New Imps – A bunch of imp mobs called Homunculus are present in Karazhan. Given that Imp Gang Boss will be dropping out of the standard rotation, these guys could be a similar replacement.
  • Spiders – So many different spectral spiders appear in Karazhan. It is very likely a Hunter or Druid card becomes a spider beast. If we didn’t have enough spiders already…
  • Chess Pieces – Yugi-Oh had a bunch of Archfiend cards that were inspired by chess pieces. Could we see similar rewards because of the Karazhan chess event? Maybe!?
  • Undead – The safest bet is that there is going to be a buttload of undead cards in this set. It’s going to be off the chain, like Michael Jackson’s Thriller video.
Karazhan was inspired by this.


A Look at Hearthstone Adventures and the Binds of Lore

A Look at Hearthstone Adventures and the Binds of Lore

With Hearthstone players becoming a little antsy for new content already, there has been renewed speculation of the next adventure to be released. @DisguisedToast is doing the Old Gods work again, speculating the adventure to be Karazhan or Darkmoon Faire. The most recent video hints at Karazhan.

At this point, any speculation is good for a little resuscitation. But Toast provides a solid case of Karazhan in the video. What if it is another raid? What if it’s Darkmoon Faire?

Past adventures and their ties to Warcraft

I decided to go take a look at every adventure card that was released for the 3 past adventures. With this, I assigned every card a rating of high, medium, and low. A high rating card would be something that can be directly found in World of Warcraft, or has a direct correlate with a modified name. A medium rating card would be something that does exist in World of Warcraft, but is just tied to a species. A low rating card would be something that does not necessarily exist in World of Warcraft, or is just a generic character or spell.

Naxx Out?

  • High = 15 (e.g. Zombie Chow)
  • Medium = 3 (e.g. Unstable Ghoul)
  • Low = 12 (e.g. Dark Cultist)

Being the first adventure, Naxxramas was very cookie cutter, following a linear sequence of a WoW raid.

Blackrock Mountain

  • High = 16 (e.g. Blackwing Technician)
  • Medium = 3 (e.g. Drakonid Crusher)
  • Low = 16 (e.g. Hungry Dragon)

BRM followed another linear route of a WoW raid, but had a wrinkle in the storyline with the constant power shifts between Ragnaros and Nefarian.

League of Explorers

  • High = 7 (e.g. Anubisath Sentinel)
  • Medium = 12 (e.g. Reliquary Seeker)
  • Low = 26 (e.g. Reno Jackson)

League of Explorers took the radical step of being entirely created from the ground up, with most of the legendary cards and cards themselves being newly created. It also featured the Temple Escape round, which involved surviving obstacles, rather than fighting a certain boss.



  • Why it is likely: Features a lot of new encounters and minions. Could have several innovative fights with the Opera and Chess events. Was mostly recently featured in the WoW movie.
  • Why it is unlikely: Team 5 will need to find a way to make the Karazhan adventure it’s own without disappointing the fanbase. Could it be done?


  • Why it is likely: Ulduar is considered one of the most popular WoW raids.
  • Why it is unlikely: Features a number of cards already released in Hearthstone, including: Yogg-Saron, Mimiron, and Flame Leviathan.

Darkmoon Faire

  • Why it is likely: Follows the dark theme of Old Gods in the Year of the Kraken. Would likely be the funnest possibility. Possibly lots of RNG if it is the adventure.
  • Why it is unlikely: It is a carnival, it might be difficult turning it into an adventure. Lack of established enemies. Too similar to Old Gods, art-wise.

I personally wanted a Darkmoon Faire adventure some time ago, given how fun I thought it was in WoW. But the signs seem to point to Karazhan. Anywho, start saving up gold for this adventure. An announcement could come any time, given the lull in Hearthstone news lately.