New expansion cards for the Old Gods. What are the first legendary Awakening Gods cards to create? Introductory video "Awakening of the ancient gods"

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The Awakening of the Old Gods is the third expansion for Hearthstone. The update will be released on April 27th. With the release of the add-on, 134 new maps will appear in the game. New packs can be purchased with real money or in-game currency, and individual cards can be crafted using Arcane Dust.

Introductory video "Awakening of the ancient gods"

1. Release date of the "Awakening of the Old Gods" add-on

The exact date is not yet known. It is only known that the add-on will be released in late April - early May.

2. Maps

  • With the release of the add-on, 134 collectible cards will appear in the game.
  • The new cards will be contained in new packs that will appear in the store after the expansion.
  • A set worth 100 gold will contain 5 cards. The new kits will be available for purchase with real money at the same price as the existing ones.
  • All new cards can be crafted from Arcane Dust.
  • The first pack, opened after the expansion, will be K'Tun.

3. Promotion

  • Anyone who logs into the game during the promotion will receive three free packs from the new expansion. This way, everyone can get a free Legendary card!

4. Standard mode

  • With the release of the Awakening of the Ancient Gods add-on, a new mode will appear in the game.
  • Unlike Freestyle, in Standard mode you will not be able to use cards from the add-ons Goblins and Dwarfs and Curse of Naxxramas.

5. Arena

  • Immediately after the release of the add-on, all new cards will be included in the list of cards available for play in the arena.
  • The exception will be K'Tun and related creatures.

6. Pre-order

  • Pre-order allows you to buy 50 card sets for 2500 rubles (2900 rubles for IOS users).
  • Pre-order players will receive an exclusive shirt.
  • Pre-orders will be available starting March 14.

7. All cards of the "Awakening of the Old Gods" expansion

Below are the new cards from the Awakening of the Ancient Gods expansion.

8. Information about the add-on from the developers

The guys from the Hearthhead.com team were lucky to receive an invitation to the Blizzard headquarters and hear first-hand information about the upcoming expansion. They spoke to the developers and top players about what's coming to Hearthstone.

Shortly thereafter, there was a promotional video posted by Blizzard on the official Twitch channel. Rumors about the release of a new add-on have been floating around for a long time, and the video fully met the expectations of the gaming community. Despite the fact that the add-on itself will be released in late April or early May, the development team is obviously eager to tell more about it.

“The ancient gods are huge creatures with tentacles and many eyes. It was they who created the Universe, ”Broad revealed the secret. "They enslaved Ragnaros, drove Deathwing insane, created the Nerubs and the Faceless Manipulators."

The Old Gods are truly fearsome creatures.

They are probably remembered even by those who have never played World of Warcraft, but were interested in the origin of this fantasy world.

Now the influence of the ancient gods has spread from to the creatures from Hearthstone. Some of them - for example, the beloved Treasure Collectors and Ancient Healers - turned their backs on the Light and turned into Dirty Hoarders (creatures with characteristics 4/2, cost 4 mana and deathrattle, which allows you to draw a card) and Corrupted Healers (creatures with characteristics 6 / 6, cost, 5 crystals and death rattle that heals the enemy).

In some cases, the changes were much more difficult. The Doom Herald's prophecy has come true! He has become a Herald of Proven Doom, a 0/7 creature that gains attack power at the start of your turn. This means that the Herald of Proven Doom cannot be destroyed by the Experienced Hunter or neutralized by the Aldor Peacekeeper immediately upon spawning.

The set of new creatures would be incomplete without the ancient gods themselves. The first of the four most powerful creatures was K'Tun himself. It costs 10 crystals, has 6/6 characteristics, and deals damage equal to its attack power, randomly distributing it among all enemy characters. It may seem to some that 6 damage is too weak for ancient god however, it must be remembered that its strength lies in synergy with other creatures. In particular, 16 of the 134 cards of the new expansion are directly related to K'Tun. For example, Calling Evil (2/3, 2 crystals) gives K'Thun + 2 / + 2 wherever he is (in hand or on the board), and Twilight Ancestor (3/4, 3 crystals) gives K ' Tunu + 1 / + 1 at the end of your turn. It looks like Blizzard is trying to create a fundamentally new archetype. K'Tun's ability triggers instantly and fully justifies its high cost, but it is not yet known whether it will be possible to build full-fledged decks around him.

At first glance, this sounds good, doesn't it? However, it would be a shame to get a power-up card without having the most ancient god in your hands ... That is why Blizzard promises that every player will find C'Thun and two Evil Calls in the first set of cards he opens. Those who play Hearthstone immediately after the expansion will be able to get three free bundles, while those who pre-order will be the owners of an exclusive Hearthstone-inspired C'Thun shirt with an eye on it.

Testing

To test K'Tun, two decks were created that included only the announced and existing cards. The first of these was the mage deck with the Wave of Fire and Ice Nova spells, allowing you to slow down the development of the enemy and maximize K'Tun. The enemy of the magician was a druid with large provocateurs who were supposed to hold back the onslaught. We weren't able to make any shocking discoveries, but I must say that the animation of K'Tun's appearance is really impressive. We were not in the least disappointed in the first of the ancient gods. He looks menacing and seriously affects the game situation. Hopefully all other gods will have the same value (10 crystals) and importance.

"IN recent times The approach to map design has changed a bit, which is cool, "Noxious from the Complexity team told us. "By putting such a strong emphasis on K'Thun, the developers want to force us to build decks around a single card."

“Perhaps in the near future - say, two years from now - a separate archetype will emerge,” he added. So, with the release of a new add-on, at least one new archetype will appear in the game.

Combined with Brann Bronzebeard and famous cultists, C'Thun can be very effective. Even taking into account the Experienced Hunter? Yes, because the effect works instantly, giving the enemy no time to rehabilitate.

There is information that there will be no new creatures with inspiration or new races in the Awakening of the Ancient Gods expansion, but new dragons will appear. For obvious reasons, Broad was skimpy on additional comments about the new maps, focusing on the announced changes.

In addition to K'Tun, we were able to test the Herald of Proven Doom, Call of Evil and the Twilight Ancestor, although the latter greatly slows down the pace of the game in the current meta. The decks that we put together were generally very slow and heavy, lacking spells to eliminate enemy creatures, so the Herald of Proven Doom often lived up to the next turn. Since new cards will still appear in the game, it is possible that the messenger will not be so strong in the future.

Noxious commented, “It seems to me a new version The Treasure Collector will find its way into specific combo decks. In control decks, it can be used to add and control the table. It's kind of a gnome inventor with a delayed effect, which is very useful under certain circumstances. " Speaking of the controversial Herald of Proven Doom, Noxious clarified that "This card looks good in theory, somewhat reminiscent of Bolvar, but smart opponents always use the effects of silence, and the choice of Herald is rarely justified."

Upcoming changes

Some of the Hearthstone changes will take effect next week.

“We're setting the stage for the launch of a new expansion and standard game mode,” Wu said. - “The new patch will be released next week. Players will have access to nine additional deck slots. In addition, we have a test version of the interface designed to switch between standard and free modes, so players can see how it all works. Finally, the patch introduces a new collection of deckbuilding tips that will make all classes enjoyable. "

As for the nerfing of cards, Wu said that this will happen with the release of the expansion.

However, he made some arguments in defense of the nerf decisions.

“Many players get very upset when they find out that they will have to exclude favorite cards from their decks - for example, Warsong Commander. We'll be announcing all the changes closer to the expansion's release, but we haven't decided exactly what the changes should be. I prefer to look at this issue philosophically and can state that we are currently looking at cards that play a critical role in the current meta. If we do not do this, the standard regime will not be viable. In addition, we are planning to revise some of the cards for druids, because decks for this class have an inordinate amount of cards from the base and standard sets. "

As for the nerf method, Broad clarified that "the team is doing its best to improve the existing maps, but often these problems are solved by a simple change of characteristics."

According to Broad, the developers are not trying to replace all the outdated cards with new ones.

“For example, we do not want all mechanisms to disappear from the standard regime. We want the Standard Mode to change every year, and you don't have to copy cards from new sets to do this. We strive to change the really good creatures, creating better versions of them, ”explained Broad.

“We hope that the release of Standard Mode will start a new chapter in Hearthstone history,” he added.

Arena

The developers' genuine interest in new modes does not mean that they have forgotten about the arena. Broad mentioned that the Awakening of the Old Gods is under active testing - not only to fix the class balance, but also to fully experience the synergy of the new cards.

“We are giving everyone K'Tuna to keep players interested in getting cultists associated with him,” Broad said. “We found a lot of problems with the arena games, because the cultists are of low quality, and K'Tun is one of the legendary cards that are rarely encountered in this mode. We decided not to include K'Tun in the arena cards because it is almost impossible to play profitable combinations here. "

This is great news for those who are used to playing both rated and unrated battles with random players. In fact, this is the first time Blizzard has admitted to dropping “bad” maps from a defined list. Obviously, they plan to do this in the future as well. This does not mean that creatures like the Thunderstorm of the Seas and the Leader of the Magnataurs will disappear from the game, but the developers have expressed a clear desire to meet the players.

Prospects for the future

What's in the future for Hearthstone? Recent changes give hope for further progress. There are rumors about improvements to the collection interface, which will allow you to more efficiently sort cards by cost, attack power, quality, etc.

Blizzard has made it clear that it plans to release two expansion packs and one adventure over the course of the year. It is possible that the matter will not be limited to this.

“We can continue to work in the same vein or do something different,” said the position of the Broad company. He also explained to the players the reason why add-ons and updates come out irregularly. Some people like the hype that inevitably comes with new cards, while others take time to adjust. This process can take up to two months.

“The gap between the release of the League of Explorers and the Awakening of the Old Gods may be slightly longer than we expected, but we don't want to be predictable,” Broad said. He stressed that the company primarily seeks to surprise and delight its players.

Are you waiting for the "Awakening of the Ancient Gods" expansion? Do you like the upcoming innovations?

A very useful article for beginners came to us for the Contest. Ancient Gods Awakening Legendary Cards Crafting Guide

It has been 2 months since the release of the Awakening of the Old Gods expansion, and during this time, many new archetypes have been formed, so it's time to make an expansion and see if they have met the expectations of players since the first announcements. Also, below will be the priority of crafting legendary cards, but keep in mind that the list includes only cards from the "Awakening of the Ancient Gods" add-on.

The priority is drawn from top to bottom, that is, the best cards are at the top, the weakest at the bottom.

High priority. A list of things to craft first: these cards are the most powerful and versatile in this expansion.

  1. [Emperor Vek'lor] - This is the best Legendary card in any K'Tun deck. With the right approach to creating a deck, by the seventh turn she will almost always play her battle cry and give us two provocateur creatures with a total characteristics of 8/12 for just 7 mana! Many players predicted that he would become the new "Doctor 7" of the standard mode, in part they were right.
  2. [Xaril]. Probably the best Legendary Rogue card. Due to its versatility, it will be useful in any deck. The card met expectations by 100%.
  3. [Ragnaros Servant of the Light]. Played at the right time, it can break your opponent's game plan, forcing you to waste removal and often making unprofitable exchanges, because in addition to healing in each turn, this is also a big 8/8 carcass that should be reckoned with.
  4. [Fandral Staghelm]. This card is capable of doing just incredible things, besides, it will fit into any druid archetype. When Fandral was first shown, many underestimated his ability and were skeptical of this card. This is most likely because at the time the meta was significantly faster than what is now, and therefore Fandral seemed too slow.
  5. [N'Zot]. A mysterious ancient god who spawned a new archetype for many classes, but he plays best in the decks of a paladin, robber, priest and even a hunter. I will also add that you should not craft it if you are a completely newbie, because to get the most effect from the battle cry of this ancient god, you need expensive cards, such as [Sylvanas Windrunner], [Cairne Bloodhoof] or [Tirion Fordring]. But it still gets high priority, as it is one of the strongest deck-building cards in this expansion. Besides, who knows, maybe the developers will please us with good deathrattle maps in the future.

Medium priority. Less versatile than the list above, but quite effective in certain decks.

  1. [Yogg-Saron]. The god of death from Warcraft who in Hearthstone became the god of randomness. He was foretold the fate of a fan card that would be played at low ranks, but in reality this card turned out to be surprisingly effective. Deck with his participation were even able to take the top 1 legends. Just because of too strong factor randomness I gave it medium priority.
  2. [Malkorok]. Another underrated card, and it's understandable why. Indeed, for a 7 mana creature, he has weak characteristics, but, as it turned out, his battle cry more than compensates for this shortcoming. There are now 20 types of weapons in standard mode. Of these, only 8 are weak, that is, only 40%, plus [Cursed Blade] is able to immediately lose the game to you, the chance of this is 5%. Thus, with a 60% chance Malkorok provides us good weapon... The card has so far performed well only in the Tempo Warrior deck and is not very suitable for controlling the warrior archetypes, therefore, the medium priority.
  3. [Soggot]. This legendary faceless, although it has rather weak characteristics for its cost, but at the same time its ability makes it a very sticky creature that is able to exchange with two, or even more, enemy creatures. It shows itself especially effectively in the fight against decks that rely on removals: priest, warrior, robber. He is afraid only of dumbness and the black knight, fortunately, both are not popular at the moment, so if you add him to your deck, he will be able to show himself in all his glory.
  4. [Lord Deathwing]. Possesses a very strong, albeit highly controversial, ability. The only reason it ended up on the medium priority list is for its usefulness in dragon decks. In any other case, it is useless.

Low priority. The weakest legendary cards additions, many of them are only suitable for spraying.

  1. [Princess Huhuran]. Unfortunately, N'Zot the hunter didn’t play, and this card fit perfectly there. It's all to blame for its high cost, which prevented from making stunning combinations with strong death rales.
  2. [Herald Volazh]. It has a very interesting and rather strong effect, which is probably why its ability was greatly overestimated. Ideally, of course, it can show excellent results, only in a real struggle it is unlikely that someone will allow you to calmly force the field with creatures, and if you even succeeded, then you already won.
  3. [Hallazil the Ascended]. The good effect and the standard distribution of stats for a creature of this cost did not help this card to become more popular. The reason for this is that she does not fit into the current archetypes of the shaman, but may play in the future.
  4. [Nightmare Grinder]. In theory, it can be played in the cartridge-warrior deck, but even there it is not used due to its high cost.
  5. [Cho'gall]. It might fit well into the Renolok deck, but it lost its popularity with the release of Standard mode, and the lack of cards like [Ancient Healer] affected its survivability, so using Cho'Gal becomes more dangerous, and in the Zoolok deck in it not necessary.
  6. [E'Sharaj]. The weakest of the ancient gods. Has similar mechanics to [Varian Wrynn], which is why it can be used in very specific decks, but not suitable for serious ranked play.
  7. [Mukla, Valley Storm]. If we calculate the total characteristics of Mukla and his bananas, then we get a 7/7 creature for 8 mana, which is worse than even the basic [Battle Golem]. It looks like this map was created for one purpose - to become dust.
  8. [Anomalus]. So far, I have not fit into any of the archetypes of the magician, perhaps in the future there will be a good deck with this card, but now it is not recommended to craft it. However, he can please you with his sudden appearance in the deck, evolving from [Emperor Vek'lor] and arranging a complete sweep with his wheeze. Once I had to use [Evil Eye] on him so as not to lose my entire table.
  9. [Creepy Monster]. A degraded version of Gruul with the stats of the basic [Ogre Crash Fist] for only 8 mana. It makes no sense to craft, and to dust the fallen from the booster without hesitation.
  10. [Werewolf Zerus]. Great addition to the deck Randuin. For ranked games, this little faceless is useless due to its random ability.
  11. [Nat, Dark Fisherman]. Useless in competitive play. It can be a good addition to the mill - decks, however, it is extremely impractical to craft it just for this.

Hopefully this list will help new players know what to craft from the Awakening of the Ancient Gods expansion. And remember, games are not won by legendary cards, but by your experience and ability to predict the opponent. Good luck.

Hearthstone! The supplement will be released in late April - early May and will be called "The Awakening of the Old Gods." The new addition will bring us 134 new cards, 16 of them will be based on synergy with the Gods and, most importantly: the Legendary creature of God K'Tun.

We are waiting for some card metamorphosis, inspired by the whispers of the gods. Having come into the game, the old Gods will change the characteristics of some creatures we love with the help of corruption! The article was updated and supplemented taking into account the opinion of the entire editorial staff of Manacost. At the end of each description, alternate cards are added that are currently in the game. All estimates are preliminary and subject to change due to new maps. Map ratings are based on existing maps.

Hearthstone expansion cards overview

Calling Evil

Calling Evil is one of the followers of the ancient god K'Tun. Not a bad card for a potentially new Archetype. General Map for all classes, 2/3 characteristics. If we do not have enough cards for synergy with K'Tun, then we will put it in the deck, although it would be much better with 3/2 characteristics, since it could be exchanged with cards of higher value. It is worth noting that her battle cry even works on a card that is in the deck. In general, judging by the already known cards, we will see a lot of cards with the Battlecry mechanic, therefore we can assume that Brann Bronzebeard will be played much more often, especially in new archetypes.

  • Jablin Catcher
  • Ship cannon
  • River crocolisk

Outcome: 7/10

Twilight ancestor

The Twilight Ancestor is the second follower of K'Thun. One of the best cards presented so far. Recall that in standard mode, the card will go: Spider Tank, which was the first card with 3/4 stats for 3 mana available for each class (and also the Priest class card: Dark Cultist). This card will easily replace it, but that's not all. At the end of the turn, we add +1 / +1. This means that when placing it, it will have time to add +1 / +1 at least once, which is already good. And if this card is not removed from the table, then K'Tun will then show what it means to ignore the buffer. Even if the new archetype doesn't play, we can still see this card in different tempo decks.

Similar cards currently available:

  • Dark Cultist
  • Spider tank
  • Dancing Blades
  • Fjola Lightbane
  • Fossil lizard

Outcome: 9/10

Dirty hoarder

The filthy hoarder has also been empowered by the ancient gods. The effect of this card is quite familiar to us and is nothing new in the game. But the characteristics leave much to be desired. Let's compare this card with the analogs that we have at the moment. For 4 mana, we have the Head of the Cult and the Dwarf Inventor. Why are these cards so much better? If only because they can give a card the very turn we played them, they give an instant action and can help you find a solution in the current turn. How many times did the robber find he flew through the Dwarf Inventor and thereby activated his series of techniques. Imagine that the Dwarf-inventor would have a death rattle, instead of a battle cry (i.e. we would take the card only after she dies, or we will not receive it at all, if they throw silence at her) and change the characteristics of the places so that she could not even exchange with a creature for 2 mana and survive, and yes, we got our card, which is unlikely to be used by anyone. The gnome-inventor is even better in that although he costs 4 mana, he easily kills a creature for 2 mana with 3/2 characteristics and remains alive, i.e. in ideal layouts, we can exchange our gnome for 2 creatures, or force him to finish off with an ability, and this will be a 2 mana creature + 2 mana ability, although we also got a card. 4/2 stats are very bad for a 4 mana card. A similar story is with the Head of the Cult, so almost no one plays him, although he can give 2-5 cards in the current turn !!! Why can this card play if even the Head of the Cult isn't playing? I look forward to constructive criticism in the comments, I am ready to answer all your questions.

Similar cards currently available:

  • Cult head
  • Gnome inventor
  • Jeeves
  • Grave spider (And then 3/3 is better than 4/2 and even immediately gives a card)

Outcome: 3/10

Corrupted Healer

The Corrupted Healer is one of the creatures that received the power of the ancient gods. For a 5-mana creature, this card has good characteristics 6/6, but it also has a rather negative effect. If we have a tempo deck on mechanisms, then we do not need to heal the enemy 8 health, when we can simply put the Clockwork Knight in the deck and have the same characteristics in total, but without a negative effect. The only use this card can be used is in combination with the Auchenai Priestess. Then we turn it into a cannon for 8 damage in the face, just like Tasty Zombie. Can you think of an archetype based only on this? Oh yeah, forgot, Bliz is removing Baron Rivendare, which would look good in combination with this card and the Priestess. We hope that this card will find its place in the priest decks, and in other classes it is unlikely to be used.

Similar cards currently available:

  • Greedy mercenary
  • Chieftain of the Frostwolf
  • Druid snake
  • Shado-Pan Rider
  • Arena fighter
  • Clockwork Knight

Outcome: 3/10

Herald of Proven Doom

The messenger of the proven fate also “could not resist the temptation to acquire the Ancient Cosmic Power”. For 5 mana, you get a 7/7 creature, but in a rather unusual way. But if the table is not empty, your opponent will take this creature with ease and without loss. Do not forget that the Herald of proven fate suffers from dumbness. In general, the creature looks rather slow and is unlikely to be found in decks for rating games. And imagine that you will still change health and attack in places? He will die instantly. And all this for 5 mana, so why risk it if you can just put 5/6 into the deck for 5 mana and continue playing at the tempo. Even the Sinister Statue looks much better against the background of this card, it is not so easy to kill it, it costs 1 mana cheaper, and even can hit under certain circumstances. Moreover, this card is Epic! She is supposed to have a higher quality than Rare and Basic cards. How could such a map be made epic? The Frostwolf Chief is available to EVERYONE and plays much better, we can make him at least 10/10, and even after silence we will still get our 4/4 creature for 5 mana. I am waiting for your opinion in the comments.

Similar cards currently available:

  • Sinister statue
  • Druid snake
  • Arena fighter
  • Chieftain of the Frostwolf

Outcome: 2/10

K'Tun

K'Thun is one of the four Old Gods of the Warcraft universe introduced in the new expansion. The Evil Caller and the Twilight Ancestor can empower K'Tun and his battle cry. Exposing 2 Evil Calls and 2 Twilight Ancestors will make the Old God at least a 12/12 creature (attack / health). When cast, such a reinforced K'Tun will also inflict 12 points of random damage, which already looks intimidating. Keyword in the description of the card - "Characters", which means we can walk over the face. Consequently, this card in certain situations can end the game, and it will rather play as a finisher. And nothing like that, the whole game you expose creatures, they just improve it, and then you just expose it 40/40, and it does 40 damage all over the table, and if there is no one on the table - 40 damage to the face. Imagine this card in the Control warrior, he can't be penetrated anyway, he can easily live up to the moment when he plays his entire deck, and just put a 40/40 creature for you, which will not just clear the table, but also walk over your face. I doubt that against the warrior's control, you will still have removals for the release of this card, if you are still alive after his battle cry. Stop, we forgot about combinations! We have the Druid and his Illumination. Therefore, we can play Brann Bronzebeard and play K'Thun under two insights. Then, having 40/40 characteristics, we will inflict as much as 80 damage !!! Even without playing anything, there will already be 12 damage distributed among all characters. Can you tell me a difficult combination? Yes, it is, and most likely she will rarely play, but it's fun and I want to play with this archetype, and we play for the sake of fun and our own experiments. There are currently no alternatives to this map in Hearthstone, and we are all looking forward to a new expansion, which will be released in late April / early May. It is not yet known all the maps of the add-on for this map, it is impossible to give a preliminary estimate.