![]() The Grand Tournament, August 2015: The second card expansion, featuring 134 new cards with an emphasis on Hero Power synergy.It featured synergy for the Dragon tribe with the unique theme of gaining effects if you have a Dragon in your hand (Dragons existed previously, but it was just Rule of Cool), and it also had an emphasis on area damage. Blackrock Mountain, April 2015: The second adventure, with 31 new cards, wherein adventurers quest through Blackrock to defeat the two rulers of the mountain, Ragnaros the Firelord, and Nefarian, son of Deathwing.It's not based on any particular Warcraft instance, though the overall theme of course is the explosive rivalry between the goblins and the gnomes. It also added the new Spare Part keyword, an effect that randomly grants special 1-mana spells. Gnomes, December 2014: The first expansion to add a new card pack, it added the new Mech tribe and 120 new cards with a major focus on random effects. The main focus was on Deathrattle minions and synergies with minion death as well as more counters to the then-metagame. Curse of Naxxramas, July 2014: The first adventure and expansion in general featuring 30 new cards, based on the Naxxramas raid players trekked through the horrors of the fortress to defeat the lich Kel'Thuzad and his forces.Like Basic and Classic, all Hall of Fame cards were be folded into Legacy or their home set with the start of the new rotation. These cards cannot be opened in packs but can still be crafted and used in Wild format. Hall of Fame: A small set of Basic and Classic cards (and a few Witchwood cards) found to be too powerful to be permanently core.With the first set of 2021, these sets were depreciated and moved to the Wild format. Classic cards can be opened in Classic packs, and have more complex mechanics. Most Basic cards were given to all players for free, with a small handful unlocked by leveling the respective class to 20. Two omni-present sets of cards that would never rotate into Wild, except a few which are sent to the Hall of Fame each year. Basic & Classic: The original Core set of Hearthstone.It is considered part of the Year of the Dragon and rotated to Wild alongside it. It contains 20 cards, all of which were given for free upon completing the Demon Hunter Prologue. Demon Hunter Initiate: A special card set added with the Demon Hunter class.They can still be played in Wild format, and owning them lets you use their unaltered versions in the Classic format. Legacy: The original Basic, Classic, and Hall of Fame sets, depreciated and moved to Wild.It replaces the old Basic and Classic system, giving the team more control over what's playable in Standard format. It's made of cards from previous expansions as well as a handful of original ones, and its contents change every year. Core: The Core set of Hearthstone, which comprises 235 free cards given to every player.(And that's before we get into the really absurd things played by those AI bosses.) Because of its emphasis on swiftness and spectacle, cards can have extravagant effects, such as wishing for the perfect card, or shuffling a copy of your opponent's deck into yours. The game also takes advantage of its digital medium to embrace certain mechanics, like shuffling things into your deck, mechanics like " 50% of the time, this Minion attacks the wrong enemy ," and single-player duels against AI bosses, which are much easier to implement digitally than they would be at a gaming table. Targeting Minions can be worthwhile, though, because - as in the original CCG - damage is not reset at the end of each turn, so applying Death of a Thousand Cuts to a large enemy creature is a viable strategy. Secrets are your only way to interact with the opponent when it's their turn: they make all the other decisions, being able to target your Minions with their own, or bypass them entirely to hit you in the face. Mana is spent to cast Minions (creatures), Spells (one-shot effects that act directly on the game state), Weapons (which your Player Character wields to deal direct damage, but are breakable), Hero Powers (weak abilities that can be used once per turn), Hero Cards (cards that give you a new, stronger Hero), and Secrets (traps which sit on your character until triggered, typically by something your opponent does). New mana crystals are automatically gained each turn without having to play/sacrifice a card, to a maximum of 10. The game is very streamlined compared to most CCGs.
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