Kobolds and Catacombs - Hearthstone expansion changes
NEW HEARTHSTONE EXPANSION
A new expansion is at the gates and our Hearthstone boosting service is bringing you some of the official updates. The name of the new exp is Kobolds and Catacombs. Once again we raise our hopes high, hopes for a more balanced and healthy meta with all nine classes being viable. So let’s first see what problems the new expansion has to solve.
Who should rise?
Unfortunately we haven’t played yet a meta that is completely balanced as far as the different classes go. There are always losers that are not fit to fight against the rest of the field. Currently the underdogs are two:
Warrior. The nerf of Fiery Waraxe was a death sentence for this class at least until the next major changes. Warrior is outclassed heavily in any possible archetype – aggro, midrange, control. There isn’t a single reason for you to pick Warrior no matter what your general game plan is. So one of the most important questions in front of Kobolds and Catacombs is whether it can bring Warrior back to life.
Hunter. This class is not in such a bad position as warrior. Still there is not any point in queueing hunter for a ladder game. Since the nerf of Call of the Wild Blizzard developers have been trying to revive hunter by printing really powerful cards but that hasn’t been enough so far. Midrange Hunter (the only existing hunter atm) is not able to win consistently in the matchups that has historically been good for this archetype – vs midrange, control decks and rogue in general. I think that as far as Hunter goes the new expansion has a really difficult task at hand. It obviously needs to buff the class. On the other hand there is the potential risk of Hunter sharing the fate of classes like shaman and priest – going from zero to hero and becoming overpowered.
Who should fall?
I don’t think that the strong decks in the current meta are broken. Of course, highrollling with Keleseth on turn 2 or with Raza on 5 and Anduin on 8 is not a very pleasant experience for the guy on the other side of the table. Nevertheless, if there is a good control deck, then Keleseth Rogue will not be so dominant. The same goes for Razakus Priest but the medicine here is armor. Jade Druid can already outarmor the damage from Anduin. If there is a good control warrior that can do the same, there will be more reasons for people to look away from this archetype.
Now let’s take a quick look at Kobolds and Catacombs. There are too few cards to analyze so instead I’m gonna just mark some of the mechanics and keywords.
Obviously this is not a new mechanic but since Naxxramas there hasn’t been much focus on the minions with deathrattle. According to the developers Kobolds and Catacombs will bring back the thematic decks with this keyword and cards like Carnivorous Cube hint that this is actually gonna happen.
These are special spells that once drawn get more powerful over time as you meet certain requirements. For example the Druid spellstone deals 2 damage for 1 mana. However if you gain 3 armor it gets upgraded and deals 4 damage instead. This process can be repeated once again to increase the damage to 6. I really love this mechanic. It seems balanced and skillfull. Unlike most of the bonuses in the game that we get randomly, here we are actually required to make decisions. I can’t wait to see all the spellstones and play with them.
This new mechanic basically gives you the effect of Y’Shaarj’s triggered ability – it puts a random minion from your deck onto the battlefield immediately (not at the end of turn). I think that Recruit can be powerful enough to break the meta. We all know how helpless one feels in front of Barnes on turn 4. When more cards with recruit enter the standard format the so called ‘big’ decks can take over the meta.
It’s worth mentioning that there will be a Legendary weapon for each class but I’ll analyze them when they are all revealed.
Kobolds and Catacombs will introduce a new single player mode called Dungeon Run. It gives you the chance to face a series of bosses each of which is more difficult than the previous. The fun part is that you start with a really small deck and with each win you get to choose new cards to add to it. The mode is completely free to play – you don’t need to have any specific cards or invest gold. If you manage to finish an entire Dungeon Run with all nine classes you get a special card back for the feat. As usual, you can always count on our boosters and coaches to help you with everything you need in order to be successful in this game mode.
Once more cards are revealed I will write another article with individual card analysis. For now that will be all.
Article by Bloodhound
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