Adventure black mountain heroic mode walkthrough. Passage of the black mountain. New playing field - Black Mountain

Black Mountain is the second addition to the popular card game Hearthstone. This adventure company is created for one player, in which, as in the previous expansion, "Naxxramas" you need to defeat all the bosses in five wings. Deep in Blackrock Mountain, the hottest conflict in Azeroth awaits. War between the fiery lord Ragnaros and the mighty black dragonlord Nefarian broke out when Azeroth was just awakening and has lasted for centuries. You will have to plunge into the fiery element and subject your skill in XC to a severe test!

What awaits me in Black Mountain?

In this adventure you have to go through five wings of Blackrock, in the first three wings you need to kill 3 bosses, in the remaining two you need to kill 4 bosses. Each boss is unique and has unique abilities and cards, some of which are shocking with their power. The Blackrock expansion, like the previous one, has three modes: normal, heroic and class tests. In order to complete the adventure of Blackrock Mountain in normal mode, you need to collect a serious deck and stock up on enough time. And for the heroic mode, you will need serious experience in playing HS and strong nerves, it's not for nothing that this add-on is called the most difficult! But don't despair! If you don't have enough experience or time to complete this expansion, you can order Blackrock from us and get great cards that are still used in decks of the best Hearthstone players. The wings of the black mountain open in a certain order, one after another, and access to heroic mode appears after clearing all bosses in the corresponding quarter in normal mode.

What are the rewards for completing Blackrock Mountain?

For defeating bosses and closing the wings of Blackrock, you will receive new cards. Cards are given immediately after killing any boss, so you can immediately add them to your deck. In total, for the entire Blackrock adventure, you can get 31 unique cards.

  • 17 cards for defeating bosses;
  • 5 legendary cards for completing blocks;
  • 9 unique class cards for completing class challenges.

You will also receive a unique card back for completing Blackrock in Heroic mode.

Features of the service:

We have added an additional feature for you. Passage of any add-on without transferring your account to us. This service is performed through screen sharing. There are two options, but for any of the options, our performer needs a stable connection with your computer.

  • Skype. You call our performer, turn on screen sharing and he controls the process of your game (tells you what and how to do). The service is available in Russian and English of your choice. But you have to stock up on plenty of free time.
  • Teamviewer. You need to install this program, start the game and give data from the Teamviewer connection so that our performer can connect to your computer. During the execution of the order, you will not be able to use your computer, but you will be able to watch the game from your monitor.

Terms of execution:

  • It will take us about 4 hours to pass any wing of Blackrock in normal mode.
  • It will take us about 6 hours to complete any wing of Blackrock in Heroic difficulty.

In some cases, we may need more time, but we will warn you about this.

Passing the third quarter of Black Mountain in Heroic mode is not a difficult task. Thanks to the Blizzard devs for not going through the entire block through the Priest and his Well of Light and Light Elemental.

First boss Chief Ommok

At first glance, it seems that the boss is difficult, each turn will destroy one of your creatures. But in practice, having the right deck is the key to success.

To kill such a boss, we need to have no creatures at all or have many creatures with death rattles, so that they can not be so easily removed from the field + they must be cheap creatures so that we can play a sufficient number of them per turn.

In fact, we will go the other way, more fun, but no less effective.

Deck


This is a war with the regulars deck, but slightly adapted for our boss. The deck costs 7800 dust, but all popular legendary cards have been added to this deck, and the rest are not difficult to craft, or perhaps you already have them.

Game tactics

V starting hand looking for axes and servants of pain. Next, we try to find a gloomy regular, he will simplify the game for us at times, since almost every move we will get a new regular and the problem with the hero's ability to solve itself. Also, do not forget that if there are 7 creatures on the field, you put the War Song Commander, then the Furious Berserker, and then give a whirlwind, then your berserker will be with a dash and its attack will be 9 damage.

Substitutions

If you don't have Sylvanas Windrunner, Boom Doctor and Brawl then craft them swap them for Slam, Whirlwind, Volatile Ghoul, Commanding Shout.

Second boss General Drakkisath

The victory over this boss practically does not depend on you, since everything will be decided by the starting hand and the next 4 moves. It's just that if you can't get Alexstrasza in the starting hand or the next 4 moves, then you will have to pick the huge boss carcass by hand, and this is so-so, given that the boss will use it twice more cards per turn.

So to the deck itself, the class of which you decide to go through this boss is unimportant, since you just need a large number of fat creatures or those that influence the table.

Deck

Game tactics

You need to look for Alexstrasza in the starting hand, since she will immediately solve all the issues with the opponent's health. During the battle itself, we expose all our huge creatures, make profitable exchanges, it is important to remember that the Boss can only play two cards per turn.

Also, do not forget that the boss has a wave of fire and a whirling void, so try to quickly deal with him.

Substitutions

I repeat once again, the main thing is to put Alekstaraza in the deck to make life easier for yourself, but the rest of the cards are all your hardest creatures you can find.

Third boss, Rand Blackhand

This boss is the most interesting of all, he has four hero abilities. Rend Blackhand can summon three whelps 2 2, two provocateurs 2 2, one dragon 5 4, or a dragon 8 8.

Of course, we will pass such a boss as a Priest through the well of light. It's practical and simple, you just need a bit of luck and Rend Blackhand's great desire to hit only your face.

Deck

Game tactics

In the starting hand we are looking for the Cleric of the Northshire, the Well of Light, the Word of Power, the shield, the Dark Cultanate. The main task is to swing the well of light and / or Generation of light with such cards as the divine spirit, the chosen one of Velen, the word of power, the shield. Also, if your well suddenly died, then you can restore it by resurrection.

Substitutions

The only epic is Light Bomb, you can put a second Mind Blast instead. She is not critical here.

Conclusion

Throw off your decks for passing in the comments and we will definitely add them to this topic.

In the previous article we wrote, and now it's time for the fourth wing - Blackwing Lair... In this article, we also selected the most suitable decks for Heroic Blackrock Mountain... You can also use these decks for normal regime... You can read the description of the bosses of the fourth wing in this one.

1. Heroic Mode - Razor Death Indomitable.

Strategy:

  • On Heroic Difficulty, Razordeath has 30 hp and 15 armor.
  • He starts the fight off the table.
  • The main goal in this match is not to let the eggs hatch, otherwise a much more dangerous mob will come out of the egg -.
  • Cheap creatures will help you handle the eggs.
  • It makes sense to add healing cards to your deck.
  • Razordeath has a Bloodlust in the deck, so we try to clean the table as best we can, and we counter the eggs first of all, or else death awaits you.

List of decks to play in Heroic - Razordeath the Indomitable:

Paladin Deck: Warlock Deck:

Priest Deck:

2. Heroic Regime - Vaelastrasz the Vicious.

Strategy:

  • On Heroic Difficulty, Valestrasz has 30 hp and 15 armor.
  • This match will have a very high pace due to the ability of the hero. Each turn we will draw 3 cards.
  • Keep in mind that fatigue will start ticking on turn 7 if Vaelastrasz does not use - Close to Nature.
  • It is easy to defeat Valestrasz if you give him a mill the other way around. That is, we take a mill deck and kill in his style.
  • Decks with very cheap creatures will also be effective against Valestrasz, since we will be able to put up many creatures every turn and the table will be under our control.

List of decks to play in Heroic - Vaelastrasz the Vicious:

Hunter Deck: Druid Deck:

3. Heroic mode - Chromaggus.

Strategy:

  • On Heroic Difficulty, Chromaggus has 60 hp, but no armor.
  • Each turn we will receive one of the Dragon Magic cards in our hand.
  • The first five cards will be in the following sequence:,. But after that, the cards will come across in random order.
  • will grow very much if you play a lot of spells. Silence will good choice and try to kill this mob as quickly as possible.
  • But you better save Silence cards for the Twilight Dragons, Chromaggus likes to play them with about 4/8 stats.
  • Chromaggus can be easily completed using the Kel'Thuzad + taunts combo.
  • Alexstrasza is also good if you can live up to 9 mana.

List of decks for passing in Heroic - Chromaggus:

Druid Deck: Priest Deck:

4. Heroic Mode - Lord Victor Nefarius.

Strategy:

  • Lord Victor Nefarius on Heroic difficulty transforms into a dragon on his first turn and has 30 hp and 50 armor.
  • Unlike normal mode, Ragnaros will only give us one random card at the start of the game.
  • The boss will have 10 mana starting from his second turn, so he will be able to grab the advantage very quickly. So removoli are key cards in this match.
  • Keep in mind that Nefarius is copying a random class spell by his hero power, so be prepared for the worst.

10-15 years ago, card cards were very popular. Magic game: The gathering... It was collectible, that is, special decks with creatures and spells were produced for it, which the players formed at their own will. Then they fought among themselves, won back cards from each other, organized competitions, and so on. As a result, it was decided to postpone this game into the computer world. The idea turned out to be quite successful, but still did not receive huge support among gamers who preferred to play card games in real life, and play something else at the computer. However, everything changed with the advent of Hearthstone project, which was published relatively recently. It was also a card computer game, however, it turned out to be much more successful and quickly became incredibly popular around the world. Adventures such as Hearthstone: Black Mountain were one of the reasons this project was so successful. The passage of this particular episode of the game will be discussed in this article. First, however, you need to understand what adventures are. How do they differ from the general gameplay in Hearthstone? Black Mountain, which can take you many hours to complete, is one of the clearest examples.

Adventure in Hearthstone

So, what are card adventures? Hearthstone game? "Black Mountain", the passage of which will be discussed in detail in this material, is just one example of many. Basic game process in this project is a battle between players using decks. As in the case with other similar projects, you are fighting for cards, for rating, for high ranks. However, Adventure Mode is something completely different. A separate adventure is a themed set of bosses, each with their own decks, their own abilities, and you will need a different approach to each of them. All bosses are linked by a common story, and for each you will receive certain bonuses, including quite rare and powerful cards. Most popular and interesting adventure in the game Hearthstone - "Black Mountain". The passage of this adventure will be discussed later.

"Black Mountain"

The Hearthstone game, as mentioned earlier, has a large number of different adventures, each of which is interesting in its own way. However, most gamers agree that Black Mountain is the most outstanding adventure of all. It tells the story of a journey to the mysterious location of Blackrock Mountain, where you have to face incredibly strong opponents in order to receive an impressive reward. The adventure consists of five stages, each of which is called a wing. In the first three wings, three bosses will be waiting for you, while in the fourth there will already be four of them. There will again be three bosses in the fifth wing, but they will be followed by the main one, having defeated whom you will complete the adventure and receive a well-deserved reward. But it can take you many hours of time because some bosses are very powerful - so much so that you may have to start over many times to finally develop winning tactics. Playing Hearthstone forces you to think a lot about how to build your deck and then how to use it in a specific battle.

First wing

Blackrock cards are quite powerful, so they are a worthwhile reward for spending your time on this adventure. Your first opponent will be Koren Hudovar - his special ability is to lay out on the game table in each turn one creature from his own and from your decks. You can defeat him by recruiting a deck of strong creatures and diluting it with only a few spells. The next boss is High Justice Grimstone. He can, by spending only a unit of mana, summon a Spectator to the field with a unit of attack and defense, as well as the ability to provoke. Here you only need to rely on your patience - the battle will be long, but far from the most difficult. Main boss the first wing is the Emperor Thaurissan. He has a spell that deals you 30 points of damage, which, as you know, is very dangerous. Therefore, you need to monitor your health and gradually reduce the health of the Emperor. This is the only way you can overcome him - you may have to start over more than once. When Emperor Thaurissan is defeated, you will move on to the second wing.

Second wing

So, after completing the first wing, you will already receive some Blackrock cards that you can use in the future, including for passing the next wings. The first boss of the second wing is Garr, who uses magma to damage all creatures. The second boss is Baron Geddon, who will be even more difficult to defeat. Always make sure that after your turn you do not have any mana left, because if you have it, Geddon will damage you. Well, the final boss of this wing, Ragnaros, can cause you a lot of difficulties. He always has an ability at hand that deals eight points of damage to any of your creatures. Therefore, you should not count on powerful creatures since you'll just be wasting your mana. As you can see, Blackrock Peak is not so easy to pass, but the cards you will receive for this are quite impressive, so you will have to try.

Third wing

The ascent to Blackrock Peak continues, and in the third wing you have to meet with the Chief Omokk, who is far from the worst enemy in this part. He just can kill your creatures that have incomplete health, so, again, avoid using those creatures that have a lot of health - one point of damage to them, and omokk will already be able to remove them from the table. The next boss is General Drakkisath, this is a very interesting opponent who makes the cost of all cards equal to one unit of mana, but at the same time prohibits the participants from accumulating more than one unit of mana, that is, each turn, each player actually uses only one card. Well, the final boss of the wing is the first really difficult enemy who can summon a wide variety of creatures - from three weak dragons to one powerful dragon. Now you can see how challenging adventures can be in a Hearthstone game. Black Mountain, however, is not over yet - two final wings await you.

Fourth wing, part 1

It's time to complete the Black Mountain adventure. Hearthstone, which is currently being reviewed in Heroic mode, is quite a difficult game to master, so you have to constantly learn, and adventure is a great training field. The first boss of the fourth wing is Razordeath the Indomitable. He can summon eggs, from which dragons are then born, so your task is to get rid of the eggs in time. The second boss is Vaelastrasz, he constantly overflows both your hand and yourself, so you should take this feature into account before fighting with him.

Fourth wing, part 2

The fourth wing is the longest of all, and the third boss is not final here. Chromaggus differs in that after each of your moves, "Dragon Magic" will come to your hand, which can seriously ruin the gameplay, so try to get rid of it carefully. If you manage to cope with this boss, then Lord Victor Nefarius is waiting for you. The problem here is that in the first turns Nefarius will have much more mana than you, so you will need to somehow contain him, and then deal with him like a standard boss.

Fifth wing

Here comes the end of the adventure "Black Mountain". Hyde has already described the passage of four wings, only the fifth remains, which begins with a boss called the Omnitron System. She can activate special creatures - Thrones, and it will be very difficult to fight them, each of the four will need to look for its own approach. The second boss is Maloriak, who will confuse you with the fact that after each summoning of a creature on the field, its attack and defense will change places, so you will need to keep an eye on this and guess the moment to attack. As for the third boss, Atrameda, he is only strong due to his weapons, which you will need to break first. Otherwise, it is pretty standard, and if you destroy the weapon, then dealing with the boss itself will not be difficult.

Nefarian

Well, here is the final boss of the adventure - the true form of Victor Nefarius, the dragon Nefarian. Almost every turn, he releases one or two powerful monsters onto the field, and also has a very strong attack spell on the territory. You also need to stock up on these, because otherwise you will not win. Clear the battlefield, wait for the moment when you can release your strongest creatures - and head for the victory over the main boss. Gradually collect mana, defending against strong attacks as needed, when there are too many enemy creatures - clear the table. Bone creatures summoned by the ability have a powerful attack, but weak defense, so the cleanup should be quite successful. And when you have enough mana, start loading the battlefield with powerful creatures that will be able to get you victory both in this battle and in the whole adventure.

In this article, we will simply present you with a list of all the cards that open up in the adventure. Black Mountain... There are 31 cards in total. Each class received 2 cards - 1 spell and 1 creature (In addition to the Druid, he was given 2 creatures). 5 Legendary cards for each quarter.

Mage class cards

Review from Manacost: Breath of the Dragon.

- a new class card for the Mage. The loud name of the card is Dragon's Breath. Deals 4 damage for 5 mana. If conditions permit, then the cost of the spell is reduced up to 0 mana. This card is very difficult to compare, since the mage already has powerful spells like Ice Arrow for 2 mana 3 damage, Fireball for 4 mana 6 damage. The only thing that can be caught in this card is that mana is reduced for EVERY creature, i.e. and for the enemy's creature. Then this card can be used in combination with Wave of Fire. If we kill 5 creatures, then we can use this spell for free. The meta will show if this card will settle in control decks, all other decks will not stop putting reliable spells in their deck, like Ice Arrow and Fireball.

Card Score: 3/5.

Review from Manacost: The Pyro. Click here to expand.

- a new class card for the mage. For 3 mana, a 2/4 creature is more than fair, vanilla passed the test. The ability resembles that of the Crazy Demoman with the condition that the damage is distributed among the enemy characters. The ability is activated by spells, then the question arises: Does any spell activate the card's ability or just ours? From the description of the card itself, one might think that any. Be that as it may, the card has good synergy with the Mage cards, since the latter has quite inexpensive spells and let's not forget about the Spare Parts !!!. If the card is triggered by the enemy's spells, then it is good to use it against Miracle decks, which will try to remove it immediately. Whether this card will find its place in the decks of players, only time will tell.

Card score: 4/5

Hunter class cards

Review from Manacost: Rate of Fire. Click here to expand.

For 2 mana, we deal 3 damage and draw a card if the hand is empty. Those. the card is purely for Face Hunters, who are now having problems with drawing cards. The card looks good, but is there room in the deck? Will the Hunter face archetype survive with the new meta? We will already know this closer to the exit of all quarters of Black Mountain. Therefore, we consider this map situational.

Card rating 3/5

Another look. An excellent card in my opinion for any Hunter deck. For 2 mana 3 damage, like the Ice Arrow of the Mage, the freeze is compensated for by drawing a card, which is much better. We also take for example a very popular map Druid's Wrath - we must choose either 3 damage or 1 damage and addition, then everything in one bottle for the same cost and addition, and 3 damage. Unlike Wrath, damage can also be thrown in the face of the enemy. Mandatory card for all Hunter decks, score 5/5.

Naiman: In some amazing way, Blizzard continues to try to survive the Hunter Midrange and make the Hunters play with Face decks. This card is aimed precisely at achieving the set task. I think the card is quite playable in Face decks and I am sure that on April 3rd I will see this card most often due to the new adventure.

Review from Manacost: Core Rage. Click here to expand.

- the beast and this is already good for the Hunter deck, which has excellent synergy with the beast cards. 4 mana for 4/4 and a beast, great. The card's ability to get + 3 / + 3 with an empty hand is pretty good, for face Hunters (who have such a situation quite often), since for 4 mana we get a 7/7 creature. In general, a very decent 4 drop for both the Hunter face and the midrange.

P.S. Of course, I would like for the Hunters to get their class Yeti 4/5 for 4 mana and also a beast, but it would still probably be very cool and would just cause a wild wave of indignation from all other players who consider the Hunters to be a very strong class. But you can still dream, right?

Card score: 4/5

Naiman: The only positive quality that I see with this card, in comparison with the Piloted Shredder, is that this card- beast. Therefore, variations of this card are possible in decks with exclusively beasts. This card will not take root in Midrange Hunter and Face Hunter. I think the map is pretty bad.

Rogue class cards

Review from Manacost: Gathering. Click here to expand.

For just 2 mana, we increase our deck by another 3 cards. Better card there has not been any replenishment of cards in the deck yet. Moreover, we can choose the cards that we will stuff ourselves into the deck. Be it 3 Ragnaros or 3 enemy Tyrions in general. The meaning of this card is that we will be able to use other people's cards in the future. Our moves will be more difficult to calculate. You just imagine a rogue with 3 Archmages Antonidas in the deck, and you will understand what I mean.

Card rating 5/5

Review from Manacost: Dark Iron Silentfoot. Click here to expand.

The Rogue already has a similar card with this Backstab mechanic. Unfortunately this card cannot be combined with it. The only thing you can think of with it: Fan of Blades / Eviscerate. Everything would be fine, if not for its 4/3 characteristics, then the card would be in all decks. The map is very situational, so I doubt it will be used.

Card Score: 3/5

Druid class cards

Review from Manacost: Druid of Flame. Click here to expand.

For 3 mana, we get a total of 7 characteristics. These are standard stats, just like the Spider-Tank. Therefore, nothing outstanding, the only thing is that this card can better withstand the annoying face of the Hunters. An average creature that can be forgotten, like Rusty Bear, which also has standard stats.

Card rating 4/5

Another look. Of course, you can put a creature on the first turn of 5/2 under Illumination, or after getting a 2/5 creature, it is not bad to fight off aggro at the beginning of the game, but still there are enough good and more reliable cards for 3 mana in the game to give a slot to this new map druid. I think the card is strong 3.

Review from Manacost: Volcanic Ancient. Click here to expand.

We get another bold tree for the Druid. 7/8 provocation for 9 mana, which can come out on 5-6 turns, not only thanks to the Innervate card, but also the exchange of creatures. There is nothing special about this tree, it still dies from the Experienced Hunter, which is found in almost every deck. The Tree of War is, in our opinion, a more stable creature to defend than this card.

Card rating 3/5

Paladin class cards

Review from Manacost: Consort of the Dragon. Click here to expand.

Let's start with the characteristics, for 5 mana we will get a strong creature 5/5, which also makes it possible to use the next dragon for 2 mana cheaper. Moreover, it is not necessary that the Dragon must be summoned on this turn. We can summon Malygos / Ysera / Alexstrasza / Onyxia for 7 mana. For dragon decks, this is a great card. It remains only to see if the Dragon Paladin decks will take root. It is also worth noting that only the Paladin and the Priest received the class dragon.

Card rating 5/5

Review from Manacost: Sacred Vigil. Click here to expand.

For 5 mana, we take 2 cards. Compare this card to the sorcerer's Intellect. In order for our card to be able to surpass it, we need at least the death of 3 creatures, then you can draw 2 cards for 2 mana. The map is situational, but quite playable. We saw that during Blizzard's Cards Presentation, the Lay on Hands was not played, but our card was replacing it. Alternatively, the card is not bad, but only for control of decks.

Card rating 4/5

Another look. On the contrary, I think this card will play well in an aggro deck. When playing an aggro deck, you always have enough creatures on the table, and after the exchange, you can replenish your hand profitably in terms of mana, sometimes for free. While for deck control it is, in my opinion, still a slow card.

Priest class cards

Review from Manacost: Twilight Whelp. Click here to expand.

With the new addition, a lot of fairly expensive creatures are being introduced. Dragon decks call for more late decks than aggro. Therefore, this dragon will not really fit into the control of the deck, although ideally it will have 2/3 stats per 1 mana, like Tasty Zombie. But even he is not always played in the current meta of the Priest.

Card rating 3/5

Review from Manacost: Resurrection. Click here to expand.

Another map with a random effect, but this time already controlled. Those. we ourselves take creatures into the deck and know which ones it can summon. Often these can be creatures for 3-5 mana, since the Priest currently does not have cheap creatures. As a result, we get interesting map, which is at least worth experiencing. The meta will show how this card will fit into the decks.

Card rating 4/5

Warrior class cards

Review from Manacost: Retribution. Click here to expand.

Another card that will replace the current Whirlwind card. But the beauty of the Whirlwind is that it costs only 1 mana and can be used for a coin, but our card is not capable of that. Most often it will be used as 1 AoE damage for 2 mana. A very situational map.

Card rating 3/5

Review from Manacost: Ax Thrower. Click here to expand.

The next card belongs exclusively to the Warrior and is called. It seems to have been created to slightly change the Warrior's playstyle and add a rush version to the metagame, moving this class away from a purely control orientation.

Along with exchanges with the enemy, in the warrior's arsenal, you can also find several activators for his ability. An evil overseer comes to mind as the best combination with him.

Card rating 4/5

Warlock class cards

Review from Manacost: Leader of the Imps Gang. Click here to expand.

- like a magician for 3 mana, a 2/4 creature, but an important moment is "Demon". Warlocks are being pushed further and further towards Demon decks. When receiving damage, summons a 1/1 imp on the field, one Imp will at least be called, it is doubtful that someone in their right mind uses silence on this creature, which means that the card actually has 3/5 hidden stats, at least, which is already quite another matter.

I think this card will not greatly affect the strength of the Warlocks, but it will obviously slightly strengthen the rush of a deck like the Warlock's Zoo, perhaps he will find a place for himself in the demon deck, but the card still looks rather weak.

Card Score: 3/5

Review from Manacost: Demonic Wrath. Click here to expand.

It's not even worth stopping on such a map. For 3 mana, only 2 damage, and only to creatures. The Warlock has better AoE spells, and this card will not be able to throw them out of the decks. I doubt that she will be able to show herself well even in demon decks.

Card rating 1/5

Another look. This card can be compared to the Hellfire Warlock card. It is cheaper than Flame and does one less damage, but does not damage demons in this key feature cards. Unlike the Flame, the Warlock can have inexpensive demon creatures on the table (Fire Imp, Demon of the Abyss, Leader of the Imps Gang, and so on). In other words, for Warlock aggro decks, the card would be a great AOE card. I would rate her at 3/5 .

Shaman class cards

Review from Manacost: Lava Shock. Click here to expand.

A spell that deals two damage for two mana without additional features is not admired, but the additional text on the card opens the eyes to what it is for.

Blizzard confirmed that it frees mana crystals from overload both on the current and on the next turn.

Play an Overload card and still have two mana left? - Apply, and no overload! Another use case is to use this spell at the start of a new turn to unlock hidden resources.

Without using its crystal unlocking abilities, the spell seems rather weak for its cost - just compare it to Arcane Shot.

However, it can also be used on the second turn as a removal, plus the spell damage totem will make it more useful later in the game.

Card rating 5/5

Review from Manacost: Fireguard Destroyer. Click here to expand.

The most powerful card we've seen, worth up to 5 mana. We get for 4 mana + 1 mana of reloading a creature at least 4-6, and maximum 7-6. This card will undoubtedly go to all Shaman decks, as well as the Dark Cultist in all Priest decks. We have always considered the Water Elemental to be a very strong card, and our card is only 1 cost more expensive (although it can also come out in the 3rd turn with a coin) and is no less dangerous.

Card rating 5/5

Common Neutral Cards

Review from Manacost: Blackwing Technician. Click here to expand.

Let's start with the fact that the initial characteristics of the creature are 2/4, which is already comparatively good. If there is a dragon in hand, then this creature becomes 3/5 for 3 mana. There are not many dragons in the game, but this card will find a place in the dragon deck. Personally, I think it is more profitable to take regular fur. a 3/4 spider that will always come out on the 3/4 table.

Card score: 4/5

Review from Manacost: Dragon Egg. Click here to expand.

Another card with dragon synergy. For 1 mana, we get 1 2/1 creature at showdown. But the point of the card is what we get Dragon... And this can allow us to start from the first moves to use the synergy Dragons... Until we know the rest of the cards, it is difficult to evaluate this card. Immediately comes to mind in a combo with the Evil Taskmaster. For 3 mana we get 2/2 + 2/1 + 2/1.

Card score: 4/5

Review from Manacost: Grim Patron. Click here to expand.

To begin with, we get 3/3 stats for 5 mana. It is extremely difficult to use her ability, since only 3 hp. If we consider this card as a general one, then it is very weak. But there is a class in which she will play - the Warrior. It can be combined with Whirlwind, Death Bite, Evil Overseer.

For 7 mana we use a combo:

We get on the table: 3/1 + 3/2 + 3/3 + 3/3 and all with a jerk.

Card score: 4/5

Review from Manacost: The Hungry Dragon. Click here to expand.

The best card ever. Not only will it be tied to the new mechanics of Dragons, but also its statues 5/6. 6/5 would not be so good anymore, and 5/6 would be able to kill the Frosty Yeti and stay alive with 2 hp. It is very beneficial if there are cards on the table that can immediately rid the enemy creature for 1 mana.

The most dangerous cards for 1 mana:

  • Fire imp
  • Manazmey
  • Worgen Scout
  • Delicious zombie
  • Northshire Cleric

Card score: 5/5

Review from Manacost: Blackwing Slayer. Click here to expand.

Blackwing Destroyer - general neutral card... Stats 5/4 for 5 mana, which is already bearable, but still vanilla fails the test. The card will be able to trade with the Frosty Yeti, Loatheb, and even survive after killing the Slime Belcher. The battle cry allows you to deal 3 damage if we have a Dragon (and at the same time, the enemy will know that you have a dragon in your hand). In addition, we do not use this card before the 5th move, by this time we have already taken at least 8-10 cards from our deck. The chance of finding the 1st dragon is very high if we have at least 3-4 dragons there. So we will see this card in every deck on Dragons. Dealing 3 damage, we can kill almost any creature for 2 mana, and a Druid with Illumination will be able to kill the hated Mechanic-Harvester in the 3rd turn and turn the tide of the game in his favor.

Card score: 4/5

Review from Manacost: Draconid Crusher. Click here to expand.

- another common neutral card. Compared to the previous card, this card has more balanced characteristics. We get a 6/6 creature for 6 mana, it's almost Boulderfist's Ogre. The ability of the card is very, very interesting. We can get a 9/9 creature for 6 mana. It can be seen soon everyone will be wearing 2 Experienced Hunters in a deck. Lowering health below 15 is not that difficult, and at the end of the game this is a common situation. It will not be difficult to draw this card 9/9, and it is also a Dragon, which means all the synergy with it. I think with the new addition we will see new Mega strong card combinations... At the very least, there will be cards that everyone will have in their decks.

For the arena, this card would be perfect in general.



Chess