[Update] One Night in Karazhan: Card Preview Week 3 | one night in karazhan – Vietnamnhanvan

one night in karazhan: คุณกำลังดูกระทู้

ONIK Preview: Week 3

The third wing of One Night in Karazhan is opening soon, and it’s time to go over the cards that will be released. How impactful will they be?  Our Data Reaper contributors chime in.

The scoring is as follows:

5- Staple core card, Meta-defining.

4- Strong, will see play.

3- Decent, has potential to see play.

2- Weak, situational, niche.

1- Terrible, unplayable.

Below is a spreadsheet that summarizes all of our contributors’ scores.

Zoobot

Gallon: 3

“This is comparable to a pre-nerf Shattered Sun Cleric in dedicated tribal decks.  That isn’t bad!  I am not sure if pre-nerf Cleric is still incredible due to several years’ worth of power creep, but I think this card is worth testing out, especially if you make a viable list utilizing more than one tribe.”

HC015: 2

“Doesn’t really fit any deck at the moment and the effect isn’t powerful enough to build a deck around. However, it does have one of the cutest artworks in the set and might be in the top 5 cutest artwork behind Murloc Tinyfin of course.”

HotMeowth: 2

“Shattered Sun Cleric with RNG.”

Fenom: 2

“This card is sort of like fun insurance for new players with random and non-synergistic decks, but such decks probably won’t be competitive despite this card.”

Wwlos: 3

“Hitting just one minion with this provides enough value to consider this a strong enough card for play. I just don’t know what deck this card is run in yet, but the card is good.”

EndOfDays: 3

“Quite a good card. If you have one tribal minion on the board it’s a 3 mana 4/4. The question is, is that good enough? The problem with the card is that it promotes aggressive strategies, but combining tribes in an aggressive deck makes it less efficient. The one archetype I can see this minion being used in is Beast Druid, but every slot in that deck is going to be very competitive, and there might be better standalone 3-drops for it.”

Average Score: 2.5

Menagerie Warden

Gallon: 4

“Best case scenario of Druid of the Claw/Tiger into Menagerie Warden is backbreaking.  Still decent if it hits a marked low cost minion or Raptor.  Most likely a curve topper for Beast Druid”

HC015: 4

“Strong card with an obviously powerful effect. Might actually be too slow for some Beast Druid lists so it fits in more of a midrange style. This card curves very well in Beast Druid with cards like Druid of the Claw and Tiger on 5 mana, and be used on turn 4 innervate after playing a 3 drop like Druid of the Flame or Mounted Raptor. Very likely 10/10 worth of stats for 6 mana.”

HotMeowth: 5

“This is a really strong card in Beast Druid and maybe even in Token or Ramp Druid. This card alone might be strong enough to push midrange Beast Druid to a tier 1 archetype along with Token Druid. Although it seems like a slower, win more card; with cards like Innervate and Druid of the Claw, it just seems insanely good. The card itself isn’t a bad body for 6 mana and it creates a lot of value with a beast on board.”

Fenom: 5

“This furthers the Beast Druid theme, and does a different job than that of Enchanted Raven. This keeps the gas going in mid-to-late game. There isn’t a 6-drop that fits the Beast Druid theme, so this card is perfect in that slot.”

Wwlos: 5

“A huge value/tempo play that’ll probably push a mid-range variant of Beast Druid heavily into the spotlight. The obvious synergy is with cards at the five spot like Druid of the Claw and SMOrc Kitty, but paired with just about any beast you’ll be getting crazy tempo and value.”

EndOfDays: 5

“This card is simply broken. Druid of the Claw and Stranglethorn Tiger are two 5-drops played in Beast Druid that are terrifying with this minion, and the combination with the latter is almost impossible to counter. Get ready for another degenerate mid-range deck to dominate ladder play.”

Average score: 4.6

Nightbane Templar

Gallon: 2

“This card is a better Razorfen Hunter.  Razorfen Hunter is bad, however, and considering this card needs an activator, it is solidly mediocre.”

HC015: 3

“3 bodies on turn 3 is tough for some classes to deal with. This card helps with Dragon Paladin’s early game but it most likely won’t be enough to make it viable.”

HotMeowth: 1

“Razorfen Hunter power creep for Dragon Pally.”

Fenom: 3

“This provides Dragon Paladin a turn 3 option in addition to Blackwing Technician. This may make Mid-Range Dragon Paladin viable.”

Wwlos: 3

“Is this card better than Blackwing Technician? Can we run this, Blackwing Technician, and Aldor Peacekeeper? If the stats on this card distribute well with what you are playing against in the Meta, then I think this card can be really good. 3 spot is really crowded, but overall this card is strong, just might not always fit. It would have been bonkers in Priest though.”

EndOfDays: 3

“At first I thought this card was just bad. A Razorfen Hunter with an extra token on the best case scenario? However, tokens are quite good in Paladin, especially if you spawn them on turn 3, which makes Keeper of Uldaman a great on curve play at 4. Whether this card is good enough to push Dragon Paladin though, I’m unsure.”

Average Score: 2.5

Runic Egg

Gallon: 1

“This card would be playable if it was a 0/1.  Unfortunately, since you can’t ping it off, this card is just trash in comparison to Loot Hoarder and Thalnos.”

HC015: 2

“In Wild, I can make an omelette deck! Annoying card to proc for cycle, but probably won’t be that strong.”

HotMeowth: 1

“Lower cost than Loot Hoarder to draw a card, it must be good right? Only problem is that your opponent will never kill/trigger it unless you buff it or if they play an AOE spell. It might be alright in Secret/Aggro Paladin and Zoo, but there are better options.”

Fenom: 1

“This is a bad card for combo decks because it can’t cycle itself without help, and it’s a bad card for Aggro decks because it doesn’t leave behind another minion immediately upon death.”

Wwlos: 2

“So plain and boring. It might be alright, but I can’t stand Blizzard’s vanilla design so this gets a 2. It’s also probably just not good.”

EndOfDays: 2

“Cheap card draw is generally strong, but you need to buff it, so that makes it really awkward to use, unlike other minions that draw cards on demand“

Average Score: 1.5

Purify

Gallon: 1

“This card is actually the worst card printed in quite a while, maybe ever. Silence is 0 mana, has any number of targets, and still doesn’t see play. This card is actually worse than Silence and costs 2 more mana. I cannot fathom how Blizzard thought this card was ok to print.”

HC015: 1

“LUL”

HotMeowth: 1

“If you think Power Word Shield wasn’t strong enough in your Watcher Priest, you can spend 1 more mana to not only draw a card but Purify (silence) your own minions that cannot attack. It synergizes with Ancient Watcher and Eerie Statue. The best thing about it is that it purifies corruption. But really, this card just sucks”

Fenom: 2

“The dream would be coining out Ancient Watcher on turn 1 and then purifying it on turn 2, but such gimmick probably won’t be competitive. The other application is silencing the 1/1 that Barnes summons, if it’s just a vanilla minion. But for this to see any play you have to ask yourself, do you ever really wish to play Silence if it only cycles itself? If the answer is no, then you’ll probably never play this card.”

Wwlos: 1

“00000000000000000000000000000000000000”

EndOfDays: 1

“Bad cards are temporary, but memes are eternal.”

Average Score: 1.2

Avian Watcher

Gallon: 3

“5 mana 4/7 taunt is ridiculous! The fact that it needs an activator?  Not so much.  The problem with secrets is that you want them to proc. What that means is good secrets besides ice block don’t really synergize well with this card if you want its effect to activate. I definitely would consider this in Reno Mage, but it’s a hard sell in Tempo or Freeze.  In Paladin, you most likely would rather have challenger on 6 than Secret + Watcher.  However, a list running many more secrets than we currently see in Jambre’s Secret Paladin definitely would like this card.”

HC015: 2

“4/7 taunt is pretty good but hard to activate. In Hunter the card competes with a lot of good 5 drops. In Paladin, their secrets are usually proc’d pretty easily. In Mage, it doesn’t really fit any current archetype, other than Reno Mage”

HotMeowth: 1

“Fen Creeper without a secret, taunted Twilight Drake with a secret. There are just better options on 5 for any class that runs secrets than playing a heavy taunt.”

Fenom: 3

“With this and some of the Mage and Hunter cards, Blizzard seems to be trying to restore secret viability in the absence of Mad Scientist. This can make Freeze Mage great again, replacing the void left by Antique Healbot.”

Wwlos: 3

“It’s a strong enough actual card so it scores a 3, but it’ll never really fit into the decks that run a lot of secrets outside of maybe Reno Mage.”

EndOfDays: 1

“Secrets are bad unless you have a really good reason for playing them, and then you need an even better reason to play this card with them. I don’t see it.”

Average Score: 2.3

Menagerie Magician

Gallon: 1

“This card is much worse than Zoobot.  Too expensive and the effect is comparable to Houndmaster.”

HC015: 1

“Bad stats at 5 mana with a situational battlecry.”

HotMeowth: 1

“Bad”

Fenom: 2

“This is Zooerbot. Its viability is no different from that of Zoobot.”

See also  free fire Trying new/video#geyan gamerV/S total gamer SAMSUNG freefire#fastgloowall#androidfreefire | gamerv

Wwlos: 4

“Isn’t this the card that makes actual Curator decks a thing? We have the potential to pass our 6/6 of stats on top of our 4/4 body? Isn’t that insane? Obviously that’ll barely ever happen, but just hitting it once makes this card valuable enough at 5 mana, and the upside is there. This is a card I fully acknowledge I’m probably just wrong about, but cards like this seem to sneak up on people.“

EndOfDays: 1

“Will be too clunky in Beast Druid’s curve, and just generally too slow.”

Average Score: 1.7

Cat Trick

Gallon: 5

“Cat Trick is way, way, way better than Bear Trap, an already decent card.  Easy activation and the fact that the minion is untargetable is ridiculous. Incredibly good with Cloaked Huntress. Trades with Golem which is so important for Hunter to compete with Aggro Shaman.  Doesn’t proc until after a board clear finishes.”

HC015: 4

“4/2 Stealth Beast by itself is worth 3 mana at least. Card activates after AoE based off wording which makes it even better. Gallon loves this card.”

HotMeowth: 3

“At first glance this card seems to be a promising secret that triggers a solid body worth 3 mana like Bear Trap, the problem with this card is that it can be played around easily if your opponent knows your decklist. Might play around AOE but does not impact the board as much as compared to other secrets like Freezing or Explosive Trap.”

Fenom: 4

“This secret completes the entire suite of Hunter traps. There have been traps for attacking hero, attacking minions, and even using hero power. Now there’s a trap for using a spell. You can’t possibly play around every single Hunter secret anymore. Everyone wants to play spells, and this is just a good counter to them.”

Wwlos: 2

“Hunter secrets are a lot better now that Cloaked Huntress exists, but this card seems underwhelming. It’ll be really hard to fit this card into your deck considering the strength of some of the other Hunter secrets. Sort of easy to play around, this card seems like it won’t make a splash. “

EndOfDays: 3

“This is a decent secret, one I feel is better for aggressive variants of Hunters than slower ones. Can be good against control decks.”

Average score: 3.5

Fool’s Bane

Gallon: 4

“Following the trend of absolutely overpowered weapons, Fool’s Bane is quite good.  Although it loses to Gorehowl in the long run against control decks, this weapon is dominating against Aggro. C’Thun and Control Warrior can definitely slot this in.  Probably not good in Dragon Warrior but is still incredible off Malkorok. Also worth considering, in the Control mirror, Fool’s Bane’s high durability makes it a terrible target for Harrison Jones.  Could this be a contender to Gorehowl, even against control decks?”

HC015: 3

HotMeowth: 2

“Warrior has too many good cards to be played already, this is a decent card, but you would rather play brawl if your opponent floods the board. This might be alright as a 1 of in Tempo Warrior if the Meta shifts to being mid-range centric or if patron dominates the Meta again. The biggest problem with this card is that Fiery War Axe does a better job and you still take a lot of damage if you get to trade into a lot of minions.”

Fenom: 3

“This is a nice alternative to Brawl or Gorehowl in a Control Warrior’s toolbox.”

Wwlos: 3

“This card seems weaker to me as time goes on. We already beat Zoo without it. I’m just not sure what we cut for it. Still nice overall values though, wish Priest had it.”

EndOfDays: 4

“This is a strong option for Warriors to shut down aggro decks in the mid-game and win an incredible amount of tempo. You can look at it as the anti-aggro version of Gorehowl, which is a very slow card in some matchups like Zoo and Aggro Shaman. This weapon definitely has a place in Control Warrior archetypes that can afford to spend life as a resource in large amounts in order to increase their consistency against these decks.”

Average Score: 3.2

 Babbling Book

Gallon: 1

“Bad bad bad bad bad. Mana Wyrm is miles better and Mage doesn’t need inconsistent spells. Only contests Loot Hoarder and Fiery Bat which is not relevant considering Mana Wyrm does the exact same thing.”

HC015: 1

“Too random, even though there are lot of good Mage spells, a lot of them don’t do anything (Shatter for example) and might as well just put a spell you would play anyways”

HotMeowth: 1

“1 mana 1/1, add a random spell isn’t really good, the body is weak, and the spell is inconsistent. It doesn’t look bad, but it is too weak and inconsistent when compared to other early game Mage cards.”

Fenom: 3

“While some classes would welcome a 1/1 body for 1 mana with open arms if it gives you another card back, Mage is not one of them, because it already has one of the best 1-drops in Mana Wyrm, so this card can at best only fills a spare slot. But in general, it’s a decent card.”

Wwlos: 5

“Underwhelmed at first, I’ve realized that this card is probably one of the stars of the set. When can you say that you can run a 1 Mana minion that is an actual decent draw in the late game? While maybe not always decent, we don’t know what spell we are getting, it is probably still one of, if not the best, 1 mana minion in the game to draw on or after turn 10. This is such an impactful card just for that reason. It is simply too valuable a card to not be in a deck.”

EndOfDays: 4

“Tempo Mage’s greatest weakness is its consistency, which is a result of its reliance on playing Mana Wyrm on turn 1, so this minion can help the archetype more than people think. Mage spells are mostly very good cards, some of them being early removal tools that help fight for the board. This is also a 1-drop that’s not awful in the late game as well as being a no-brainer in Reno decks. Gonna call it, this card is a sleeper.”

Average Score: 2.5

 The Curator

Gallon: 5

“Another contender for Maylgos decks, Curator can pull the notorious game-ending dragon while also grabbing you a Coldlight Oracle. I am not a fan of corrupted seer or azure drake off of this card because they are likely too clunky if you are already running a 7 mana 4/6 taunt, and there are much more broken combos you can take, such as the one I previously mentioned.”

HC015: 4

“At first glance, it seems weird that a deck would run 3 different tribes but if wording was 7 mana 4/6 taunt that drew 2 or 3 cards, everyone would think it was insane. Having guaranteed draw of some cards could make combo archetypes more consistent. Could see play in Druid and Paladin”

HotMeowth: 5

“Ancient of Lore is back.”

Fenom: 5

“Of the triple-tribe synergy cards, this is the best. The other two are buff cards, which means they’re best in aggressive decks with board presence all the time, but an aggressive deck need very tight synergy with the tribe it uses, so using more than one tribe is not good. A draw card is good in a control deck, and a control doesn’t need tight synergy with a tribe, just utility cards to survive. You can probably find room for at least two of these tribes in a control deck, especially a Reno deck. Stampeding Kodo immediately comes to mind. Corrupted Seer is a possibility. Any of the big dragons can be useful for a slow deck. Even midrange decks can use this, since Azure Drake is good in any of them”

Wwlos: 5

“Card is probably on or very close to Barnes’ level. Stats and taunt on top of potential to draw 3 cards, always draw at least 1 or 2, make this one of the more valuable standalone cards we have.”

EndOfDays: 5

“This card is incredibly powerful. Compare it to Ancient of Lore before the nerf and you can understand why it is so good. The body is better, and you can draw up to three cards with it. The only problem is, how do you fit all these tribes? In mid-range decks like Dragon Warrior (Monkeys, Finley) and Beast Druid (Drakes, Finley), it’s quite easy. This is also a potentially great card for Reno decks, especially Paladin and Mage. One of the biggest problems for non-Warlock Reno decks is card draw, and this helps solve the issue. The ability to also target the draw to something specific in your deck gives it the potential to be even more powerful than just normal card draw. Definitely one of my favorite cards in the set that should appear in many different decks.”

Average Score: 4.8

Contributors

This article was brought to you by the following members of the Data Reaper Team:

Share this:

[Update] One Night In Karazhan | one night in karazhan – Vietnamnhanvan

        So, like I said earlier, having beat the latest adventure of Hearthstone, it’s about time I talked about it. One Night In Karazhan is very different from the others for several reasons, firstly being the prologue which I already discussed, and secondly being the setting. The last three adventures were exactly that, traveling into dangerous locations and facing deadly foes. The first two were assaults on evil strongholds, while the third was searching for a mystical artifact. However, this time your goal is very different.
        As the prologue shows, Prince Malchezaar crashed the party before it started, and while Medivh did defeat the demon, he was pulled into Malchezaar’s realm. The party cannot start without Medivh, not just because he is the host, but because, as will be soon apparent, everything goes haywire when he is gone. Moroes the caretaker enlists your help to rescue Medivh, but first you have to get through the Parlor.
        Without Medivh to keep the magical items under control, they’ve started to act erratically, and it is impossible to get by them. The first boss is the Silverware Golem, a magical construct made from various plates and cutlery. This strange creature uses almost entirely unique cards, and its strategy revolves around its Hero Power, which summons a 1/1 Plate minion automatically each turn.
        All of its other minions, save one, enhance the Plates in some way- the two Mana 2/1 Cup gives them +1 attack, three Mana 5/1 Knife gives them Taunt, three Mana 3/1 Fork gives them Charge. Combined with these cards, the Plates the boss churns out every turn can become a dangerous threat, especially when you add in two spells, Tossing Plates, which summons five more Plates, and Set The Table, which gives all Plates +1/1.
        In addition, it has some player spells as well. Druid spell Nourish either lets it gain two Mana Crystals or draw three cards, either very helpful, the Warrior card Slam does two damage to a minion, and if it survives then it can draw a card, and another Warrior card, Sheild Block, lets it draw a card and gain five Armor. It also has the Refreshment Vendor, a four Mana 3/5 minion that restores four health to both heroes.
        The Silverware Golem’s basic strategy is to summon as many Plates as possible, augment them with its other minions and spells, and keep drawing cards so it can keep this up. It has a means of restoring health and gaining armor, though not much, and if all goes to plan then the fact that it is healing you as well shouldn’t matter because it will be hitting you for a lot more damage every turn.
        However, this plan falls flat due to the fact that all of its minions, except the Refreshment Vendor, have only one health. Thus, they can be quickly and easily removed by board clearing cards, which Mages have in abundance. For instance, Arcane Explosion, which does one damage to all enemy minions, will destroy them all right there, unless the Plates are boosted by Set The Table, but even then they would lose their support. Taunt minions would also be helpful, because they can’t survive contending with other minions, but the best thing to do is keep the board clear and pave the way for your own minions to strike down the Golem.
        Moving on from that, you next face the Magic Mirror. It is normally is supposed to complement the guests, but now that Medivh is gone its taken to insulting everyone that passes by it. Its Hero Power is that when a minion is summoned, a 1/1 copy of it appears as well. It uses a heavily spell oriented deck, relying on its Hero Power to summon copies of his minions to gain bonuses. For instance, the two Mana 2/2 Kobold Geomancer adds +1 to spell damage, meaning all damaging spells will do one more damage as long as it is around.
        Since the Mirror will get a copy of it as well, that’s +2 instead. It also uses Sorcerer’s Apprentice, a two Mana 3/2 that makes spells cheaper by one Mana, but in this battle it might as well be two cheaper. Mana Wrym, a one Mana 1/3 that gains +1 attack for every spell used, Flamewalker, a three Mana 2/4 that does two damage to random targets when a spell is used… you can see where this is going.
        All of its minions either improve spells or have effects that activate when spells are used. The worst of these would be its two Legendary minions, Archmage Antonidas, a seven Mana 5/7 which gives the owner a Fireball spell every time a spell is used, and Rhonin, a eight Mana 7/7 that, when killed, gives the owner three one Mana Arcane Missile cards, which does three damage to random targets. This, combined with all the other cards I mentioned, can be very devastating.
        As for the actual spells, most of them are Mage spells, such as two Arcane Missiles, three Mana Arcane Intellect, which gives it two more cards, several Secrets, such as Counterspell, which prevents one of your spells from activating, Duplicate, which gives it two copies of one of its minions when destroyed, Mirror Entity, which creates an exact copy of a minion you played, and for other classes it has Druid Wrath, which either does three damage, or one damage and draws a card, Swipe, which does four damage to one target and one to all other enemies, and the Rouge Fan of Knives, which draws a card and does one damage to all enemy minions.
        However, the copies can be dealt with easily since they are just 1/1s, and none of his minions barring the Legendaries are especially durable. The best thing to do is make use of its Hero Power as well, perhaps in the same way it is doing, to increase spell damage or gain other benefits, while destroying its minions, especially the copies, as best you can. With the right cards you can even use its own strategy against it even better than it can.
        Moving on to the final boss of the Parlor, we have the Chess set. This is an odd battle in that you do not use a hero, but instead play as the White King, while, your opponent is the Black King, basically a game of chess. Both decks have identical chess piece minion cards, though they obviously look different. They cannot attack the enemies directly, but instead automatically attack at the end of the turn. Specifically, they do their attack damage to a minion opposite them, and if their isn’t one, it strikes the enemy hero.
        Pawns deal one damage, Rooks deal two, Bishops heal adjacent minions by two, Knights have Charge, but still cannot attack the enemy king- instead, they can weaken and destroy enemy minions directly, but do not attack at the end of the turn. Queens deal four damage. All of them have six health, except for the Knight, which has three. Pawns are one Mana, Bishops and Rooks three, Knights four, and Queens seven.
        As for Hero Powers, your side can Discover a new piece to use, adding it to your hand, while the Black King can destroy your left most piece, so you should probably put your pawns there. In addition, while your pieces will attack what is in front of them, if you position them so that they are between two enemy pieces, they will strike both, so positioning is key.
        In any case, there’s not much strategy I can offer when you and your foe are identical save for color and Hero Power, so I’ll suffice with that. Moving on to The Opera, here you meet Barnes, the director, who insists very adamantly that you see his show before you move on. The first ‘performance’ is the battle with Julianne, who only has 15 health, but is Immune as long as Romulo minion is around. Obviously it’s a reference to Romeo and Juliet.
        Romulo is a four Mana 4/2, and Julianne primarily uses Taunts to stop you from attacking him, as well as Betrayal, a Rouge card that forces the targeted card to inflict its attack damage on minions next to it. She also uses Magnataur Alpha, a four Mana 5/3 that damages minions next to whomever hit attacks as well.
        Her strategy seems very defensive, trying to stop you from attacking Romulo while he strikes your health. Her Hero Power resummons him for four Mana, though given her defenses you are not likely to remove her before then. However, I find after that point she’s fairly easy to deal with, and is a very easy boss in general. One last note is that if you wish you can also Silence Romulo, removing his effects, which makes her properly vulnerable.
        The next boss is the Big Bad Wolf, another fairly simple boss. His only unique card is Big Bad Claws, a four attack weapon that can be used twice. His cardss are all primarily Beasts and power ups to make them hit harder. His Hero Power makes all of your minions be reduced to 1/1s, but they also cost only one Mana.
        However, minions summoned through abnormal effects have normal stats, and any of the reduced minions can be restored to normal by Silencing them. However, I personally went for a spell based deck, as Big Bad Wolf has only 20 health and thus can be defeated fairly quickly that one.
        Finally, we face the Crone. Unlike the last two bosses she has full health, and an interesting gimmick. You start with a 0/10 Dorothee minion on your side, with the effect that minions played on her left get Charge, while those on the right get Taunt. You’ll want to protect her, as if she is destroyed the Crone can use her Hero Power, which does 100 damage to you, assuredly killing you beyond any doubt. She also has a unique minion, three Mana 4/2 Flying Monkeys with Charge.
        One quick way to beat this is to use Preist’s Inner Fire on Dorothee, which gives her the same attack as she has health, meaning she could take down the Crone in three turns. However, side from that, I would set up high health minions as Taunts, and high attack ones as Charges. If you have a charge or taunt minion already, set them on the opposite area, so they can attack and protect at once. Playing lots of minions is your best bet here.
        Once the Crone is dealt with, we move onto the Menagerie, basically a giant zoo guarded by the Curator, a powerful robot who is regrettably malfunctioning and letting the creatures loose, so he is our first boss. His Hero Power is that he has Taunt, forcing you to attack him instead of the animals he is guarding. His deck has few actual minions, however- instead he has various spells that summon random typed minions, such as Beasts or Murlocs. He does have Raid Leader, a 2 Mana 2/2 that gives other minions +1 attack, and Dust Devil, a one Mana 3/1 minion with Windfury.
        He also has a few damaging spells, primarily for dealing with your minions, so I suggest using direct spells and the like to either destroy his minions, which you cannot attack normally, or him. If the former, than your minions should attack him directly.
        In any case, moving on, the next boss is Nightbane, who has the Hero Power that both heroes start with ten Mana, so it is best to bring as many powerful cards as possible. I… honestly do not recall much about the fight at all, because he died very quickly. Basically, he won’t be any trouble at all. That’s actually a bit of a theme here- the adventure is just easier. This is somewhat expected to a degree- after all, you’re not facing a giant militarized or even mobilized enemy, you’re up against enchanted objects, actors, and now the contents of a zoo.
        However, the last boss of said zoo is Terestian Illhoof, a demon who is planning a ritual to summon something. I personally was very curious as to what he would summon, but it never appears in the battle itself, and it is revealed when he is beaten that he was trying to summon Sargeras, basically the ultimate villain or World of Warcraft. Good thing you’re here to stop him!
        What does appear are the unique one Mana 1/1 Icky Imp minions, which he can either play from his hand or through the two Mana spell “Many Imps!” which summons two. His Hero Power is that he can only be harmed by destroying these imps, doing so does two damage to him each time. So you need to destroy 15. In addition, once one is played he cannot remove it himself- it is resummoned as part of his Deathrattle.
        He also has a four Mana spell, Summon Kil’rek, which summons said 2/6 Demon, in addition to six Mana Shadow Volley, doing three damage to all non-demons, and six Mana Steal Life, which does five damage and heals him for the same. Aside from that he uses entirely Warlock cards. Imp Gang Boss is a three Mana 2/4 that spawns 1/1 Imps when hurt, Doomguard is a five Mana 5/7 with Charge that makes the user discord two cards, Voidcaller, a four Mana 3/4 with he Deathrattle effect that destroying it summons a Demon from the hand. This works very well with Doomguard because it skips the effect where you discard two cards.
        He also has some other spells, such as one Mana Soulfire, which does four damage and discards a card, Power Overwhelming, which gives a minion +4/4, but they die at the end of the turn, Corruption, which causes a minion to die on your next turn, and lastly the five Mana Bane of Doom, which does two damage to a minion, and, if it does, summons a random Demon.
        Since he will be using a lot of Icky Imps, he can be very easily beaten by board clearing effects, and despite having some powerful spells and minions himself, this huge amount of weak, damaging Imps limits his space and leaves you ways to hurt him.
        With the demon taken down, we proceed to the Spire, the final wing of the adventure. The first foe is Shade of Aran, a grumpy ghost who tried to shoo you off. His Hero Power gives both players +3 spell damage, so damaging spells would be very helpful here. He naturally has quite a few, including his unique Secret, Flame Wreath, which does five damage to every enemy but the ghost’s attacker. Something like a Freeze Mage deck would be great, as that way you can stop his small supply of minions in their tracks and focus on damaging him with powered up spells. Not much else to say, really.
        Next up is Netherspite, a dragon who operates the portals around Karazhan, allowing the guests to arrive, and seems concerned with literally nothing else but his research, and attacks the player for interrupting it. His automatic Hero Power, taking effect from the second turn onward, gives him two attack for the turn so he can strike you.
        You have on your side of the field two portals, one blue and one red. They normally effect Netherspite, but when you place a minion in the way of the beam, they reap the benefit instead. The red beam grants the target Windfury, and the blue makes it so they only take one damage at a time. Combined, Netherspite would take very little damage and can strike twice.         Naturally, you’ll wait high powered minions on the red side, but he tend to remove those more often than the blue, likely because trying to kill the blue minions would be futile exercise. As such, I suggest you put as many minions as you can on the red side, and preferably at least two on the blue. Blue first, then red.
        As for his cards, he has four Mana Netherbreath, which reduces the health of all your minions to one, and three Mana Terrifying Roar, which forces one of your minions back to your hand. He has no minions at all, instead using group damaging cards to wipe out your minions and you, though he prefers to attack directly. He also uses two three Mana Mulch cards, which destroy a minion and give you a card, and Polymorph, which turns a minion into a 1/1 Sheep. He was actually the most difficult opponent I’d faced up to that point, because he could attack me directly and repeatedly, and was very good at removing my minions.
        Finally, we reach the last battle. Having taken down Netherspite, Moroes is able to use the portals he controlled to try and rescue Medivh. However, he isn’t quite as good at it, and accidentally pulls in a orc warrior instead, Nazra Wildaxe. She has only 15 health, luckily, and serves as a mini-boss. She is basically a weaker Warrior hero, which the unique Hero power of summoning a 3/2 Orc Warrior.
        Since she’s a fairly weak health-wise adversary who only has normal cards, there isn’t much to say about her, so we’ll just move on to the next part. Now that she’s been beaten and you are a bit weakened, Moroes manages to use the right portal, saving Medivh! But Prince Malchezaar has come back with him, and is ready to fight. Luckily he’s been reduced to normal health and no armor, but he still has the same Hero Power, summoning a 6/6 Abyssal.
        To start off his turn he generally uses Twisting Nether, using up pretty much all his Mana and wiping out your minions. Luckily, Medivh leaves you a gift before running off to the party- his staff Atiesh, a one damage weapon with three uses, but it has the effect that every time you cast a spell it summons a minion of the same cost, supplying you with extra minions to come back from Twisting Nether and combat the Abyssals.
        I recommend hitting Melchezaar as much as possible to end the battle as soon as you can. If left alone he will summon more and more Abyssals until you are eventually overwhelmed. I’m afraid I cannot give much advice about his deck, but it is very similar, or possible the same, as the one he uses in the prologue. Now that you have Atiesh and he is weakened to normal levels, he can be beaten.
        And that is all there is to One Night In Karazhan! A very easy adventure compared to the others, but it’s certainly still fun, and the cards are indeed worth it. I hope you all enjoyed reading, and I will see you next time, dear readers.

Share this:

Like this:

Like

Loading…


One Night in Karazhan Cinematic Trailer


You’re invited to attend the party of the millennium! As Medivh’s guest you’ll experience everything his delightful domicile has to offer, rub shoulders with Azeroth’s most fascinating beings, and dance the night away in Hearthstone’s next Adventure: One Night in Karazhan!
Get started at
http://PlayHearthstone.com
Subscribe!
http://www.youtube.com/subscription_center?add_user=PlayHearthstone
Follow us for the latest news and updates!
http://www.facebook.com/playhearthstone
http://www.twitter.com/playhearthstone

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูเพิ่มเติม

One Night in Karazhan Cinematic Trailer

One Night In Karazhan Extended Theme!


One Night In Karazhan Extended Theme in a smooth fashion!
https://youtu.be/Q7XKZ6SJngQ for the german version!
I DO NOT OWN THE SONG, and the video is not monetized. I just liked the theme and extended it.
Check the original here: https://www.youtube.com/watch?v=qlHx7YNWYGY

One Night In Karazhan Extended Theme!

All Legendary Animations and Sounds in One Night in Karazhan


All Legendary Animations and Sounds in One Night in Karazhan
0:07 Moroes
0:37 Barnes
2:03 Prince Malchezaar
2:32 The Curator
2:52 Medivh, the Guardian

All Legendary Animations and Sounds in One Night in Karazhan

Hearthstone: Karazhan Playthrough – The Parlor Heroic


Medivh is missing and the party is out of control! But not all is lost there is still time until the guests arrive and Trump is here to save the night.
► The Opera: (coming soon)
► The Parlor normal: https://www.youtube.com/watch?v=ItRaoNp0nfM
★ Value games at: http://www.g2a.com/r/trump
········································­········································­····
00:42 vs Prince Malchezaar
10:22 vs Silverware Golem
20:59 vs Magic Mirror
31:45 vs Black King (Chess)
········································­········································­····
● Karazhan Playthrough playlist: http://bit.ly/TrumpParty
········································­········································­····
♥ Subscribe: http://bit.ly/ValueTown
♥ Twitch: http://twitch.tv/trumpsc
♥ Facebook: https://www.facebook.com/trumpsc
♥ Twitter: https://twitter.com/trumpsc
········································­········································­····
♪ Outro music from Kevin MacLeod
http://incompetech.com/
\”Disco Medusae\”

Hearthstone: Karazhan Playthrough - The Parlor Heroic

One Night in Karazhan Reveal \u0026 Reaction – Hearthstone


The latest Hearthstone adventure has been announced! Watch me react to the One Night in Karazhan reveal stream!

Feature | Hearthstone | One Night in Karazhan Reveal \u0026 Reaction

One Night in Karazhan Reveal \u0026 Reaction - Hearthstone

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูวิธีอื่นๆWiki

ขอบคุณมากสำหรับการดูหัวข้อโพสต์ one night in karazhan

Leave a Comment