Hearthstone, Set Review

Journey to Un’Goro – Set Review Part 1

The next Hearthstone expansion, Journey to Un’Goro is erupting out in mid-April. Meanwhile, I will be reviewing the new cards as they are previewed, each in one batch at a time, with a final page that will wrap up and rate all the cards as a set in the whole. We start the spoiler season with the cards reviewed by Ben Brode and Jason Chayes in the set announcement video.

Journey to Un’Goro Announcement Video

Rating System (Standard Constructed)
5.0: You are always used and crucial in a top tier decks of the Standard format.
4.0: You are very prevalent seen in tops decks or crucial to certain decks.
3.0: You are sometimes seen in top decks and/or important in middle tier decks.
2.0: You might see play in some niche decks or lower tier decks.
1.0: You see little to no competitive play.
Tech: A special rating for cards that counters a certain meta and/or cards
Disclaimer: The ratings in this article is tentative as the whole set is not seen yet.

Standard: 2
Arena: 3
The spell effect is on fire…or more like molten rocks. However, Volcano seems too inconsistent in its damage distribution to see play. AOEs in Shaman are historically unreliable (eg. Lightning Storm does 2-3 damage and Elemental Destruction does 4-5 damage). Volcano is even more unreliable as it deals damage randomly between both sides of the fields and you need the right board states to be able to wipe your opponent’s board. Too unreliable for 5 mana (and overload 1).


Standard: 1
Arena: 4
An ideal place for Pyros could be Kazakus N’Zoth Mage deck. N’Zoth can return the small and middle form of Pyros once they die. There is a large amount of advantage, even to warrant experimenting with N’Zoth in Mage. When you compare Pyros to the Jade Golem mechanic, both are trying to do the same thing, playing larger and larger copies of itself as the game goes on. However, Pyros is much slower when you recast the copies of Pyros at a higher cost than most of the Jade Golem cards. Because of that, I don’t think Pyros will see any play as it is just a slow card that only helps in non-Jade control matchups. The new Elemental type is interesting but we have to wait to see if there are any synergies for playing Elementals introduced. In Arena, you will have more time and opportunity to enjoy the advantage of this recurring card.

verdantlongneckVerdant Longneck
Standard: 1
Arena: 4.5
Adapt is a mechanic similar to Spare Parts, except you get to pick the upgrade you want, and it has to be on a certain target at that time. We will go more into detail about Adapt in a later article. Looking at Adaptions choices, gaining Divine Shield or +3 Health seems very appealing. This card makes me wonder if Beast Druid will be a competitive deck. Menagerie Warden is still going to be in the Year of the Mammoth. Right now, just a 1 point, maybe if more beast synergy cards get released, the score will raise. In Arena, there is so much value from the Adapt mechanic that this card should be a top pick.

Awaken the Makers

Standard: 2
Arena: 1
Quests are special in that they always start in your opening hand (though you can mulligan it away) and grant you complete the quest, you get a special reward. Once you activate Awaken the Makers, it will keep track of how many Deathrattle minions you play and once you play 7 of them, you get Amara, the Warden of Hope. Priests have been asking for this since the start, the ability to exceed 30 health. This advantage used to only belong to Control Warrior. Amara also has Taunt, bolstering Priest’s chance to stabilize in the late game. N’Zoth Priest can play this too. You want to be fully dedicated in Deathrattles to guarantee you get Amara. Honestly, I don’t think more health in the late game is going to be an answer to aggressive decks or infinite Jade Golems. This quest definitely on what Deathrattles are available in the Year of the Mammoth. In Arena, it is very questionable if you will even be able to draft and play 7 Deathrattles. I am not even sure if quests will be available in Arena.

Very intriguing new themes are introduced in Journey to Un’Goro. What tribal synergies will Elementals bring? Will Adapt to a mechanic that players find fun and engaging? How does competitive and game changing can quests be? All this and more will be answered as more cards get spoiled. Don’t miss the kick-off reveal!: Journey to Un’Goro – Card Reveal Kick-off Livestream



5 thoughts on “Journey to Un’Goro – Set Review Part 1”

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