Which cards are not included in the standard mode. Maps that will disappear in Standard Mode. About creating outgoing cards
Cards are disenchanted for the sole purpose of obtaining Arcane Dust, from which you can already create the necessary missing cards.
Maths
First, let's look at the cost of crafting cards and the amount of dust that can be obtained from cards that are sprayed.
Creation cost
The amount of dust received
As you can see, to create 1 card, several will need to be sprayed. It all depends on the rarity of the card.
Having carried out simple mathematical calculations, we will see that these ratios are as follows:
- For ordinary cards- 8 to 1;
- For rare cards - 5 to 1;
- For epic and legendary cards - 4 to 1.
When disenchanting a golden card to get an ordinary card, the situation becomes much better: we change all types of cards at a rate of 1 to 1, and we also get 10 units of arcane dust in addition to a regular card.
From this we conclude that spraying ordinary cards is absolutely unprofitable, and you should not do this. We lose the least when spraying cards of the last two categories.
- To craft 1 Legendary, you will need to disenchant 320 Commons, 80 Rares, 16 Epics, or 4 Legendary cards.
- When disenchanting one Legendary, you can craft 10 Commons, 4 Rares, or 1 Epic.
Spraying a map is expensive.
Spray strategy
Never spray a card just because you don't like it. Blizzard periodically makes various changes to the game from tweaking individual maps to releasing new additions and adventures. After such adjustments, a seemingly crappy card can become in demand in many decks.
Only spray cards right before you need to craft the one you need. Before that, measure 7 times and cut 1 time so as not to accidentally spray desired cards, and craft an unnecessary one. For such cases, the interface provides a mechanism to undo the decision. After selecting a card to spray/create, you will be asked to confirm or cancel the decision. Below I will show pictures from the interface, in case someone gets lost in it.
Spray exactly as many cards as are not enough to get the right one. We will always have time to spray excess cards. There is no need to hurry, as Comrade Saakhov said. Some Blizzard cards are sometimes nerfed, and for some time after a sad event, such a card can be disenchanted at the cost of its creation. Of course, you are unlikely to wait for such an event for a frank crab, but do not forget about the first paragraph of this chapter.
It is very effective to spray golden cards. (See previous chapter). If you have 2 non-gold copies of the card and 1 gold, then why not disenchant the gold version if you are not a gold deck collector. (In the case of the legendary, only 1 non-gold copy is required).
Also, you will get extra copies of some cards from boosters. As you know, in the deck you can use no more than 2 copies of one card and 1 copy of the legendary. All extra copies can be safely sent to consumption, for which the game even provides a mechanism for automatically spraying all that is superfluous. You can only hold cards that can be nerfed in the near future.
If you are going to play only in ranked, and you desperately need dust for competitive decks, then you can spray cards that are practically not used there. Don't cut combat cards for classes you don't play yet. The meta is constantly changing, and with it the favorite classes.
With newcomers, things are already more difficult. Here at least for one class something to collect. Approach smartly this issue. See what cards you already have. Dig around the internet to find out what classes are on horseback right now. Look for effective budget decks for these classes and select cards for them. Don't go after the legendaries right away. Then you will be able to enter the game with less losses.
Interface
Let's take a look at the interface of this entire kitchen.
To get to it, first click on the "My Collection" tab in the main game window.
After pressing the button, you can scroll through your collection in the usual way, but when you click on the card, you will be prompted to disenchant or create it.
If you made a mistake with the choice of a card or changed your mind, then spraying can be canceled.
Now let's move on to creating/crafting a map. If you don't have it in your collection, it will look uncolored.
We click on it, as on a regular card. A familiar window will appear, but without the "Spray" button.
After creation, you can still change your mind, as in the case of spraying.
Just keep in mind that if you close the pop-up window before clicking the "Cancel" button, the changes will take effect permanently. The same applies to the case of map spraying. Act more carefully.
Automatic spraying works like this:
Today we will talk about the collection of cards. Cards are the core of Hearthstone and the game wouldn't exist without them. From this week, this topic becomes the most relevant. Replenishing your collection of cards has become an expensive pleasure. With the increase in the total number of maps, this game has long turned from F2P into a pleasure not for the masses. For the average gamer, it takes a lot of time or money to keep their collection fresh.
Even those with solid collections have a hard time filling in the gaps and keeping up with new sets. When playing only in ranked mode, you can earn no more than 150 gold per day on average due to existing restrictions.
In this article, we will talk about getting the most out of your gold and money. We will also talk about card disenchantment and the most relevant sets for the standard format. Most of these things you already know for a long time, but they may come in handy if you are new or have not thought about them.
Quests
Let's start with quests, because they are the main way to get gold for most players. You can replace 1 quest per day with another random one, if for some reason it does not suit you. On average, on quests you can get 53 gold per day. Theoretically, in order to get the maximum gold in the long run, you should constantly change quests for 40 and 50 gold. But this is not entirely correct for two reasons.
First of all, there is a hidden cooldown that most people don't even know about. If my memory serves me, the cooldown for quests lasts 3 days, which has been tested. For quests for 100 gold, it can last even longer (they are rare and harder to test). This means that if you received a quest for 60+ gold, then the chance of receiving it in the coming days will be reduced. The more expensive quests you have received in the last 3 days, the less chance you will get them again. This fact brings the average amount of gold received closer to 50, and not to 53.
The second reason is that you get 10 gold for every 3 wins against your opponent, which is an average of 3.3 gold per win. So, theoretically, one quest for 50 gold can be more profitable than another for the same amount. Let's say you got a quest to draw 10 pirates. It is easy to implement with the help of a warrior on pirates, which has a high win rate. Let's say you did it in 2 matches, having won 1. This quest will bring you 53.3 gold. Now let's compare it to the quest to draw 10 frenzy creatures. These creatures are rare in strong decks, and you will need a lot of time to complete this task. Most likely, you will collect a random deck with the maximum number of such creatures, and go to play it in casual mode. Not only will you waste time, but you won't earn gold from victories or advance on the ladder.
Therefore, to optimize the amount of gold you receive from quests, always reset 40 gold quests, and only reset 50 gold quests when they create real problems to complete. This is especially true for those quests that require the creation of a special crap deck for them to play in casual mode.
Keep in mind that you don't have to complete quests every day. You can leave 1-2 quests in your journal for later if you want to replace them in the future or do it later. Let's say you changed the quest from 50 to 40 gold. You can leave it to try again the next day. With an efficient approach to replacing quests, you can get up to 10-15 extra gold per day. It doesn't seem like a lot, but you can get up to 35-50 extra boosters per year. The results can only be felt in the long term, but they are worth it.
However, I would not recommend to approach the maximum gold in the game with fanaticism. You may get a quest for 60 gold that you do not want to do (for example, play 50 cards of a class that you do not play). Just cancel it. 10-20 gold in the game is not worth forcing yourself to do something by force.
spraying
Spray efficiency is quite low. To get one card, you will need to spray several. But if you spray the cards to the maximum, you can get a large number of dust. It's just about how many cards you're willing to sacrifice. To get maximum dust, you must do the following.
Spray gold cards. Just get rid of the gold cards. They are completely useless in terms of gameplay. If you are not particularly interested in the card marathon, then the gold cards are a dust factory. Gold versions of cards are much more expensive than ordinary ones. This difference is especially noticeable for ordinary cards. A simple normal card can be disenchanted for 5 dust, and a gold one for 50 (10 times more). Gold commons and rares drop often enough to get the dust they need. I used this method from the very beginning of the game, so my decks were always up to date without investing real money.
For example, I no longer had to dispel the gold cards from Gadgetzan, because by that time I already had enough dust. But if I wanted to disenchant only the gold commons and rares of Gadgetzan, I would end up with 2050 dust. This is enough to get 1st legendary + 1st epic card. Going forward, I'll be getting rid of all gold cards if I don't have enough dust on a 3-year expansion schedule.
Disenchantment of non-playable legendaries. One Legendary can be turned into 4 Rare, 1 Epic or 1/4 other Legendaries. The ratio is small, but 400 dust on the road is not lying around. This business is risky because it is difficult to determine in advance that a particular legendary is unplayable. For example, we will get a terrible legendary in Un'Goro. Should I spray it right away? But we'll have a few more expansions before the map goes wild. There may be more synergy, and a bad card will turn into a good one. Of course, some clinical cases, like Bucamonstra, can be sprayed right now without much risk. But the truth is that in reality, most bad cards can become good. Do not forget that in a free format, cards remain forever after moving.
Spraying cards from the wild. This option is only worth resorting to when you are sure that you are not going to play in the wild. Keep in mind that Blizzard promised to add more appeal to Wild, so think carefully about your decision. If you're not playing Wild cards, they'll give you a nice boost in dust. However, if you change your mind, you will have to purchase them again. If you've been playing since the release of the game, then disenchanting set cards that are out of rotation can bring about 20k units. dust.
Amazon Coins
This is a special currency for the Amazon store, which is purchased with real money. Standard rate: $1 = 100 coins. There are all kinds of discounts and promotions for purchases for coins. You can save up to 40% on booster packs. But only a handful of countries enjoy these privileges. These are the US, UK and Germany. Even within the US, commissions on purchases may differ depending on the state of residence. If interested, then English language Learn how to use the Amazon Store from a non-favorite region. And about coins and promotions.
These methods do not work for all people, but, for sure, they missed some steps. The author and his friends bought packs from Poland in this way.
The procedure for purchasing sets
You have the resources you need, but how best to spend them?
If you're planning to play Wild, the order in which you buy the cards doesn't matter. It is only important to pay special attention to extensions, from where you lack the most necessary cards. For the standard format, each specific set matters more.
Each standard set includes set cards for the current and last year, which makes up a two-year cycle. This means that after the release of the first expansion this year, all sets in 2015 will move to Wild. Classic maps remain standard forever. The exception is cards that fall into the Hall of Fame, but you will receive full compensation for them, so it is safest to purchase classic cards. It is better for a beginner to start with the purchase of a classic set. If you have enough of these cards, then it is wiser to start with the set cards of the last standard year.
For example, it's pointless to buy Grand Tournament cards now if you're going to focus on the standard. The set will be out of rotation in less than a month. It is safer to purchase cards from 2016 expansions. But for greater effectiveness, it is better to wait for the release of the first expansion of this year. Un'Goro cards will only be out of rotation in 2019. You will have 2 years to get the full benefit from them.
The most important is to buy 30-40 boosters from each expansion. They are the most valuable. When you have 0 cards, these boosters will drop a lot of new rare and common cards. There will be less recoil from further packs, because many repetitions will begin, and the chance of getting the desired epic or legendary will be very low. Therefore, if you need cards from old expansions like The Old Gods, then I recommend that you stop at 40 packs, and craft the necessary remaining epics and legendaries. Next, we should focus on the boosters from the latest expansion.
Hello, dear readers of the site!
It's always frustrating when you open a pack of cards and see a legendary card that doesn't have a worthy use in the game. The thought immediately appears: “Well, what should I do with you?”. On the one hand, you can disenchant the map at the same time, getting 400 dust. On the other hand, the card might not be so bad after all... perhaps it will play in the future. Or maybe a deck in which this card looks good just doesn’t fit into your head. If in this situation you have such questions, this Legendary Disenchant Guide help answer them.
Note: No one knows for sure whether the successful use of a particular card is possible. Even the worst legendary card has a chance to get into decks soon if it is put to good use. The article will be based on the status of the current meta and previous ones. But since it is not known which cards will be released in the next expansions, we are not talking about 100% accuracy in estimates of the usefulness of legendary cards.
It is worth remembering that since recently, when opening any set of cards, users will never receive legendary cards that are already in their collection. This was done so that players could quickly collect the necessary legendaries, and opening packs became even more interesting and enjoyable. So, if you have a non-playing legendary card and don't really need Arcane Dust, you might want to hold off disenchanting it to avoid the situation where you get that card again.
This overview highlights the potential of the cards from the perspective of a Standard player. If you're playing or planning to play Wild, it's worth keeping some cards, even though they're leaving Standard soon.
Legendary cards that you can safely disenchant
The following is a detailed description of every dubious legendary card from each expansion that has not found its place in strong decks for a long time. These are cards that have either never been played or have only been used in fan decks. They can be divided into two categories:
- – very bad cards that are unlikely to ever be used.
- – cards that find a place in weak, unpopular decks or have a stronger counterpart. In the same category, there will be stronger candidates who simply do not have a place in the current meta, but in the future they have a chance to get into decks.
classic set
The Classic set has more legendary cards than any of the others, which means there are also a large number of unplayable cards. However, oddly enough, most of the legendary creatures in this set are either just great, or at least not bad.
Legendary cards that can be safely disenchanted
Lorewalker Cho- A card that is often used to test different types of interactions in the game, or just for fun with friends. In real situations, in 90% of cases Lorewalker Cho will do absolutely nothing.
Millhouse Manastorm– A great card in the meta with no place for spells. But, alas, this is unlikely to happen. Now, having played Millhouse, there is a chance to lose the next turn of the opponent.
Illidan Stormrage - 7/5 is not the best example of a stat distribution for a card that costs 6 mana. Also, its effect requires the use of several cards in one turn, and the Flame of Azzinoth, which Illidan summons, is too vulnerable to all sorts of cheap board clears. The Magic Trainer is worth mentioning as this card does the same job much better considering that most of the cheap cards are spells.
Nat Pagle- a long time ago this guy was used in many decks, because the effect of his implied drawing cards at the end of your turn. Then the fisherman was weakened, and everyone forgot about him. Although, most likely, in the current aggressive meta, he would not have been used even in as before, because 0/4 on the second move is rather weak.
Monster“Just good stats… with side effects. In a game where a creature's health is often more important than its attack, the Beast is not too different from the Heavy Fist Ogre, which can only be seen in basic decks. As a result, +3 attack in exchange for a 3/3 minion for the enemy is not a very good deal.
Gruul“Like the Beast, just strong stats. As a plus, Gruul is constantly "growing" and has no negative effect. The problem is that when you put up an 8 mana legendary minion, you usually want to have an immediate impact on the board, and not just get a “big body”. In addition, if the opponent destroys Gruul immediately on his turn, Dragonbreaker will leave the battlefield as an 8/8 base creature for 8 mana.
Nozdormu- A unique effect that affects not even the game itself, but its perception by the players, making the turn of each of them no longer than 15 seconds. It can work only if the opponent has an obviously difficult and long move, but even that is not a fact. In other cases, it turns out 8/8 for 9 mana - horror.
Legendary cards to spray according to the situation
King Mukla- Sometimes it finds its place in extremely aggressive decks, recently it was even used in the legendary Pirate Warrior. But in general, this is not a card that cannot be dispensed with, and is rarely used.
Mechmaster Overspark“This dwarf was a good answer to C'Thun in the early days of Wake of the Old Gods. After the decks with C'Thun disappeared, Mechmaster Overspark disappeared. It turns out that if this card can become good in a certain meta, most likely it will never be critically needed.
Captain Zelenyams- Occasionally appears in some of the slower counterparts to pirate decks. But in general this legendary card is too slow. 5/4 - weak stats for an aggressive card on turn 5. And it is not always possible to equip a suitable weapon for improvement. To understand why Captain Greens is bad, just look at the Pirate Cultist.
Crusher“This gnoll used to appear a lot in the control archetypes. And the card itself is not so bad, it can still be used, especially if you are a new player. But, unfortunately, the Crusher is unlikely to ever appear in strong decks, because at the moment its characteristics are considered too weak.
King Krush– The only Class Legendary card in the Classic Set that is not used in decks. This does not mean that the card is extremely weak, but there are certain questions about it. Even now, the weakened Call of the Woods is a much better prospect on the ninth turn, although it is not a legendary card. Perhaps after Call of the Forests leaves for Wild, King Krush will have any chance, but this is doubtful.
Awakening of the Old Gods
As far as the overall strength of the expansion, Awakening of the Old Gods wasn't always up to par. Players received a lot of strong and used legendary cards in 2016, but with each new addition, their power in relation to other legendary cards became less significant. However, there were some frankly bad cards right away, or those cards that did not find any serious use in the game.
Legendary cards that can be safely disenchanted
Werewolf Zerus– Too random to be used in serious decks. In conditions of incredible luck, he will always be exactly the card that you need. But in practice, 9 out of 10 turns, Zerus will remain a terrible creature. And on the turn when it turns into something worthwhile, you will probably have to spend mana crystals on removals and healing.
Nat, the Dark Angler- For a slight advantage, you have to pay for the possible addition of cards by the opponent. Absolutely unprofitable option, unless, of course, you play Mill with a deck, but even this will not take a creature that, maybe, will do something useful for the opponent.
creepymonster– This monster is one of the main contenders for the title of the worst legendary card in the entire game. She is absolutely pointless. Remember, we were talking about Gruul above, he was called light dust, because 8/8 for 8 mana does not even pull on a good card of ordinary quality. Immediately 6/7 for 8 mana crystals. And unlike Gruul, in order for the Creepy Monster to grow, he needs to attack and kill an enemy creature every turn for a modest increase in characteristics. The result is a weak analogue of an already bad legendary card.
Anomalus– A strong mass purge is always good. But if this clear is a death rattle, the opponent can easily beat it. In addition, he will have a whole move to hit "in the face." You can't play any more creatures during this time, as they can die from the Anomalus effect. Weak card that doesn't find a place in strong decks.
Cho'gall- the effect is really strong, but the Warlock does not have the necessary spells to use them with this card. Also spending health instead of mana crystals is not best idea despite the mass of healing available. Plus, the Warlock now has a Bloodleaf that can be used for the same purpose, but at a much lower cost.
Nightmare Crusher– Doesn't pay off against archetype control, and in aggressive matchups is too slow. To benefit from it, you need to spend 7 mana crystals, wait 1 turn, and then attack a weak creature. And all this for the sake of provocation 2/2. Nightmare Shatter can be tried in decks that can themselves activate its effect with, for example, weak mass spells, but it is no longer used.
Princess Huhuran“Even though the Hunter has a lot of deathrattle creatures, it’s hard to capitalize on this legendary card. It is ideal to use its effect, for example, on Savannah Highmane. But as a general rule, if you play Savannah Highmane and it stays unscathed for a turn, you're doing just fine. A good card, but too situational, so you can spray.
Herald Volazh- the developers themselves realized that this legendary card was too weak, so they released it cheap analogue in the face of the Mirage Summoner. This third drop, however, is also not particularly popular right now, let alone a legendary with virtually the same effect, but for more mana.
Legendary cards to spray according to the situation
Mukla, Storm of the Valley- On the one hand, getting two cheap bananas that are spells is always good, because there are obvious synergies with cards like Furious Pyromancer, Auctioneer Goblin, etc. But in general, the map is too slow, at least for the current meta. Quest Mage, however, could take this beast in synergy with the Overseer, but now both this archetype and this version of it seem weak.
Yogg-Saron– This card was in many of the strongest decks in the meta before the developers nerfed it. Now it is almost invisible in the ladder. This does not mean that the ancient god is now bad, because the card has potential, but it will probably only be revealed in Wild mode.
Evil city Gadgetzan
The nefarious city of Gadgetzan will be leaving Standard soon, and some legendary additions have not found a place in serious decks of the ladder. It is unlikely that something will change in Kobolds and Catacombs in 2018.
Legendary cards that can be safely disenchanted
Madame Goya- not the strongest card. You need to build a special deck with exceptionally heavy creatures, which not everyone can afford. But then the problem will arise: what will you replace. A shaman, for example, can mix a totem into a deck and get a legendary card from there, such Big Shamans have met before (they were hardly strong). But for a Priest or Druid, such options are almost always inaccessible, Barnes suits the Big archetypes much better.
Mayor Gogelmogel- a fun card, and, in principle, everything. Even though the effect can be very strong, with a 5/4 creature for 9 mana, it doesn't matter. This card will be useless not only in aggressive opposition, but also in slow games, because the opponent can easily bypass the card by simply not playing anything that falls under the effect of this legendary card. It's bad when you're behind and just as bad when you're in the lead. Just a card for fun.
Sergeant Sully is a great card idea, but alas, it didn’t find any use in the meta either in decks with a buff of cards in hand, or in decks with Overwhelming Power, while this spell was still available in Standard mode.
Legendary cards to spray according to the situation
Auctioneer Vihlyun- used exclusively by the OTK Paladin with a death knight, but this archetype, alas, has not been revealed. Maybe in the future the situation will change, only Auctioneer Vihlyun will no longer be in the Standard.
Schuler Genzo– It seemed that this card had some potential in aggressive archetypes, but as it turned out, the card is quite slow and situational, it does not draw cards right away and will most often just be a 5/4 minion for 4 mana crystals. In mirror duels, the effect can generally be negative.
kulax- in fact, not such a bad creature in terms of its characteristics, and its effect is interesting, but the Hunter does not need such slow mechanics, and for 5 mana crystals, an aggressive class would like to put a creature with a higher attack rate.
Wrathion– This legendary card also seemed strong and had potential. In practice, Wrathion most often draws only 1 card. If, in addition to dragons, there are animals in the deck, it is much better to use the Overseer.
Krul Unchained– A good card if you play Renolock in Wild, bad if Kazakus is a Warlock in Standard. Now, not only is Kazakus the Warlock himself weak, but the class also has much stronger demonic synergies, for which you do not need to trick and take one copy of each card.
Party in Karazhan
The last adventure available in Standard Mode will also soon go to oblivion (Free Mode). The power of legendary cards from adventures is very high for the most part. And this is not surprising, because 5 bad legendary cards in a full-fledged expansion will not make a difference, but in an adventure... Nevertheless, there are some unsuccessful examples among them that do not compete on the ladder.
Prince Malchezaar- A map designed for players who want to play with legendary cards, but their collection is still poor. In fact, you simply shuffle 5 not the best cards into the deck, which can only be useful when playing to the point of fatigue, and then in the rarest cases. The success of any other matchup lies in reducing the number of cards in the deck, which helps to quickly find key tools and implement your game plan.
Morose- for the entire time of its existence, Morouz was used only in the Quest Rogue in the very early days when this archetype first appeared. But very soon, players abandoned such a weak third drop in favor of dashes and additional defensive tools. better days 1/1 for 3 mana, alas, did not test.
Expedition to Un'Goro
Legendary cards that can be safely disenchanted
Queen Zavas- The discard mechanic has received support in the past, but it still fails to consolidate its competitiveness. Decks built around this mechanic Queen Zavas gives some security and stability, but the benefit of this card is still not great enough to give it a place in the deck.
Victim of Lakkari– at first, many players made the mistake of putting this card into their decks Discard Zooloka. But when playing with slower builds, it was almost always possible to get a reward for completing the task. While this card has unfortunately not yet seen competitive play, it may get support in future expansions to become viable.
Ozruk- Elemental chain synergy has occasionally appeared in decks of some classes, but all "elemental" builds have one thing in common - they exclude Ozruk. Typically, these decks want to play creatures along the mana curve turn by turn. This strategy is effective, but leaves too few cards in hand by the ninth turn to make Ozruk a significant threat (or at least a small hindrance).
The last kaleidosaurus- If a Galvadon personifies the strength of the kaleidosaurs, it is not surprising that they became extinct. The five adaptation effects may look like fun, but if you put the chance to win only in his clutches, this will be another reason for disappointment when any removal is played on your Galvadon.
swamp queen is the Hunter's challenge, which was predicted to be a refraction force in the match, but which was never given the opportunity to live up to the expectations of the players. The main problem with the mechanics of the legendary tasks is that you are forced to give the first turn to play them. And this pass quite significantly affects the further game. Hunter's Quest, since his deck is teeming with minions for 1 mana.
vorax is another victim of Hearthstone's pace. A 3/3 minion placed on turn 4 is not a problem for the opponent, and most buffs that require duplication consume a significant amount of mana. As a result, Vorkas again and again remains out of play even in those decks that have many tools to "fertilize" this plant.
Tyrantius- Of course, this giant looks very tempting, as it is a creature with inspiring characteristics, which also cannot be targeted by a hero power or spell. However, when you spend more than eight mana crystals in a single turn, you expect more than just a bunch of stats.
Legendary cards to spray according to the situation
Awakening the Creators- restoring all your health (and more) can instantly end the match. But it is worth remembering that, leaving starting hand this card, you make a big commitment. Like many other class quests, this makes Awakening the Creators a card that can be turned into arcane dust.
Hunter Heming- it has been mentioned several times that this card is a pretty bad dilution option for the deck, because even its depletion should be good, right? Well... or something like that. Hunter Heming has the potential, which has not yet found a sensible strategy for implementation. Too often, your deck will have cheap cards that you don't want to destroy.
jungle giants“Malfurion is exceptional in his ability to quickly bring large creatures into play. He's so good at it that his feature makes Giants of the jungle a much less consistent investment than simply getting ten mana crystals as quickly as possible. Free creatures are great, of course, but all you can do after completing the objective is to get one onto the table every turn.
King Mosh – Control Warrior has a huge number of removals, which makes King Mosh just a simple observer in most decks of this archetype. As a rule, on the ninth move, the Warrior has either lost control of the table or continues to dominate. If our case is exactly the second, the remaining cards in the deck should continue to work for victory.
Murloc Union – Megamrrgl solves one problem Murloc Shaman, namely the rapid depletion of the hand. But just like the Hunter, this deck doesn't want to lose the first turn in favor of efficiency.
Sherazin– for a while this card was indispensable in decks Miracle Rogues. Now, for a slot for 4 mana crystals, which used to be empty, now there is a lot of competition. Even if in the future Miracle Rogue regain strength, Sherazina can be sent to rest.
Swamp King Dred- a huge dinosaur named dreadlock can be a serious problem for your opponent, but the current state of the Hunter does not allow him to give space in the deck to one huge creature. Players who consider the Hunter as their main class can keep this card, while others can safely disenchant it.
Knights of the Frozen Throne
Legendary cards that can be safely disenchanted
Archbishop Benedict– Most decks are built with winnings in mind, subject to certain conditions. By copying your opponent's deck that either matches or doesn't match your deck's goal, you'll most likely just dilute your cards with extra ones, which will greatly reduce your chances of winning.
Psarthas- The Lich King's favorite was used in some builds at first, but casting a 2/2 minion on turn 4 looks weak. There are other cards for the same cost that compensate for the possible loss of pace of the game.
Queen Lana'thel- like the other queen (Zawas), Lana'thel fits well into slow builds, which she aspires to become Quest Warlock, but it suffers from the weak position of this archetype on the ranking ladder.
Lilian Voss- 4/5 stats on a 4 mana creature are always good, but as with Sherazin and Xaril, the Rogue has more attractive options for a slot with this value. More importantly, the Rogue often needs to save their own class-based cheap spells to use with the Auctioneer Goblin or set the pace for the game.
Murabi- Shaman's freeze mechanic has received quite a few new cards to spark interest, but it's clearly not enough to create a new archetype. Also keep in mind that this 4/4 minion with a cost of 6 mana needs to create a decent amount of cards to justify its appearance on the board.
Sindragosa– at the time of the announcements, this card looked very promising, but so far it has not lived up to the expectations of the players. Even worse, the death rattle of the summoned creatures will slow down your game pace if you have to destroy them yourself. Sindragosa impresses with its incredible value proposition, but decks that do well with this dragon usually have a lot of tools to end the match without her.
Legendary cards to spray according to the situation
Bolvar the Seared– A paladin on Divine Shields is such an archetype that there are almost never enough stars from the sky. As a result, the second iteration of Bolvar plays slightly more often than his predecessor.
Hadronox- this spider has two significant drawbacks: the lack of an instant effect and the weak characteristics of creatures with taunt in the Druid's arsenal. If the card had a warcry, its power would be overwhelming, but with deathrattle, it will almost never have a chance to resurrect anything . Hadronox pretty hard to squeeze into a Druid deck that is now filled with the ubiquitous 1/5 taunts.
Prince Valanar- At first, the Prince played in a much larger number of matches for 4 mana crystals than his comrades. However, the card's weak effect cannot compensate for the mana curve sag you'll get by putting it into your deck.
Professor Putricide- although many had high hopes for this legendary mad scientist, the lack of consistency in his ability meant only a slim chance of appearing in builds Secret of the Hunters.
Rotface – Tempo Warrior, whose deck would most likely have a place for this card, remains outside the current meta. In the future, the ugly monster will likely find its place in competitive builds, but this is unlikely at the moment.
Kobolds and Catacombs
Legendary cards that can be safely disenchanted
King of the Toothless- the ability to swap decks with an opponent is quite memorable, but that's about it. It is unlikely that this kobold will be able to make any competition.
Temporus- there is always a chance that this Priest card will turn the game around in the long run. However, extra moves are a versatile and huge power in card games. Despite this Temporus will lose the game to you much faster than it will win.
Dark- the idea of \u200b\u200bdisabling the enemy Raza Captive and Kazakusa seems tempting, but the reward for playing the card is too volatile and rarely worth skipping the fourth turn.
Rune Spear- this is Tortoll shaman on a stick, and the Shaman's legendary weapon is unlikely to be featured in more games than its shell counterpart.
Legendary cards to spray according to the situation
Geosculptor Yip- even with all the possible ways to get armor, Yip will not be able to offer Control Warrior better conditions to win, which is much easier to drag out the game to the point of fatigue.
Grumble, the shaker of worlds- Some elementals have fantastic warcries. Unfortunately, in order to benefit from Grumble, you have to sacrifice your entire table.
Dragon Soul- Despite a lot of hype, decks using this legendary weapon have a terrible win rate. When this card is played, the situation in the match for its owner becomes much worse.
That's all, thanks for your attention. If you do not agree with some choices or think that something is missing, feel free to share your opinion in the comments.
Good luck with the ladder and see you soon!
Translated by Fafnesbane, edited by Euphoria, designed by Granium
There's a lot of talk these days about the implementation of Standard Mode in the game, which means a lot of really important and playable cards will leave Ladder forever, become less competitive. As soon as the new expansion is released, cards from the Naxxramas and GyG expansions will no longer be available in Standard Mode, but they will still be available in Wild Mode.
It's hard to imagine today's decks without using cards from Naxxram and GiG. Many archetypes will simply disappear from this mode due to the changes being introduced. For this reason, I decided to take a look at the top 5 maps that we won't see when Standard Mode launches. It's about cards that will leave a big gap in existing decks. By the way, I wouldn't be surprised if these cards were nerfed, changed, or even moved to future expansions or adventures. In the first half of the article, I will talk about the top 5 cards that are available to all classes at once, and in the second, respectively, about the top 5 class cards.
Cards available to each class
Loatheb is a 5 mana minion with 5/5 stats. Increases the cost of enemy spells by 5 mana for the next turn. This property has a very negative effect on the pace of the opponent's game. In a dynamic game like HS, using your cards and mana in right moments simply vital. Loatheb is the kind of card that will put the brakes on any opponent and potentially delay their plans for the late game.
One of best properties Loatheb is that it fits into almost any deck as a really good 5th drop that has strong stats and a serious impact on the game. If Loatheb isn't in Standard Ladder, we'll probably see heavy decks free up space for something lighter and play more aggressively. At the same time, they can potentially be dominant in the game at an earlier stage of the game. Overall, removing Loatheb from Standard will be a huge potential for spell-based decks and decks that support more game pace, but will be a nerf for all decks that are vulnerable early on and take time to take board control and play in further.
4 Mad Scientist
Mad Scientist is a 2/2 mana cost minion that casts a random secret from your deck when it dies. This property, for the most part, makes this card the best second-drop in the game, more specifically, one where a lot depends on free-played secrets. For example, a Hunter can get around a waste of 2 mana, and a Mage - as much as 3! If the Scientist is removed, it will be a hefty nerf for both classes, because not only will they not be able to play secrets for free, most likely the number of secrets that will be used in the decks of these classes, will be significantly reduced due to the lack of real value and unjustified replacement of space in the deck.
The deck that will suffer the most is, of course, Freeze Mage. On the other hand, perhaps all is not lost, because the Mad Scientist could potentially be swapped for a Kirin Tor Mage, which Mages have in their arsenal. On the one hand, the Kirin Tor Mage is not as cool a card as the Mad Scientist, but still gives the secrets some tangible value. Meanwhile, the Hunter doesn't see value in using secrets in decks yet. In the end, all Mage and Hunter decks that contain secrets will need to be adapted to Standard mode so that they do not lose their former strength in Ladder.
3. Delicious zombie
I previously wrote that Tasty Zombie is the best single mana minion in the game due to its formidable 2/3 stats that create real pressure on the first turn from the ability to trade with almost any early drops of the enemy. Because of him good performance Blizzard never created a single mana minion that even came close to the Zombie, leaving it as the favorite of the bunch. As soon as delicious
Zombies will be removed from Standard, we will certainly see many other first drops that will be in decks due to the lack of tangible competition between cards within the same mana. The superiority of the Zombie played on the first turn, and, accordingly, its removal from the Standard mode will give impetus to the use of other first-drop cards, and developers to develop more balanced creatures for one mana.
In the end, I think that the absence of Tasty Zombie in Ladder will reflect favorably on the game and on the competitive choice of cards for the first drop.
2 Manned Shredder
Piloted Shredder is a 4 mana minion with 4/3 stats and a super deathrattle that gives a random minion for 2 mana. The piloted shredder has been the reigning 4-mana drop for a very long time, and it's hard for any other 4-mana creature to compete with it. The influence of this card on 4th drops similar to Tasty Zombie's effect on 1st - almost every creature for 4 mana depreciates compared to Shredder. Whenever deckbuilding, most players reckon with Shredder due to its impressive stats, which are pretty good in and of themselves. The piloted shredder forces the opponent to spend a lot of resources to destroy it.
The shredder is a card from the GiG expansion, meaning it will no longer be available in Standard mode and this will be one of the really important changes in the context of creatures. Other 4-drops will become more playable without Shredder, so we'll see a huge variety of uses for 4-mana cards.
Ultimately, we can say that the removal of Shredder from the future Standard mode will negatively affect a lot of decks. However, I strongly believe that the benefits of removing it outweigh the drawbacks.
Surprised? I don't think. Whenever it comes to the best cards in Hearthstone, Boom has always been in context, and for good reason! A 7-mana minion with 7/7 stats that summons 2 1/1 bombs (which can also deal bonus damage to both the enemy and their creatures) is one of the strongest. drops played in Hearthstone. Dr. Boom can unanimously be considered as the best 7th drop in the game and, although one can argue, the best legendary card in HS. The momentary, incredible pressure that Boom creates is unparalleled. This minion is so strong that even the frequent presence of the Master Hunter in decks will not be able to affect its popularity and competitiveness.
I think it's fair to say that with the addition of Dr. Boom to any deck, she becomes significantly stronger.
However, due to its affiliation with GiG, it can no longer be played in the Standard game format, and therefore almost every deck will lose a very powerful card. It will be very interesting to see how the players adapt to this and who will stand as an equal replacement for everyone's favorite Boom.
class cards
The decision to separate class and common cards was made because, in my opinion, it is more difficult to emphasize the value of a class card if you consider such cards next to common ones. For the sake of objectivism and impartiality - this is much better.
Keep in mind that not all classes will be affected by the announcement of the new expansion. Each class card that cannot be played in Standard Mode will have an equal (if not more) impact on the game than some available to all classes. Let's start with this, let's go through the list:
5. Velen's Chosen
Priest is already in dark times due to the restrictions of the Standard game mode , but Velen's Chosen, which will be retired, bodes the worst for
Priest. One of Priest's main strategies is to increase maximum level of life, keeping creatures alive with constant healing. Chosen Velen in this context copes with the task best. It's not just about quantity
health. This card also increases the creature's attack by 2 and spell power by 1. That's 6 stat points. And all this for 3 mana.
Of course, the Priest will have Power Word: Shield in his arsenal, but with the loss of the Dark Cultist in Standard mode, we will get the Priest without those crazy buffs that he had before.
4. Weapon mechanical oil
Weapon Mechanical Oil is probably the best card ever added to Rogue sets. This card alone created an entire archetype that had a way of dominating Ladder because of the concept behind it. And this card is still very effective in all Rogue decks. Being able to buff a weapon to a class that is based on a weapon is incredible! In addition, it is possible to add +3 to the attack of a random creature on the table, which only adds value to this map! The fact that this card will disappear in Standard mode is a big omission for the class as not only the loss of a cool card, but also an indirect but significant nerf to Blade Flurry, reducing its potential damage. Boosting your weapon damage with Mecha Oil, then punching the enemy in the face and dealing weapon damage again is one of the best combinations that Rogue has in general and one that wins most decks in this class. In addition to the fact that the combo with Blade Flurry suffers, spell power will also not prevail much in dealing more damage to the enemy or his creatures in one turn. That is, the value of cards with spell power for the Rogue will also decrease slightly.
The loss of Mechanical Oil will seriously affect the class as a whole. Rogues will have to adapt to Standard and just hope that a worthy replacement will appear in the spring expansion.
3. Merciless Explosion
Merciless Burst has been a very strong Warlock card since it was added to the game. And it is still played in many decks of this class. The ability to deal 2-4 damage gives this card the ability to destroy most creatures early game opponent. The main advantage of the card is that it summons as many demons as it deals damage. Clearly, a card that not only clears the board but also strengthens your position in combat doesn't need to be explained as to why it's strong.
This card plays in the vast majority of zoo decks at the moment, and its absence will be especially noticeable if it was the only board clear in the deck. Zoo Lok will need to somehow adapt to the loss of Merciless Blast. The best outcome seems to be that the legendary Gormok card will be seen more often as an attempt to win with burst damage. But Gormok will never be as dominant as the Merciless Blast.
2. Protected mini-bot
Shielded Mini-Bot is a 2-mana card with 2/2 stats and Divine Shield. It would seem very simple, but at the same time very effective. Minibot second turn = strongest second turn for the Paladin class = one of the strongest second turns in the game. This is such a cool move that most Paladins spend a Coin to play a Minibot. The card provides a significant advantage on the board in that you can kill most of the early minions without losing yourself. creature. On the other hand, when your opponent has the same Mini-Bot on the table, immediately all the other drops against will not seem rational, because no one wants to lose a minion from the hands of the Protected Mini-Bot and leave it on the opponent's table. A mini-bot, when on the table, in most cases represents a very unfavorable trade, both for the opponent and for you - this is one of the main things that is so appreciated in Hearthstone.
If the Mini-Bot disappears from Standard Mode, the Paladin will lose one of the key components of an ideal mana curve. Coupled with the loss of Tasty Zombie Mini-Bot and Call to Fight, it can be said that Paladin will lose his best early moves. It will be interesting to see what the Paladins will replace such voids with!
1. Bite of Death
Finally, we got to the Bite of Death. This weapon is the best, probably, not only for Warriors within the class, but also in the whole game. Characteristics 4/2 and Deathrattle make Death Bite a great addition to the power of the Grim Regular archetype, which has only been around for a couple of months.
The Warrior has already been hit hard by the Warsong Commander nerf, removing Death's Bite from Standard will only make matters worse. I believe that the Warrior as a class can survive the loss of the Death Bite. Moreover, this class has
other powerful weapons such as Fireaxe and Bloodhowl. But the loss of the whirlwind effect, which is still a good removal, seems like the Warrior will never again be able to create proper pressure in the late stages of the game.
Honorary reviews about the cards, which, alas, were not included in this Top
Slime Belcher
It would probably also be correct if Slime Belcher was on this list, and maybe I'm underestimating this card, but I'm more inclined to think that the loss, compared to the other cards mentioned, is insignificant. However, Slime Belcher is the king of taunts in the game right now and a lot of decks will suffer from its removal from Standard. We will have to somehow manage without it, coping with aggro decks in a different way.
Possessed Creeper
To one degree or another, all aggro decks will mourn their best 2nd turn. For 2 mana, we are given a 1/2 creature, which, after death, summons 2 creatures with 1/1 characteristics. I think the other common cards that will be lost with Standard will affect the game more than the Possessed Creeper. The decks that will lose the most from removing the creeper from Ladder are the Hunter and Zoo Lock. A call to battle card that we will unfortunately lose with the introduction of Standard. The stats of 5/5 for 5 mana already deserves regalia, but the addition of 5 armor with a warcry makes this card even more awesome. Also, the fact that it's not a legendary card that can be used at least twice per game only emphasizes its value.
The reason why I didn't add it to my list is that the Warrior already has a lot of armor that can be obtained from a huge number of sources. For example, from the same Armor Master, Stun, hero ability and hero ability enhanced by Mariel Pureheart.
dark bomb
One more card that I didn't add to my list, because there is a more nasty lost card in the future from the Warlock.
Dark Bomb is a 2-mana spell that deals 3 damage to the target enemy character. damage. This card is significantly inferior to Mage's Frostbolt and Hunter's Fire Rate because it doesn't have any effect. Losing another removal card will leave a void in the Warlock's future in Standard game.
Actually, here is my whole small list of important cards that will be excluded with the implementation of the Standard mode in HS. Of course there are many more good cards, which were just too hard to fit anywhere on this list, and those that I just didn't name (Unstable Portal, Voidcaller, for example). We will miss you too!
Don't despair, these cards won't be removed from the game and will still be available in Wild. However, they will not be included in Standard Mode. Let me know what you think about this list, these cards. Write what cards you would cover in this top! Would you put these cards in a different order?
Until we meet again, have a good game in Ladder!
translated dragonilin, edited Antoinette, designed Lillyfloria
The tavern is about to face a life-changing change! We are proud to announce the introduction of different game formats to Hearthstone! We hope they will appeal to both beginners and veterans. Thanks to standard format Hearthstone will remain exciting and accessible for years to come, while in freestyle everything you already know about the game and what you love about it will be preserved.
new standard
The standard format will allow players to fight in game mode using only the latest hearthstone cards. You can create decks in this format only from the basic and classic sets of cards (you will always have them), as well as from those that appeared in the game in the current and previous calendar years. For the duel, we will select opponents for you who have decks built according to the same standard format.
The standard format will allow Hearthstone to sparkle with new colors.
- It will make the metagame more dynamic and balanced.
- The set limit will make each card more meaningful!
- Developers will have more freedom when creating new maps.
- It will be easier for beginners to join the game as they won't have to collect a lot of cards.
The Standard format is only for Friendly Duels, Ranked Play, and Casual, not Arena, Solo, and Adventure.
Free - will!
Wild is just a new name for the version of the game you're used to and where anything can happen. While in the standard format, the emphasis is on newly released cards and striving to balance the latest game process, the free format allows you to have fun from the heart in the conditions already familiar to you. Of course, over time and as new cards are added, it will become more and more unpredictable!
The gameplay itself in this format will not undergo any changes: you, as always, will be able to complete tasks, earn gold, fight for a rating, win card backs, strive for the Legend rank and build wild decks from your entire collection of cards. If you decide to use a wild deck in a ranked or regular game, then a player with a wild format deck will also become your opponent.
Forward to the legend!
With the introduction of the standard format, you will be able to choose which of the two formats to participate in ranked games. In each you will have a different rank, and therefore you may well get the "Legend" in both wild and standard formats. However, you will receive a reward at the end of the season for reaching the highest rank in one of the modes. So choose which one you like best!
Time for a change
The upcoming introduction of formats to the game is a great opportunity to weigh and evaluate what Hearthstone is at this stage. While we're usually quite reticent about changing cards to improve balance (and we'll continue to do so in the future), next year is a great opportunity for us to re-evaluate a number of core and classic cards (including class cards) and add to them description of a number of long-awaited amendments.
We'll share more information about which cards will be changed and why closer to Standard's release.
More deck space!
Yes, you finally have more deck space! We have prepared small gift, which you will receive shortly before the introduction of the standard format into the game: if you have unlocked all nine heroes, then your collection will be replenished with nine additional deck slots, which means you will have eighteen of them in total!
Release the Kraken!
The standard format will appear in Hearthstone already this spring! When that big day arrives, you'll be able to build standard decks from the following sets:
- Base
- Classical
- Black Mountain
- big tournament
- League of Explorers
- New addition (spring 2016)
Curse of Naxxramas and Goblins & Gnomes Packs will not be able to use in standard format. Every year after the release of the first expansion, card sets released before the previous year will be excluded from the standard format.
The standard format will have an annual cycle. The symbol of each new year in Hearthstone will be one of zodiac constellations shining in the night sky of Azeroth. The appearance of a new constellation above the horizon heralds the beginning of the year and is accompanied by noisy fun and jubilation wherever Hearthstone is played!
The first standard year will be named the year of the Kraken so get ready for a sea of events!
For free bread
This year, adventures and expansion packs that are not included in the standard format, namely Curse of Naxxramas and Goblins and Gnomes, will be removed from the store. If you still need cards from these sets (for Wild or Collection), you can create them with Arcane Dust - even those Adventure cards that were previously impossible to create. Speaking of adventures, if you purchased at least the first wing from an adventure before it went out of rotation, you can still buy the rest of the wings and complete the walkthrough.
Not long left!
We've done a great job with the Standard format, and we're excited to see it transform Hearthstone, bring the gameplay to life, and add-ons play a bigger role. In addition, this innovation will not be slow to affect the competitive element of the game, because it is in the standard format that the Hearthstone Championship Tour will be held! All in all, we believe that the standard format will be the quintessence of all that Hearthstone has to offer.
We hope you share our enthusiasm and look forward to your feedback.
Without a doubt, you have questions, and therefore we bring to your attention the "Questions and Answers" section. If something is still unclear to you, we are always ready to help!
I have not yet been able to read .So what's going on with Hearthstone?
We're adding formats to Ranked and Casual in Hearthstone. Standard decks will only accept decks made up of cards released in the current and previous calendar years, as well as the Core and Classic sets. Wild is already familiar to all Hearthstone players. It does not imply any restrictions, it can use any cards, including all those that are valid in the standard format.
What is a "format"?
In card games, format refers to the rules and restrictions governing the set of cards allowed in a deck.
Why are you adding formats?
With formats, we can achieve some important goals for Hearthstone. The standard format will make the gameplay more dynamic and exciting, give developers a free hand when creating new maps, and also help beginners quickly get used to it. Wild, on the other hand, will give players a stunning and unpredictable experience with all the cards that have ever been released - just like the version of the game you already know.
How often do you plan to update the standard format?
The standard format will be updated every year with the release of the first expansion. At this time, card sets released in the current and previous calendar years will be added to it. The base and classic map sets will be in this format on a permanent basis.
And why will basic and classic cards always be included in the standard format?
These cards serve as the backbone of Hearthstone. They add uniqueness to the game, they're easy to understand for newcomers, and returning players can be sure they'll always find something they're familiar with.
What is the Year of the Kraken?
"Year of the Kraken" is the special name for the first year of the standard format. With the release of the first new expansion in next year will begin New Year and in Hearthstone: the standard format will be updated, and the symbol of the year will be a different mythical creature.
What will happen to my decks when the standard format is introduced?
Decks that consist entirely of only cards allowed in the standard format will become standard decks. Any decks containing Wild cards will automatically be converted to Wild decks. They can be made standard by highlighting the deck name (or hovering over it with the mouse) and selecting the standard format. After that, the game will mark all wild cards in this deck so that they can be replaced.
Will standard cards in my collection be flagged?
Although each individual card is not marked with its format, there will be hints in your collection that will help you know if you are building a standard or wild deck. You can also use the filter to select only standard cards.
Will the new deck slots only be used for standard decks?
Additional deck slots are suitable for both standard and wild decks. You will be given nine additional places after unlocking all nine heroes.
Create, spray and collect cards
How will the card collecting process work?
Standard adventures and expansions can be purchased with gold or real money. Sets that don't fit the Standard format will no longer be available for purchase in the in-game store, but you can craft any of these cards with Arcane Dust, even ones that weren't previously craftable or disenchantable.
How will the adventure purchase system work?
For adventures that are part of the standard format, everything will remain the same. Adventures that are not included in the standard format will no longer be available for purchase. If you have managed to buy at least one wing of a particular adventure, you can unlock all the others with the help of in-game currency.
Can I still create and spray cards that are not in the standard format?
Yes, you can craft and disenchant these cards - including those that were previously uncraftable or disenchantable - for their normal cost in Arcane Dust. The only exception is base maps, which in principle cannot be created or sprayed.
Note that you can also craft and disenchant cards from standard format adventures. The main thing is that you have already received them!
How will random effects work in standard format?
Random effects (including summoning random creatures or cards, the dig mechanic, polymorph, or any other similar effect) will summon cards that are allowed in the current format. This means that only cards of the same format can be summoned in a standard format. Any cards can be used in Wild, so these effects will work as usual.
Can I receive rewards in both formats?
You can earn gold, complete quests, level up heroes, and earn victory points towards a golden portrait in both formats without any difference. However, the monthly Ranked Top Rank reward and card back will only be awarded based on the best score among the two modes. Only those cards that can be used in the standard format can be received as a reward for the season and duels in the arena.
Will the standard format be used in the arena?
By default, Arena and other Hearthstone game modes such as Single Player, Adventure, and more are set to Wild. Some events in the Brawl mode can be played in the standard format, but in general it only works in ranked and regular play.
Will the format system be used in brawls?
Each new brawl follows different rules, and therefore some of them will be held in a free format, while others will be in a standard one. In any case, they will remain just as crazy!
Will formats have any effect on my adventure decks?
Adventures are played in the Wild format, so you can create appropriate decks without any restrictions.
How will the matchmaking system work?
By queuing you in a standard format, the system will automatically match opponents with decks of the same type. The Wild queue will include players with both Wild decks and Standard decks, as Wild has the ability to use Standard decks.
Can I play a standard deck in Wild?
Yes! Wild format contains the entire collection, regardless of the release date, including those cards used in the standard format. Therefore, you can queue up in Wild with a standard deck.
Can I play friendly duels in standard format?
Yes! In the case of duels, you will be able to choose the format, and your opponent will be able to choose only the deck that suits him.
With the advent of the format system, your current rating will be "split" into wild and standard. For example, if you are Rank 5, after the changes are made, you will be Rank 5 in both Standard and Wild.
Since the ranking system will be split, you will be able to move forward in the leaderboard and aim for the legend in everyone from formats separately. At the end of the season, the reward will be given out based on highest rank among the two formats, but not for both. Regardless of the format in which you received the reward, it will only contain standard cards.
Please also note that in normal play, the matchmaking rating will be the same for both formats.
Which rank will my Battle.net friends see?
Your Battle.net friends will only see the standard format rank.
Will you announce the top 100 players of the season for both formats?
For now, we plan to only release the Top 100 players in the Standard format.
Can I earn Hearthstone Championship Tour points in ranked play in both formats?
No. Earning Hearthstone Championship Tour points in 2016 will only be possible in Standard Ranked Play.
So will all official Blizzard esports events be standard?
Yes. The official format for the Hearthstone Championship Tour and Hearthstone World Championship in 2016 will be standard.
Can I use different shirts and special heroes in any format?
Yes, all shirts and heroes you collect can be used in both formats.
Will it be possible to disenchant at full cost those base and classic cards that you upgrade for the Year of the Kraken?
Basemaps are not disenchantable and cannot be crafted under any circumstances. The classic cards we're redesigning, however, will be disenchantable at their full cost for a limited time.
Will the introduction of formats increase the matchmaking time?
We do not think that the introduction of the format system will significantly increase matchmaking time.
Will I still be able to participate in those adventures that will not be available for purchase?
You can only go through the adventures that you already have. If you have purchased at least one wing of an adventure removed from the store, then you will be able to open all the others, but only for in-game gold, and not for real money.
I'm new and don't have access to Wild in Play Mode. What can I do to unlock this format for normal or ranked mode?
To access a Wild format and create a corresponding deck, you only need to create one card that is not included in the standard format. If you already have similar cards, Wild will open automatically.
Are there any plans to return to the standard format of the old sets?
We currently have no plans to bring back old Wild card sets to Standard.
Tell us about the new addition for 2016.
It is very, very cool. We think you will definitely like it. We'll be talking about it very soon™.