We discuss everything about Awakening of the Ancient Gods (the upcoming update). Hearthstone is doomed: Talk about “Awakening of the Ancient Gods” When will the awakening of the ancient gods disappear from the dream

The newest expansion, Awakening of the Ancient Gods, was announced on March 11th. It will contain 134 new cards based on the Cthulhu mythology from World of Warcraft. The release will take place at the end of April / beginning of May. The release will also divide the game into standard and free formats. Cards from Curse of Naxxramas and Goblins and Dwarves will be removed from Standard mode. In the Wild format, all cards will remain available.

So far, 6 cards have been revealed, including the legendary God C'Thun. The game will feature a new mechanic where god cards will be buffed with auxiliary cards. During the promotional campaign for the new expansion, players will be able to receive 3 free Awakening of the Ancient Gods boosters if they log into the game on time. In addition, they will receive the legendary C’Thun and 2 copies of the card “Calling Evil” for free.

Mike Donais and Peter Whalen gave an interview to IGN about this topic. You could already read the first part, where we talked about the nerfing of basic and classic cards.

Let's start with the ancient gods in a broad sense. What brought you to this idea? After all, it will differ significantly from the “League of Explorers” and the “Grand Tournament”. I mean, the ancient gods are a pretty apocalyptic thing.

PV: It's very important for us to create different concepts in Hearthstone. The “League of Explorers” was focused on adventure and adventurism. Now we're moving on to something new. The tentacles of Cthulhu may scare you into the night, but the new addition is done in an exciting and fun way. Hearthstone is evolving and we continue to surprise our players.

MD: What I liked about the ancient gods was that we were able to come up with crazy mechanics that no one had ever dreamed of before. We want to make God cards the most powerful compared to previously released cards, but without breaking the balance. It's fun and opens up a lot of ground to explore.

Was the introduction of the Standard format a key factor when the overall pool of cards was drastically reduced? Was this a factor at all?

MD: I think that with the transition to a standard format, we will be able to make better expansions. New cards will become more interesting, surprising and influential.

Does Year of the Kraken mean that new expansions and adventures will follow this theme? Is this topic reserved for a year?

PV: We'll wait and see. We're glad that Hearthstone continues to surprise players.

We've already seen C'Thun. How many ancient gods will there be in this set?

PV: There will be 4 ancient gods with different mechanics. C'Thun's mechanic is that he shoots shots from his eyes at his opponents. Follower cards help him with this. There are 16 cards in the set that interact with C'Thun in one way or another. One of them is the Caller of Evil. Whenever you play it, you give C'Thun +2/+2 regardless of where he is (table, hand, deck). The small indicator on the left will show the growing power of C'Thun, which will be visible not only to you, but also to your opponent.

How will C'Thun interact with cards like Stolen Thoughts or Entombment?

PV: If you buff it enough, your opponent will get an exact copy of it at the time of the buff. The opponent will receive it with the current status.

Interesting. Can you tell us more about the other gods in the set?

PV: They have powerful and interesting effects. We will spoil them as we get closer to release.

MD: Only C'Thun will have followers who will buff him. The rest of the gods will also cost 10 mana, but will have their own unique effects.

Those. Are the mechanics of the new expansion built around these gods?

MD: Yes. But if C'Thun demands the attention of followers, then the other gods act autonomously.

It's clear. What else can you expect? Where else could the “whisper” mechanic go?

MD: We wanted to give you chills and a creepy feeling. We wanted you to worry about the upcoming events. For example, your opponent sees that your C’Thun has received another +2/+2 and really doesn’t want you to put it on the table. This moment resembles the whisper of the gods, when fear slowly creeps up.

PV: Another aspect of the ancient gods is how they influenced your old familiar beings. For example, we will see the Old Flea Shopper into whom the good old Treasure Collector turned under the influence of the whispers of the ancient gods. The Herald of Doom also turned under the influence of the whisper into the Herald of Doom.

Do you really want to give away C'Thun and 2 Evil Callers cards for free? Is this so that players can immediately get into the mechanics of the new addition?

PV: Yes. We're really excited about introducing new mechanics and want players to embrace them right away. During the promotional period you will receive 3 free booster packs and these 3 cards. Even if you join the game later, you will still receive these cards, regardless of the contents of the booster packs.

MD: It wouldn't be right for players to get a bunch of follower cards without C'Thun himself. It wouldn't be fair.

When will Awakening of the Ancient Gods be released?

MD: End of April / beginning of May.

I think a lot of players are surprised that there is such a big gap between new set releases. How do you explain this? So that people get used to the concept of the standard or is it related to the current tournaments?

MD: There are several reasons. One of the ideas was that the adventure wouldn't actually be fully released on release day. Only the first wing opens, and all content becomes available within about a month, which gives time to iron out the rough edges. The standard format requires more research and engineering experience given that this feature will be used for the first time.

We also involved real players in this work so that they could provide us with high-quality feedback after the tests. Watching them, we polished the standard format, taking into account their wishes and difficulties. All this takes time, but it’s worth it so as not to harm the game, but to fit optimally into it.

How do you feel about testing the standard? Have new types of decks come to mind yet?

PV: There are still plenty of archetypes for classic and basic cards that would be viable in Standard. For example, Wild Growth and Innervate druid cards appeared early in the game, so decks based on them will still be relevant in Standard. A number of other decks have changed dramatically, but their essence remains the same.

MD: I like the fact that to test new cards you only have to make about 2 replacements in old decks so that they still remain relevant. And then we test the new decks against the old ones. For example, we currently cannot add Doctor Boom or the Piloted Shredder there. We look at how well and equally the replacements from the new cards perform. This is the beauty of the standard, because sometimes the new cards look more powerful than the old ones. Old maps are already being looked at from a different angle. For example, 5/4 cards looked weaker than a shredder, because he could easily trade with them. Some substitutions sometimes surprise us.

Going to Standard means you're balancing the cards for it and releasing a crazy set with the theme of the ancient gods?

PV: It's important to us that the Old Gods fit into the set of Basic, Classic, Blackrock, Grand Tournament, and League of Explorers cards. This means that the new cards will not overshadow the above sets. It is important for us to maintain balance, and not to make each new set more powerful than the previous one. The Ancient Gods will shake up the meta, but the old cards will also remain relevant.

Returning to the release date, you said that every year you will release 3 new sets (adventures and expansions). Does this mean that the new adventure will be released earlier than the traditional schedule?

MD: I think we want to do 3 annual sets right now. Exact release dates are never known in advance, because each has its own specifics, different engineering work and different creative approaches. The most important thing for us is that the game is constantly updated, the meta changes, and players rejoice in anticipation of new sets of cards. I don’t think that an extra month before release due to technical nuances will affect the overall weather in the game. We still plan to release 3 new sets per year at approximately the same time frame.

Should deadlines be tied to tournaments? Does the release time depend on them in any way?

MD: No. Tournaments do not affect the weather. Hearthstone was not originally designed for tournaments. The tournament schedule was drawn up at the beginning of the year, and new sets are not tied to it, and are released as they are ready.

How many cards will be in the new set, and what will be the breakdown by card rarity?

PV: It will be like going to the “Big Tournament”. There will be 134 cards in the set. The breakdown will be remarkably similar. There will be approximately the same number of class and neutral cards of the same rarity.

MD: Out of 134 cards, 2 are given to you for free. This is C'Thun and the Caller of Evil. Thus, you will receive an additional 132 cards to these two.

Is this the first time we've seen cards that specifically buff a specific card?

PV: Feugen and Stalagg were based on similar mechanics, but they didn't directly buff each other.

MD: This is a good example. It's close to this mechanic.

PV: There are other examples. For example, Antonidas creates Fireballs for you.

Will the Titan Pantheon play a role in Awakening of the Old Gods, or will you keep it in the future plans for the year?

MD: Yes, titans played a big role in the Warcraft lore, but we decided to leave them for later so as not to confuse the role of the ancient gods with them. This can create confusion in players' heads and make it difficult to understand the game's lore. For now we have settled on the theme of the ancient gods, and to develop the theme of the titans we still have a train of time.

Cool. The game already has a Faceless Manipulator. Will "More Faceless" be featured in the new set?

PV: Of course, the faceless ones are servants of the ancient gods, so they will be displayed in the new set.

So, yeah?

MD: Faceless will be part of the set.

Great. Have you thought about introducing a new type of creature in the new expansion? For example, “sectarian” or something like that?

PV: Of course, we talked a lot about this. For example, a new type of creature would be useful to support C'Thun. But there are many pros and cons here. One of the advantages is that the cultist could buff C'Thun directly, so that the mechanics of interactions between these creatures would be more transparent to the players. The advantage is that for this type of creature there would be no need to write extra text on the card, and only the specific characteristics of the minion would be displayed there. But for now we decided to leave the effect on C’Thun in the form of battle cries, so as not to cause confusion.

Can you explain who the Evil Caller is? After all, she is not a member of the Twilight's Hammer cult, although she is a priest of C'Thun?

PV: There are a lot of cults that worship the Old Gods. The Twilight's Hammer is just one of them. Caller of Evil does not need to be a member of the Twilight's Hammer. She had a difficult childhood, but is an ardent worshiper of C'Thun, and could easily join any of these cults. She found someone who will inspire her to conquer higher goals. The follower has already found her calling.

I see! And I assume that the Twilight Ancestor is part of this cult.

PV: Yes. The Twilight Ancestor joins the cult and is overjoyed that the ancient gods are becoming influential again.

It's great to see some old maps through old cracks in a new way. You are introducing the Dirty Flea Shopper, but he originally existed Cult leader who did something similar.

MD: It's great to see recognizable faces that have been influenced by the ancient gods. They will fit well into the gameplay, because they have the mechanics of the death rattle. It will fit well into a deck with Renault. Rogues will have more opportunities to build decks using Deathrattles, which they almost don't have (Except decks on Fossil Lizard).

It makes sense. We saw 2 new cards on Death Rattles. Naxxramas was focused on wheezing. Will there be Excavation and Inspiration cards in the new set?

MD: We like to add new cards to existing archetypes. Black Mountain, for example, shook up the dragons a bit. And with each new set, we released 1-2 dragons to keep individual players interested in decks based on them. Similar vicissitudes occurred with the murlocs. I think we have chosen a good vector of development. In the future, we will continue to maintain and expand old synergies while introducing new ones.

What about introducing new mechanisms? After all, after the departure of “Goblins and Dwarves” they will leave the game.

PV: No. We think it's great that with the introduction of the standard, many decks will leave the game. The mechanisms had a golden period, now they must give way to new decks. Now “Black Mountain” will sparkle with new colors, and we will see wonderful decks on dragons, etc. So it’s good when new decks replace the old ones.

Will there be cards with inspiration in the new set?

MD: Ben Broad said, in my opinion, that there will be no new cards within this attribute.

Herald of Doom is a really interesting card. How did you settle on the 5 mana cost for this card? This card is good for a drop on any empty board.

PV: Initially it cost less mana, but we came to the conclusion that starting so early would not work. After a lot of testing, we settled on 5 mana, although initially we were considering a price of 2 and 4 mana.

MD: If this creature for 5 mana gets 7/7, then this is a good result. We wanted to leave the creature with 7/7 vulnerability. If your opponent has enough creatures on turn 5, he can counter this card. It all depends on the pace. This guy is out of the blue very strong. But if you have a good board and you can beat them more than 2 times, then it's powerful. But with an empty board it is almost useless.

Understood. How about a 6/6 creature for 5 mana with a noticeable disadvantage? We are talking about the Corrupted Healer.

PV: This is a big drawback. But it can be used to your advantage. Engage the Auchenai Priestess and everything will turn in your favor.

MD: He looks like a Yummy Zombie. He has good stats for his cost, and many do not care at all that when he dies, he heals the opponent for 5 health units. With the help of different tricks you can turn his ability against your opponent.

While Tasty Zombie has a significant impact at the start of the game, Corrupted Healer is just an intermediate card with a significant drawback.

MD: That's true. But only if you are too concerned about your opponent's life. If you play as a control deck, then you don’t really consider your opponent’s health, but rather push your lane. But still, you are right in saying that he is not as strong as the Tasty Zombie. Delicious Zombie has been a significant card in terms of impact on the meta throughout its existence. And it may have been the best card in the arena since its release.

Thanks for your time guys!

Source . Translation/rewriting: Jalo (e-mail: natpagle@yandex..

Hello, dear readers of the site! It's no secret that already in April a big revolution is coming in the world of Hearthstone - the annual Standard rotation! Players are preparing for a meta update, making predictions and placing high hopes on this event, because it should radically transform the game. This article will help you learn more about the upcoming changes and answer many questions. You can read about what expansion rotation is, how Standard Mode works, what the Hall of Fame is, what cards will go into it, and how to get extra Arcane Dust at the start of the Year of the Raven. You will also find all the known information about the Witch Forest expansion, the release of which will usher in the coming Year of the Raven.

  1. Data about the Year of the Raven and the Witch's Forest addition has been added to the text.
  2. Removed information about irrelevant archetypes and cards related to the February nerfs in patch 10.2
  3. In the “What Top Decks Will Lose” section, current archetypes have been added, irrelevant ones have been removed, and builds have been updated
  4. The section “What is the Hall of Fame, what cards will be included in it?” has been changed: information about the supposed candidates for moving to the Hall of Fame has been removed, and three already known cards have been added
  5. Added a subsection “About disenchanting cards and getting benefits from the Hall of Fame”

Article navigation

About Standard Mode

In February 2016, Blizzard announced the opening of a completely new page in the history of the game. We are talking about the emergence of different game formats. The introduction of Standard mode was intended to make the meta more dynamic and balanced, as well as make life easier for newcomers who would find it easier to join the game. Now each addition takes on special significance, because the release of new cards significantly affects the overall game picture. The set limit makes every card extra important, and the annual rotation completely transforms the game.

This drastic turn of events met with a lot of feedback from players, both approving and the most angry. Many have come to the conclusion that such an innovation not only will not help beginners, but rather will lead to the exact opposite consequences. Those who have recently entered the game will have to actively adapt to the meta, which tends to change dramatically with the release of updates. And they simply won’t be able to accumulate enough dust and gold to get the maximum benefit from the new card sets. All this encourages newcomers to invest money in the game, and many are sure that this was Blizzard’s main goal.

However, not everyone perceived the changes so negatively. The introduction of different formats gives players a choice. Standard mode is considered the main mode, but you can always join Wild if you want variety or some nostalgia.

In 2018, there will be a third rotation of the Standard mode. Hearthstone fans most often find this event exciting, important and extremely interesting, because not only are new expansion cards appearing, but old ones are also leaving. On the one hand, this is a little sad: you can miss, for example, Guardian Medivh or N’Zoth, but, on the other hand, many tiresome and boring mechanics and cards disappear over the year, opening the way for new ones. Some people don't like changes, but Hearthstone is simply unthinkable without them!


Care supplements

The division into different formats was intended to make one of them more dynamic. Once a year, the situation in Standard mode should change beyond recognition - so how to achieve this? It's simple: the game should only use cards from the last two years of expansions, as well as from the basic and classic sets. Earlier additions go to Wild mode. Expansion cards will be leaving the Standard format in 2018 Awakening of the Ancient Gods, Vivid City of Gadgetzan and also from the adventure Party in Karazhan. All of them were released in 2016, and in the new season only cards from 17-18 should be played (not counting classic and basic ones).

This turn of events may seem too abrupt and illogical to some: only one new addition appears, while three leave at once. But in reality, this cleanup is very useful for the meta: it weakens the level of decks, since almost all of them lose most of their main options. This way the game situation becomes more balanced, a lot of new archetypes appear, and the old and boring ones disappear into oblivion. It's hard to imagine what the Standard meta will be like after such a massive upheaval. One thing is clear: the situation will change dramatically.

Awakening of the Ancient Gods

Indeed, the first three cards were used by all classes, while the last ones stood out noticeably among the Warlock, Mage and Rogue. This made the game less varied and the decks more formulaic: what's the point of using another 6-drop if you have Sylvanas Windrunner?

The important thing is that players who have these cards in their collection will receive full compensation for their Arcane Dust when the Year of the Raven begins. There are several ways to either enrich yourself with extra dust in the new year, or replenish your collection with gold copies of cards for free. Read more about this in the next section.


What should players do before rotation?

Every year, the rotation of expansions poses a difficult task for players: what to do with those cards that go to Wild mode? Fans of the Standard format, of course, will say: dust, dust, and dust again! This advice is relevant for most players, and most likely many will do just that. Maintenance of additions provides a rare opportunity to obtain a large amount of dust at a time.

Free mode players are deprived of this opportunity. To tell the truth, the rotation will not particularly affect them at all, so they are not faced with any agony of choice.

About the Party in Karazhan

Players who have not yet purchased the adventure are already in the most difficult position. Party in Karazhan. So is it worth buying it now or not?

Many are convinced that adventures should be bought in any case, even if they are long gone, because they are guaranteed to give several legendary cards, while buying boosters is risky and unreliable. One set, according to most, is equal to 40 arcane dust, but legendary cards from the adventure can be disenchanted for as much as 400!

In fact, it's not that simple. Think twice before buying Party in Karazhan now that he's less than a month away from leaving. First, the most obvious: these cards are heading to Wild soon. If you are not going to play 12 hours a day for the next 3 weeks, then the cost clearly will not pay for itself. Buying an adventure solely for the sake of spraying is even more controversial. Yes, you are guaranteed to get a fixed amount of dust for a certain amount, but is it worth it?

Buying the entire adventure will cost you 2800 gold, which will provide 2930 arcane dust after disenchanting all the cards (Hall - 620, Opera House - 740, Menagerie - 590, Spire - 980) plus another 20 dust for 2 pairs of regular cards from the free Prologue, but they can be ignored.

For the same 2800 gold you can purchase 28 sets of cards. It is worth saying that the common belief that the average benefit from one booster is 40 dust is very wrong. When purchasing a large number of card sets, the average benefit per card increases to approximately 100 Arcane Dust, and the likelihood of dropping a legendary card increases significantly. Therefore, if you have saved up 2800 gold, it is better to spend it on sets of current sets: classic boosters, if you are new, or sets of cards from the Witchwood expansion, which will be released very soon.

Don’t forget that rotation occurs in parallel with the release of a new expansion, that is, new cards that you will definitely need. In this case, spending almost 3 thousand gold on 2930 dust certainly does not make sense - you won’t even have enough for two legendary cards. You can create 1 legendary, 2 epic and 5 rare cards (+30 dust remaining) or 7 epic and 1 rare (+30 remaining). There may be different variations, but in the end you will get 8-15 cards that are not of the highest quality.

At the same time, 28 new booster packs will give you 140 cards, not all of which will be common or rare (of course, there is a chance, but it just requires total bad luck). And not all of them are useless.

Thus, there are no serious reasons for buying Karazhan and cannot be. Of course, if you have huge reserves of gold and simply have nowhere to put it, then you can spend 3000 on an adventure. Ultimately, if your desire to buy Karazhan and save Guardian Medivh is so inexorable, pick up one wing for 700 coins. After that, you can always buy the rest, even after rotation.

It should be emphasized once again that the above tips do not apply to Wild mode players: for them, purchasing an adventure will not lose relevance either now or after the change of seasons.


About creating outgoing cards

Having dealt with the adventure, it is logical to move on to the issue of creating cards for outgoing sets. All the expansions are full of interesting and powerful creatures and spells that have become a fixture in many decks. Some are so strong that they determine the current state of the meta.

If you can spare no expense on ordinary and rare cards, then legendary and epic cards require more serious expenses. You need to clearly understand whether these investments will be profitable for you.

Some cards may serve you well in the remaining time, but this does not mean that you need to create them as soon as possible. It all depends on your desire to play this or that deck and the time you are willing to devote to it. Playing for half an hour a day to complete daily quests, it’s clearly not worth spending money on N’Zoth. And if you suddenly suddenly realized that your cherished dream is to conquer the ladder as a Big Priest 24 hours a day, then it even makes sense to create Y’Shaarj and Barnes (if you once recklessly dissipated it). Everything is relative and depends only on you. The main thing is to decide what will be more profitable in your case.

ABOUTdisenchanting cards and getting benefits from the Hall of Fame

If you are the lucky owner of all the cards from the Awakening of the Ancient Gods, Gadgetzan, and Party in Karazhan sets, then disenchanting them en masse will net you about 32 thousand Arcane Dust. It is not yet known whether C'Thun and the Callers of Evil will be disenchantable. If yes, then add another 410 dust. Plus, don’t forget about the cards that will end up in the Hall of Fame, but more on that later.

Due to the fact that not everyone has the opportunity to benefit so much from dispersion, many players rush to look for unplayable legendary cards from the standard set and current additions in order to at least get the missing dust from them. This is not the best idea, since any card can play someday. It is unknown what mechanics Blizzard will come up with in the future - maybe even Lorewalker Cho will someday be on the level of the old Pirate Eye before the nerf and become legendary card #1. Cairne Bloodhoof was once written off by everyone, but he was heavily used in some popular decks. The not-so-popular Baron Geddon appeared in Elemental Mage. Any card can play, then go into the shadows again, play again, etc. So it is extremely irrational (and mathematically unprofitable) to waste some legendary cards for the sake of others.

Once Party in Karazhan, Awakening of the Ancient Gods, and Gadgetzan's Vivid City leave Standard, you can do whatever you want with the cards in those expansions. By keeping them, you can always use each in most Brawls and Wild. By disenchanting everything, you will receive a large amount of arcane dust, which can be spent on cards of future expansions.

How exactly to proceed is a question that only you, as the owner of your own collection of cards, can answer.

Finally, it's worth talking about Hall of Fame cards and how you can benefit from this event. The whole situation can be described in several theses:

  • When the Year of the Raven arrives, you will receive full Arcane Dust compensation (as much as it costs to create the card) for cards that go into the Hall of Fame
  • If you have gold copies of cards, you will receive a full refund for them, but not for regular copies
  • You can only receive compensation for 2 identical cards in your collection, there is no point in creating more of them
  • All cards that went into the Hall of Fame will remain in your collection in a special section; they can be dissipated at any time, but at the usual rates.

So, what can you do to get extra Arcane Dust or beautiful gold copies of cards? This issue was discussed in great detail in a separate article: Here you can derive a few short rules:

  1. If you don't have any cards that are heading to the Hall of Fame, create two gold copies of each. If you don't have that much Arcane Dust, make regular copies
  2. If you have golden copies of all cards, do nothing
  3. If you have normal copies of all cards and just want maximum dust, don't do anything
  4. If you have regular copies of all cards and want to upgrade them to gold for free, create gold copies. The regular ones can be disenchanted now if you have two gold copies of them.


Conclusion

Expansion rotation is a game changer. It is at this time that the meta is completely updated. New decks are being created, and the established list of the most popular classes and archetypes is changing dramatically. Many of the existing decks will be weakened, others will disappear altogether. However, this is precisely why the division into Standard and Free formats was introduced. Ultimately, change is inevitable, and players can only hope that it will only be for the better.

Have a good game, see you in the Witch's Forest!

Prepared by Buba and redsnapper, edited by Sadhappy and Blaze, designed by Piligrim.

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1. Release date for the “Waking of the Ancient Gods” add-on
The exact date is not yet known. We only know that the addition will be released in late April - early May.

2. Maps

  • With the release of the expansion, 134 collectible cards will appear in the game.
  • New cards will be contained in new sets that will appear in the store after the expansion is released.
  • A set costing 100 gold will contain 5 cards. New packs can be purchased for real money at the same price as existing ones.
  • All new cards can be crafted from Arcane Dust.
  • The first set opened after the expansion release will contain C'Thun.
3. Promotion
  • Anyone who logs into the game during the promotion will receive three free packs from the new expansion. This way, everyone can get a free legendary card!
4. Standard mode
  • With the release of the Awakening of the Ancient Gods add-on, a new mode will appear in the game.
  • Unlike Wild mode, in Standard mode you will not be able to use cards from the Goblins and Dwarves and Curse of Naxxramas expansions.
5. Arena
  • Immediately after the expansion is released, all new cards will be included in the list of cards available for play in the arena.
  • The exception would be C'Thun and creatures associated with him.
6. Pre-order
  • Pre-order allows you to buy 50 sets of cards for 2,500 rubles (2,900 rubles for IOS users).
  • Players who pre-order will receive an exclusive shirt.
  • Pre-orders will be available starting March 14th.


7. All maps of the “Awakening of the Ancient Gods” expansion
Below are new cards from the Awakening of the Ancient Gods expansion.



The way Hearthstone's Standard rotation works is that only expansions from the last two years can be used. The game's new year will begin with the first expansion of the spring, when a yet-to-be-announced set of cards will be released, and along with it, Awakening of the Ancient Gods, One Night in Karazhan, and Gadgetzan, which were released in 2016, will leave the Standard format. Let's figure out together what we will lose during the transition to the next year and what cards will be added to the wild format.

Farewell to the cards of the Ancient Gods

The add-on was released in April 2016 and introduced 134 cards to the game, including many powerful and interesting mechanics that are still used today.

"Yogg-Saron". The madness he brought to ranked games was so great that he was both loved and hated at the same time. This legendary creature was capable of changing the outcome of the game in one move, it is not known in which direction - your opponent's or yours. The changes took him out of the meta for a long time, but fans of the madness that his battle cry created remained to this day.

"K'Thun". One of the Ancient Gods who immediately found his playable deck. It was part of the “C’Thun Warrior” archetype and was not much different from its ancestor “Control Warrior,” but had a stronger late game due to “C’Thun.”

"N'Zoth". This Ancient God was used exclusively in control decks and, due to its battle cry, could turn the game on its head, resurrecting all creatures with the Deathrattle. At the moment it is not so popular, but it is still used by Control Warlocks and some Cuplocks.

"I'Shaaraj". The most underrated legendary card, which found use in a huge number of decks, from the funky “Y’Shaarj the Hunter”, which used only two creatures, to the popular “Big Priest” in the current meta.

"The Uniting Blade". A truly powerful weapon in the Paladin's arsenal, which is used in all decks of the class. It also gives a buff to creatures with Divine Shield, which will give an advantage at any stage of the game. Due to the recent change to Fire Axe, the value of this weapon is much higher, especially since any Paladin deck uses creatures with Divine Shield.

"Fandral Staghelm". The legendary Druid creature, which was actively used in various types of “Jade Druid” builds in combinations with class cards that required you to choose one of two proposed actions. Fandral brought great benefits to the player who was able to use one or two cards, and sometimes this contributed to an early victory.

"Evolution". A spell that gave birth to a new Shaman archetype, which was based on quickly filling the board and then rushing with it. The archetype will likely cease to exist as it will also lose other important cards.

"The Tome of the Conspirator". A spell that wasn't as powerful until the release of Expedition to Un'Goro and the introduction of Legendary quests into the game. Tome is used exclusively in Mage Control decks and is the most important element that contributes to victory - leaving this card will be extremely unpleasant for Jaina.


"Murquisitor". This creature seemed not so important, but when it comes to the departure of any cards, one has to evaluate their importance. This is what happened with Murquisitor: it is actively used by Murloc Paladins to change their hero power to summon 1/1 Murlocs - which became a potential target for the Murloc Warlord and Gentle Megasaurus buffs.

"Council Member of Mirkwood". The Warlock creature, which has simply insane characteristics, immediately found its application in the Zookeeper deck. It's still in use today, and its move to Wild will greatly weaken the archetype since it's the only 3-mana minion it uses.

"N'Zoth's First Mate". Not the most important creature in the Pirate Warrior deck, it did, however, provide a huge jump in tempo in the early turns due to the Battle Cry - a weapon that could be buffed several times, from a small hook to a hefty club.

"Eater of Secrets". At the moment, the creature is not very common, but the benefit it brings with its battle cry is so great that it will clearly be remembered for a long time - besides, it is the only common tool for fighting secrets. After its transition to the free format, the issue of dealing with secrets will remain open - we hope that Blizzard will be able to offer a good alternative.


In this article, we looked at the most important, in our opinion, cards from the Awakening of the Ancient Gods expansion, which will soon fly into the Wild format of the game, and we want to hear your opinion: which cards will you miss the most?

New decks in the Kobolds and Catacombs expansion

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WHEN WILL THE SLAVIC GODS COME TO THEIR PEOPLE?

I.N. Should the Slavs and descendants of the Aryans expect their Gods in the new Epoch?

MM. The Slavic Gods have a separate Hierarchy from the Hierarchy of the Light of Infinity. They are organized in Light goal-setting, but in closed conditions they have not yet accepted the Height of many dimensions as their belonging. Separateness is not punishable, provided it is correctly directed towards the Light. Many parallel civilizations are following their path to the Light, and their quantity contains the quality and possibility of great diversity.

The Slavic Gods went through the entire path of planetary formation at the very beginning of the Planet’s descent to the comic Bottom. And they prepared their descendants in terms of warning them about the need to live under the dictates of the system of Darkness. Santi Perun talk about such preparation, within which the Slavs were shown all the possible trials and even troubles that awaited them on the cosmic Day of the Solar Thor. The Solar Gods themselves left the Earth and began to wait for their people on the other side, after the Great Transition.

The period passed along the Bottom turned out to be very difficult for the Slavs. They had to acquire the necessary experience that would allow them to live and evolve in the Inner spheres of the Solar and Galactic Tori.

The Slavic peoples suffered huge losses and mixing of blood with many other peoples. The purity of the blood of the Slavs can only be expected under the conditions of the Power of Light, which will correct all the distortion that has befallen many peoples of the Planet. Purification is necessary so that the Slavic Gods can return and become Guiding Lights for new achievements of these peoples. There were warnings and instructions about the purity of blood, but they were not heeded, and therefore the meeting of the Slavs and descendants of the Aryans with their gods will become possible only on the condition that, having gone through the period of the reign of the Power of Light, the Slavic peoples will purify their blood, and then only they will be able to become one with their Gods. The final departure of the planet Earth from the Physical Plane will not follow during the Great Transition, but after the passage of the Blue, Blue and Violet Ages, which will follow one after another at a more accelerated pace than the Earthly Age, which is currently ending with the Great Transition.

The Slavic gods await their descendants at the end of the Violet Age, which will complete the Golden Age of the Power of Light. This period is spoken of as the final Judgment, when every creation will find its place where its essence strives, and to which it has a magnetic attachment.

In the meantime, within the events on Earth and in the Solar system, the Hierarchy of Light reigns, composed of representatives of the Higher Worlds who arrived here to serve as a connecting Integrity, allowing this system to safely go through all stages of the evolutionary Path within the Galactic Torus. The Hierarchy of Light has no other task than to preserve the evolutionary conditions for the planets of the Solar system and the system itself as a whole.

I.N. And what problems arose in the Solar System if a real landing of the Higher Powers was needed, which are involved in saving the Solar System?

MM The failure of evolutionary processes on several planets and the stop with the complete or partial destruction of planets on the cosmic Bottom made the Cosmic Atom of the Solar System different in its chemical composition on a macro scale inside the Galactic “Molecule”. A change in the chemical composition of the Galaxy Molecules brings a change on a Universal scale! Which requires the arrival of a “landing force” of Light Forces to eliminate the causes and prevent the possibility of further distortion of the Code of Creation in this part of the Universal Unified Light Hierarchy of Worlds.

MM All processes in the Unified Universe can be affected by a much smaller event than the destruction of a planet or several planets in the Solar System!

You can’t even tear off a butterfly’s wing without it having an impact on the Universe.

I.N. But our world is so cruel, and it is structured in such a way that every second someone tears off not just a wing, but a head, or takes away someone’s life! How are we tolerated in the Universe?

And why does Evil have such power on Earth?

MM Patience and understanding that in the conditions of being on the cosmic Bottom is a very serious test and burden for the growing consciousness, but at the same time there is also a huge NECESSITY for all the Higher Forces of Light. Not every Creation can pass through the crucible of the cosmic Bottom, but the filter of suitability for further evolution in the High Worlds is available only in such systems where each Creation can pass all types of tests and emerge victorious, enlightened by suffering and painful trials. Some do not pass such tests and remain on the cosmic bottom, as birobots on technocratic starships or as the evil spirits of infernal swamps. The System of Darkness - EGOcentric orientation reveals those who are weak and susceptible to the EGOcentric installation of the meanings of life, and they can never appear in their new births in the Worlds of the Highest Duty.

There, everyone always serves the Common Good, and not themselves, as is possible in worlds where the system of Darkness reigns.

It is possible to destroy the worlds of Evil with ease, but no one does this, because they exist to test Souls and collective forms of Mind, which, having received all the necessary skills in the war against Evil, will never again take actions of open war or violence in the Higher Worlds.

But when the Term specified for a given system ends, it is destroyed along with all its contents, and turns again into Primary Matter, suitable for the formation of new forms of Creation. And so on until Infinity!

So everything that is created within the knowledge of your and Our consciousness is expedient and necessary, even if it looks like Evil.

Freedom of Choice exists in order to choose between the direction either into the Outer Darkness or towards the Light of Infinity. Any other arbitrariness or whim is not allowed, since everything else in the Universe is regulated by the Highest Laws of Light!

Channeling I. NILOVA