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Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

Hearthstone's new version of "Exploring the Sunken City" new card preview season is still in progress, and a lot of cards have been announced, and the pace of the next new card release will be much slower, but there are still many orange cards that have not been released, such as the release of the paladin's giant retinue this time, as well as the orange cards of shamans and warriors, let's take a look!

Radar detection

Knight Epic Spells, 2 fees

Scan the 5 cards at the bottom of your deck. Draw the detected mechanical cards and shuffle your deck.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

Before lamenting that this version of the priest has obtained a lot of high-quality cards, three fees over three, which is what the pastor did not dare to think of before, the result was immediately out of a more outrageous, in the mechanical riding deck the upper limit is 2 fees draw 5, which is much stronger than the divine grace of the year. But that being said, the current card in the standard environment may not be as good as the priest's card, because the current standard environment mechanical followers are really a little less, paladins in addition to the new version is not a machine, relying on a version of the reinforcement should not be enough, the later version if the mechanical entourage is more, it should be stronger and stronger.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

Of course, in the wild environment is different, Hearthstone has launched two large-scale mechanical card packs, the wild environment has a large number of high-quality mechanical cards, and the Paladin is not the first time to play mechanical routines, in the Bang Plan version, the Paladin obtained a legendary spell: Kanger's endless army, able to resurrect friendly machines that retain magnetism, and later obtained in O'Danm's quest to make mummies, the most suitable genre is also the mechanical riding deck. So this card may be useful in wild environments: if Wild Mechanical Ride is still playable.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

It is worth mentioning that many mechanical entourages in the tavern wargames are currently changed from the ladder, and these mechanical entourages are basically the cards of the paladins, such as the good friends of the fusion monster: noisy modules, former blood-saving small expert mechanical eggs, miniature mummies, and former mechanical core cobalt guards.

Sea Beast

Legend of the Knight Retinue, 7 costs 4/5 mechanical

Giant +1, Raid, Holy Shield, after the Minions attack, probe to the bottom.

Appendage: The Probe Claw of the Sea Beast

Raid, Holy Shield, after the minions attack, draw a card.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

7 cost two four-attack Holy Shield entourage itself is not a loss, and there is a raid attribute, the body and the appendage can be combined to explore the bottom first, and then draw the bottom card into your hand, of course, you can also choose to draw a card first, and decide the next card at the bottom. This is a very unpretentious good card, two Holy Shield retinues, which can be attacked and defended, and can also actively cooperate with the Stormwind Version of the Paladin's weapon buff hand. And this card is very much in line with the flavor of the new version, a submarine enters the seabed to explore the sunken city, and the probe claw is responsible for pulling the detected things up.

The Radiance of Aisara

Shaman Legend Retinue, 3 cost 3/4 elements

Fire Spell Damage +2. Your natural spell mana cost is reduced by (1) point. After you cast a Frost spell, you gain 3 armor points.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

It seems that the shaman also learned the Stormwind version of the task method to engage in multi-faction spells, and the shaman's orange card really explained what is called golden oil, each spell faction is very strong, both can cooperate with the fire spell to kill, but also with the natural spell to make trouble, but also with the frost spell recovery, in fact, the shaman in this version has already liked to bring multi-lineage spellcasters, the new version of the shaman also got a naga card, can also cooperate with multi-faction spell shop, maybe in the standard environment, multi-lineage faqiangsa is really strong.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

And in the wild environment, this card can be a bunker, other effects aside, the light natural spell mana value consumption reward of 1 point, you can and unstable mutations to form a strong combo (unstable mutations are not classified as echo spells, so not subject to the "mana consumption can not be reduced to less than 1 fee" this shackle), after the evolution of Sa no longer need to evolve the mourning yellow mourning green, you can take one in your own deck, simply let's call this card lament blue! I don't know if the new version of wild evolution Is too fierce, the designer will modify the unstable change, or add a restriction that cannot be less than 1 fee to the hui of Aisara?

Lord Ashvan

Warrior Legends Minions 5 cost 5/5

Battle Roar: Earns +1/+1 for your hand, library, and all weapon cards on the battlefield.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

Boss No. 4 of the Eternal Palace, but this effect is very familiar, and the only difference between hobart and hobart hook hammer is that Lord Ashfan can buff the weapon that has been hung, which is equivalent to a combination of hook hammer and green leather captain.

Hearthstone: Paladins have a maximum of 2 cards and 5 fees, and the Shaman Orange Card is invincible with unstable mutations

Although compared with Hobart Hook hammer, this card may not be easy to use, after all, the hook hammer cost is low, more suitable for fast attack decks, but in fact, the strength of this card can not be considered bad, after all, she is also the captain of the green skin (if not the noble pirate attributes), but always feel very perfunctory...

The above is the new card released by this wave of previews, I don't know how everyone feels?

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