Class
Class is the primary determinant of a hero's powers and abilities, and the strongest factor in deck selection. While each hero represents a unique character with their own personality, portrait and sounds, their class determines their Hero Power and which class-specific cards they are able to play. While each hero belongs to only one class, there are often multiple heroes representing each class. However, all heroes of a given class function identically, using the same cards and Hero Powers.
New players start with only the mage class available, and must unlock the others through defeating them in matches in either Practice mode or Play mode. Unlocking all 9 classes also unlocks various other game features: the Arena, adventures, and "Expert" difficulty Practice mode.
Hearthstone's classes mirror those of World of Warcraft. The current selection matches the class list from the original game, with classes added later not included, namely monk, death knight and demon hunter.
Below is a list of the current classes, with a brief description of each class' notable mechanics. For more detailed information, see individual class pages.
Contents
At a glance[edit | edit source]
Druid - Malfurion Stormrage, Lunara, Elise Starseeker, or Dame Hazelbark
- Shapeshifting protectors of the wild, with powerful Taunt minions and adaptable Choose One effects, druids are also able to accelerate their rate of mana accumulation, allowing them to access high-mana-cost cards earlier than their opponents. Druids are a versatile class, capable of using the forces of nature and primal rage to crush their enemies or empower their allies.
Hunter - Rexxar, Alleria Windrunner, or Sylvanas Windrunner
- Trackers and huntsmen, with a synergy with Beasts, a selection of bows, and a supply of cunning deadly traps, hunters never miss their mark. Whether unleashing their Beasts upon the enemy or sniping them from afar, hunters possess relentless and immediate damage capabilities.
Mage - Jaina Proudmoore, Khadgar or Medivh
- Masters of arcane, fire and frost, mages wield formidable single-target and area of effect damage spells, and can freeze enemies in their tracks. Mages have a strong spell-synergy, capable of turning minor incantations into devastating Fireballs, and can employ a range of magical Secrets to redirect enemy effects, protect themselves from damage, or stop the deadliest foe or spell in its tracks.
Paladin - Uther Lightbringer, Lady Liadrin, Prince Arthas or Sir Annoy-O
- Stalwart champions of the Light, wielding sturdy weapons and gifting the recruits of their order with Divine Shields and a range of powerful Blessings. Paladins can also have a range of spells to heal themselves or smite their enemies, weaken foes, and Secrets to protect vulnerable targets.
Priest - Anduin Wrynn, Tyrande Whisperwind or Madame Lazul
- Devout healers with powerful restorative abilities, capable of sustaining themselves and their allies while sweeping away enemies, priests boast a range of healing synergies, but can also rely on their darker abilities to manipulate and destroy enemies, peering into or even seizing control of their opponents' minds.
Rogue - Valeera Sanguinar or Maiev Shadowsong
- Subtle and evasive assassins, using flurries of swift sharp strikes to slice and incapacitate enemies, rogues prefer to wield light daggers, laced with deadly poisons. Rogues prefer to assault their opponents in rapid bursts of activity, activating Combos to gain powerful additional effects.
Shaman - Thrall, Morgl the Oracle, King Rastakhan or The Thunder King
- Masters of the elements, shamans command the service of mighty elementals, and even the Elemental Lords themselves. Shamans can Overload their mana in order to rise to the needs of the moment, with their attacks producing varying potency. Shamans can also summon Totems to boost their powers.
Warlock - Gul'dan, Mecha-Jaraxxus or Nemsy Necrofizzle
- Calling nightmarish Demons to their aid, warlocks are willing to sacrifice their own life, cards, and even their own minions to overwhelm their enemies. Regarding their own lifeblood as nothing more than a currency, warlocks readily trade away their Health to draw additional cards, but must often pay a terrible price for the services of the infernal beings with whom they consort.
Warrior - Garrosh Hellscream, Magni Bronzebeard, or Deathwing
- These lords of war use heavy weaponry and deadly attacks to slam and devastate the battlefield. While their skill with armor and shields allows them to soak up the mightiest of blows, their gladiatorial bloodlust brings synergy with Enrage and on-damage effects, sending their minions charging at the enemy.
Death Knight - None
- Due to their falling to the temptation of ultimate power, Death Knights' abilities are far more powerful than that of the other classes and often have large sacrificial costs to the user. The abilities of a Death Knight cannot be wielded by just anyone - only those who call on a mighty champion of darkness can use their power.
Druid[edit | edit source]
Hero[edit | edit source]
Unique mechanics[edit | edit source]
The druid finds great versatility through the unique Choose One ability, allowing them to choose one of two options when playing certain cards. Druids boast a large range of enchantments with which to enhance their minions, and are known for having some of the biggest class minions in the game, such as Ironbark Protector and Ancient of War. Druids can also use cards such as Innervate and Wild Growth to manipulate and accelerate their mana gain to great effect. Druids also share a bond with Beasts, with a high number of unique Beasts as well as abilities that benefit them.
Hero Power[edit | edit source]
Shapeshift offers a combination of offensive and defensive benefits. It grants the druid a small but reliable source of Armor, mitigating damage from future attacks; and grants them a temporary point of Attack. The latter allows the hero to directly attack enemies, essentially granting them a weak weapon until the end of the turn. This can be useful for removing enemy minions, trading Health (or Armor) for board control, or simply for chipping away at the enemy hero. A blend of proactive and passive benefits, Shapeshift is a reliable option, even if there is no desirable target to attack.
Alternate Hero Powers[edit | edit source]
All Druids begin with Shapeshift, which can be upgraded to Dire Shapeshift by Justicar Trueheart or Baku the Mooneater's effect. The hero card Malfurion the Pestilent will replace the current Hero Power with Plague Lord. Completing Untapped Potential awards the hero power Ossirian Tear.
Example cards[edit | edit source]
Hunter[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
Hunters favor Beast type minions, with numerous unique Beasts available to them, and many cards such as Starving Buzzard, Houndmaster and Tundra Rhino offering synergies with them. Hunters have limited access to ranged weapons with which to deal direct damage, while the hunter Hero Power allows them to deal 2 points of unstoppable damage to the enemy hero. Hunters also employ traps in the form of secrets to counter enemy actions. Hunters also have a vast pool of synergy with Deathrattle effects. With a host of faithful beasts at their command, hunters are excellently suited to an aggressive playstyle, with strong single-target removal abilities to sweep aside any opposition.
Hero Power[edit | edit source]
Steady Shot is an extremely direct and straight-forward Hero Power - it deals a small but significant amount of damage to the enemy hero. Unlike many other Hero Powers, this does not offer special synergies or boast a range of possible uses, but what it lacks in strategic complexity it makes up for in sheer effectiveness. Without Health or Armor granting effects, Steady Shot can single-handedly destroy the opponent and win the game in just 15 turns. This allows the hunter to rely upon Steady Shot's damage to make steady progress toward victory, regardless of the state of the board.
Alternate Hero Powers[edit | edit source]
All Hunters begin with Steady Shot, which can be upgraded to Ballista Shot by Justicar Trueheart or Baku the Mooneater's effect. The hero card Deathstalker Rexxar will replace the current Hero Power with Build-A-Beast. Casting Dinomancy will replace the current Hero Power with Dinomancy. Completing Unseal the Vault awards the hero power Ramkahen Roar.
Example cards[edit | edit source]
Mage[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
Mages are the undisputed masters of damaging and removal abilities, with an array of spells to cripple enemy minions and damage the opponent, from single target spells such as Pyroblast and Polymorph to multiple target options such as Arcane Explosion and Flamestrike. Mages have access to spells such as Frost Nova and Blizzard which freeze targets, preventing them from attacking for one turn, as well as spells like Fireball and Frostbolt that can be used either to remove minions or to directly damage the enemy hero. The mage can also use secrets that trigger when a certain condition is met. With a range of options to tackle threats, Mages are masters of board control, clearing or disabling enemy minions while placing their own.
Hero Power[edit | edit source]
At first glance, Fireblast can seem underwhelming compared to other Hero Powers, but its true strength lies in its tactical value. By being able to deal damage to almost any target regardless of Taunts or board state, the mage gains the power to enact a range of strategic plans, such as finishing off powerful but weakened minions, allowing for desirable trades, or even activating friendly effects like Acolyte of Pain or Amani Berserker. It can be used to add extra reach to damaging spells or attacks, to efficiently remove early threats like Murloc Raider, or simply to slowly chip away at the opponent's Health.
Alternate Hero Powers[edit | edit source]
All Mages begin with Fireblast, which can be upgraded to Fireblast Rank 2 by Justicar Trueheart or Baku the Mooneater's effect. The hero card Frost Lich Jaina will replace the current Hero Power with Icy Touch. Completing Raid the Sky Temple awards the hero power Ascendant Scroll.
Example cards[edit | edit source]
Paladin[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
The Paladin is a well-rounded class which focuses on strong minions and limiting your opponent's ability to use their own. The mechanic Divine Shield is most strongly associated with Paladin cards. Paladins can use weapons to attack directly, and can use secrets that trigger when a certain condition is met. Their Hero Power can be used to summon an endless supply of 1/1 minions. With spells that can heal, buff and protect minions, Paladins can potentially have some of the strongest minions in the game.
Hero Power[edit | edit source]
Reinforce provides a reliable stream of 1/1 Silver Hand Recruits. This can be useful for generally swelling the Paladin's board presence and for generating card advantage by trading for the opponent's minions. Effects like Sword of Justice and Raid Leader can be very effective at improving these weak minions. The constant presence of Recruits on the board also provides the perfect target for powerful buffs like Blessing of Kings, punishing the opponent should they ignore these seemingly weak minions.
Alternate Hero Powers[edit | edit source]
All Paladins begin with Reinforce, which can be upgraded to The Silver Hand by Justicar Trueheart or Baku the Mooneater's effect. The hero card Uther of the Ebon Blade will replace the current Hero Power with The Four Horsemen. Playing Vilefin Inquisitor will replace the current Hero Power with The Tidal Hand. Completing Making Mummies awards the hero power Emperor Wraps.
Example cards[edit | edit source]
Priest[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
Priests are masters of healing, and can heal themselves and their minions through their Hero Power and a range of healing spells, as well as boosting minions' health through abilities such as Divine Spirit. Priests' healing theme is reinforced by synergies with spells such as Inner Fire and minions such as Lightspawn and Northshire Cleric. However, these masters of the light also have their shadow side, and Priests command a number of darker abilities like Shadow Word: Pain. The epic card Shadowform allows priests to embrace the shadow, changing into a new form complete with a new direct damage Hero Power; Auchenai Soulpriest provides a similar but non-permanent transformation, allowing the priest to switch from healing to damage dealing and back again.
Hero Power[edit | edit source]
Lesser Heal is the Priest's key healing ability, allowing the priest to consistently restore the Health of their minions or themselves, opening up a range of strategic and synergistic options. At its simplest, it can allow priests to steadily regain Health, returning from the brink of death to full Health, something which no other class other than the Warrior can reliably achieve. This can make Priests very hard to kill, and allow them to counter the steady deterioration of their Health from enemy attacks. Conversely, the Priest can restore their minions' Health, ensuring that there is always a threatening presence on their side of the board.
Alternate Hero Powers[edit | edit source]
All Priests begin with Lesser Heal, which can be upgraded to Heal by Justicar Trueheart or Baku the Mooneater's effect. The hero card Shadowreaper Anduin will replace the current Hero Power with Voidform. Casting Shadowform will replace the current Hero Power with Mind Spike, and casting Shadowform again while Mind Spike is active will replace it with Mind Shatter. Completing Activate the Obelisk awards the hero power Obelisk's Eye.
Example cards[edit | edit source]
Rogue[edit | edit source]
Hero[edit | edit source]
Unique mechanics[edit | edit source]
Rogues have access to a lot of cheap cards, including several zero-mana cards. This works well with the unique Rogue ability combo, with combo cards granting additional effects when another card has already been played that turn. Rogues also can equip weapons to deal direct damage with their hero, oftentimes willing to sacrifice Health to gain good momentum. In addition to combos, Rogues specialize in utilizing Stealth and Deathrattle effects.
Hero Power[edit | edit source]
Dagger Mastery equips a 1/2 Wicked Knife, providing the Rogue with an ever-ready (if very weak) weapon. This can be useful for dispatching minions and maintaining control of the board, and can work with effects like Deadly Poison and Blade Flurry to even greater effect.
Alternate Hero Powers[edit | edit source]
All Rogues begin with Dagger Mastery, which can be upgraded to Poisoned Daggers by Justicar Trueheart or Baku the Mooneater's effect. The hero card Valeera the Hollow will replace the current Hero Power with Death's Shadow. Completing Bazaar Burglary awards the hero power Ancient Blades.
Example cards[edit | edit source]
Shaman[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
Shamans can use Totemic Call to call Totems to their aid, a type of minions almost exclusive to shamans. With some handy utility effects, Totems can be helpful for survival or for aggressive play. Most Totems start with 0 Attack but cards like Bloodlust can turn a board of weak Totems into a force to be reckoned with. The Shaman also has access to cards with Overload. Overload allows powerful spells and minions to be cast for a low mana cost, but reduces the number of available Mana Crystals available the next turn. This allows the Shaman to deal great burst damage or to clear the board of threats for a low mana cost. Windfury is also most common among Shaman cards. In addition to a number of weapons, Elementals find themselves most at home in a Shaman's arsenal.
Hero Power[edit | edit source]
Every time you use the shaman Hero Power, one of 4 different Totems will be summoned at random. You cannot summon a totem that is already on the board, so the only way to have more than one of a specific totem is to utilize cards with effects similar to Youthful Brewmaster or Ancient Brewmaster. The 4 totems are:
Totemic Call is useful for reliably supplying extra minions for the board, and in potentially providing critical utility, in the form of a Taunt, Spell Damage, or healing. While most Totems have 0 Attack and therefore cannot be used to attack, various spells and effects such as Flametongue Totem or Bloodlust can be used to grant them additional Attack (and Health), or allow them to be used in other ways.
Alternate Hero Powers[edit | edit source]
All Shamans begin with Totemic Call, which can be upgraded to Totemic Slam by Justicar Trueheart or Baku the Mooneater's effect. The hero card Thrall, Deathseer will replace the current Hero Power with Transmute Spirit, while the hero card Hagatha the Witch will replace the current Hero Power with Bewitch. Charged Hammer's Deathrattle will replace the current Hero Power with Lightning Jolt. Completing Corrupt the Waters awards the hero power Heart of Vir'naal.
Example cards[edit | edit source]
Warlock[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
Warlocks are notable for their ability to summon demons. These underpriced minions generally come with a battlecry that is negative for the Warlock (e.g. discard cards or dealing damage to the hero) balancing their unusually low cost. Specializing in sucking the soul from their enemies, Warlocks also have a number of dark direct damage spells at their disposal. One of the Warlock's most iconic abilities is their Hero Power Life Tap, which allows them to sacrifice their own health in order to draw an additional card from their deck. This means that Warlocks will rarely suffer an empty hand - so long as they are willing to pay the price.
Hero Power[edit | edit source]
Life Tap is a powerful tactical Hero Power, allowing the Warlock to draw a card in exchange for both 2 mana and 2 Health. This can be very effective for both early game and late game decks, allowing Handlocks to quickly build a large hand of cards, or an aggressive Zoolock to consistently flood the board with cheaper minions.
Alternate Hero Powers[edit | edit source]
All Warlocks begin with Life Tap, which can be upgraded to Soul Tap by Justicar Trueheart or Baku the Mooneater's effect. Summoning Lord Jaraxxus will replace the current Hero Power with INFERNO!. The hero card Bloodreaver Gul'dan will replace the current Hero Power with Siphon Life. Completing Supreme Archaeology awards the hero power Tome of Origination.
Example cards[edit | edit source]
Warrior[edit | edit source]
Heroes[edit | edit source]
Unique mechanics[edit | edit source]
The Warrior can equip a range of weapons to attack their foes directly. Armor can also be easily gained from their Hero Power to remain at sustainable Health. Warrior cards feature an emphasis on effects that trigger when a minion is damaged, cards that target damaged minions, and minions that can Charge onto the battlefield. Warriors are a class of opposites, with cards that focus on viscerally entering the fray to deal direct damage and cards that protect the Warrior from harm.
Hero Power[edit | edit source]
Armor Up! allows the warrior to build a substantial stack of defensive Armor, acting as an extra barrier to enemy attacks. In contrast to Health, Armor can be stacked indefinitely. Armor Up! is a reliable option, effectively healing the warrior for 2 Health, but allowing the hero's combined defensive value to far exceed the maximum Health limit of 30. Shield Slam can even allow Armor to be used offensively.
Alternate Hero Powers[edit | edit source]
All Warriors begin with Armor Up!, which can be upgraded to Tank Up! by Justicar Trueheart or Baku the Mooneater's effect. Completing Fire Plume's Heart and equipping Sulfuras will replace the current Hero Power with DIE, INSECT!. The hero card Scourgelord Garrosh will replace the current Hero Power with Bladestorm, while the hero card Dr. Boom, Mad Genius will replace the current Hero Power with Big Red Button, which itself cycles through five unique Hero Powers at random (Blast Shield, Delivery Drone, KABOOM!, Micro-Squad and Zap Cannon. Completing Hack the System awards the hero power Anraphet's Core.
Example cards[edit | edit source]
Death Knight[edit | edit source]
Heroes[edit | edit source]
- None
Unique mechanics[edit | edit source]
The Death Knight is a special class unique to a small set of uncollectible cards. It has no associated heroes, Hero Powers, or collectible cards; instead, Death Knight cards are generated by The Lich King and Arfus.
Example cards[edit | edit source]
Related cards[edit | edit source]
- For Wild format listings, see Class-related/Wild format
While the accessibility of all class cards and Hero Powers is determined by the hero's class, the following cards have effects that are specifically dependent on class.
Name / Desc | Rarity | Type | Subtype | Class | Cost | Atk | HP | Description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ascendant Scroll | None | Hero Power | Mage | 2 | Hero Power Add a random Mage spell to your hand. It costs (2) less. | ||||||||||||||
Pilfer | Common | Spell | Rogue | 1 | Add a random card from another class to your hand. The class is always greener on the other side of the board. | ||||||||||||||
Tome of Intellect | Common | Spell | Mage | 1 | Add a random Mage spell to your hand. Just a compilation of napkins of intellect. | ||||||||||||||
Witch's Apprentice | Common | Minion | Beast | Shaman | 1 | 0 | 1 | Taunt Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog? | |||||||||||
Clever Disguise | Common | Spell | Rogue | 2 | Add 2 random spells from another class to your hand. "It me! Togwaggle!" | ||||||||||||||
Stolen Steel | Common | Spell | Rogue | 2 | Discover a weapon (from another class). Because Thrall wouldn't lend me Doomhammer. | ||||||||||||||
Blink Fox | Common | Minion | Beast | Rogue | 3 | 3 | 3 | Battlecry: Add a random card to your hand (from your opponent's class). It's like, SUPER bad at staring contests. | |||||||||||
Messenger Raven | Common | Minion | Beast | Mage | 3 | 3 | 2 | Battlecry: Discover a Mage minion. You can make a collect CAW! | |||||||||||
Hench-Clan Burglar | Common | Minion | Pirate | Rogue | 4 | 4 | 3 | Battlecry: Discover a spell from another class. She's more of a rat burglar. | |||||||||||
Babbling Book | Rare | Minion | General | Mage | 1 | 1 | 1 | Battlecry: Add a random Mage spell to your hand. His idol is the Green Hills of Stranglethorn, and he won't shut up about it. | |||||||||||
Shimmerfly | Rare | Minion | Beast | Hunter | 1 | 1 | 1 | Deathrattle: Add a random Hunter spell to your hand. Plenty of buzz around this card. | |||||||||||
Pick Pocket | Rare | Spell | Rogue | 2 | Echo Add a random card to your hand (from your opponent's class). He'll pick anyone's pocket, except a gnome's. He'd never stoop so low. | ||||||||||||||
Underbelly Fence | Rare | Minion | General | Rogue | 2 | 2 | 3 | Battlecry: If you're holding a card from another class, gain +1/+1 and Rush. She'll take anything you have—except scruples and a good work ethic. | |||||||||||
Dune Sculptor | Rare | Minion | General | Mage | 3 | 3 | 3 | After you cast a spell, add a random Mage minion to your hand. Come for the magic show, stay for the sand castles. | |||||||||||
Lifeweaver | Rare | Minion | General | Druid | 3 | 2 | 5 | Whenever you restore Health, add a random Druid spell to your hand. Lifeweaving is all well and good until it's time to cut the thread. | |||||||||||
Lightforged Zealot | Rare | Minion | General | Paladin | 4 | 4 | 2 | Battlecry: If your deck has no Neutral cards, equip a 4/2 Truesilver Champion. Card-carrying member of the Paladins Only Paladin Club. | |||||||||||
Vendetta | Rare | Spell | Rogue | 4 | Deal 4 damage to a minion. Costs (0) if you're holding a card from another class. A vengeful and vicarious vanguard against violent villains or vexed victims. | ||||||||||||||
Bazaar Mugger | Rare | Minion | General | Rogue | 5 | 3 | 5 | Rush Battlecry: Add a random minion from another class to your hand. Premium muggings at a discount price. | |||||||||||
Cobalt Spellkin | Rare | Minion | Dragon | Any | 5 | 3 | 5 | Battlecry: Add two 1-Cost spells from your class to your hand. Spews more spells than a sleep-talking wizard. | |||||||||||
Lock and Load | Epic | Spell | Hunter | 2 | Each time you cast a spell this turn, add a random Hunter card to your hand. Rexxar narrowed his eyes, grabbed his machine gun, and said: "It's go time. Lock and load." This card pays homage to that special moment. | ||||||||||||||
Mana Cyclone | Epic | Minion | Elemental | Mage | 2 | 2 | 2 | Battlecry: For each spell you've cast this turn, add a random Mage spell to your hand. It'll put a good spin on your spells. | |||||||||||
Renounce Darkness | Epic | Spell | Warlock | 2 | Replace your Hero Power and Warlock cards with another class's. The cards cost (1) less. SEE YA DARKNESS! | ||||||||||||||
Witch's Cauldron | Epic | Minion | General | Any | 3 | 0 | 4 | Whenever a friendly minion dies, add a random Shaman spell to your hand. Eye of murloc, ear of bat, foot of Fordring, fur of cat… | |||||||||||
Academic Espionage | Epic | Spell | Rogue | 4 | Shuffle 10 cards from your opponent's class into your deck. They cost (1). The tenth Pyroblast really felt like overkill. | ||||||||||||||
Spectral Cutlass | Epic | Weapon | Rogue | 4 | 2 | 2 | Lifesteal Whenever you play a card from another class, gain +1 Durability. So sharp it can cut through a spectral tomato! | ||||||||||||
Blast Wave | Epic | Spell | Mage | 5 | Deal 2 damage to all minions. Overkill: Add a random Mage spell to your hand. If you’re burning and you know it, wave your hands! | ||||||||||||||
Lightforged Crusader | Epic | Minion | General | Paladin | 7 | 7 | 7 | Battlecry: If your deck has no Neutral cards, add 5 random Paladin cards to your hand. Self-appointed president of the Paladins Only Paladin Club. | |||||||||||
Bazaar Burglary | Legendary | Spell | Rogue | 1 | Quest: Add 4 cards from other classes to your hand. Reward: Ancient Blades. Just when you set up your "All-Natural Scented Candles" at the farmer's market and then some STUPID KOBOLD COMES AND TAKES THEM ALL! | ||||||||||||||
Shaku, the Collector | Legendary | Minion | General | Rogue | 3 | 2 | 3 | Stealth. Whenever this minions attacks, add a random card to your hand (from your opponent's class). Aya even staged an intervention once, but Shaku still insists that he is not a hoarder. | |||||||||||
Tess Greymane | Legendary | Minion | General | Rogue | 8 | 6 | 6 | Battlecry: Replay every card from another class you've played this game (targets chosen randomly). Those who cannot remember their card history are doomed to repeat it. | |||||||||||
Showing all 30 cards |
Descent of Dragons
The below cards are planned for release with Descent of Dragons, coming December 10, 2019.
Name / Desc | Rarity | Type | Subtype | Class | Cost | Atk | HP | Description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Malygos's Tome | None | Spell | Mage | 1 | Add 3 random Mage spells to your hand. | ||||||||||||||
Galakrond's Wit | None | Hero Power | Priest | 2 | Hero Power Add a random Priest minion to your hand. | ||||||||||||||
Dragon's Hoard | Rare | Spell | Rogue | 1 | Discover a Legendary minion from another class. The Alliance loves this hoard. | ||||||||||||||
Wyrmrest Purifier | Epic | Minion | General | Any | 2 | 3 | 2 | Battlecry: Transform all Neutral cards in your deck into random cards from your class. She keeps your deck classy. | |||||||||||
Showing all 4 cards |
Design[edit | edit source]
- One rule for the developers in class design is to make sure that each of the classes "feels very strongly like its World of Warcraft class."[1] This encourages the maintenance of constraints such as which classes have access to weapons and Secrets.[1][2]
- As of Goblins vs Gnomes, adding specific minion type "themes" to classes is one "fun" way in which the designers aim to "make each class feel distinct and have its own flavor".[3]
- Along with Hero Powers, class-specific cards are the main way of creating distinct playing styles and experiences for the different classes. However, in some cases effects allow players to use cards belonging to another class, such as Unstable Portal, Piloted Shredder or Grand Crusader. When a class starts imitating a behaviour specific to another class, this is known as "class bleed".[4] In many cases, a small amount of class bleed can be fun and interesting, but too much can cause the classes to lose their sense of uniqueness or even their identity. As a result the developers try to maintain "the right amount" of class bleed in the game.[4] For example, when designing the Discover keyword, the developers intentionally restricted the effect to class and neutral cards, as the keyword's initial ability to draw cards of any class added too much class bleed to the game.[4]
- While class power is something the designers constantly struggle to balance, ultimately they feel having all classes precisely balanced is less important than ensuring that each has a time to shine.[5]
- Class identities, which describe the strengths, limitations and weaknesses of each class, have only been formally described in June 2019.[6] The hope is to avoid endless debates about whether a given new class-specific card does or does not fit in its class identity.
In development[edit | edit source]
- The only World of Warcraft classes currently missing from Hearthstone are death knight, monk and more recently demon hunter. As of February 2017 the developers are not planning on adding new classes to Hearthstone.[7] In August 2014 Yong Woo stated, "the fact of the matter is that we already have 9 classes, and we feel there already is a ton of diversity and we frankly think that it has enough complexity right now for most people to sink their teeth into. So currently, we have no plans to add additional classes."[8] In December 2014 Ben Brode stated "There are pros and cons [to adding a new class] and we have to figure out when, if ever, the right time would be."[9] Brode elaborated: "A good design exercise is to think: "How many classes is too many?" My sense is that it's closer to 9 than to 20."[9] In July 2017, Blizzard announced the Knights of the Frozen Throne expansion, which would feature the brand new hero card type, allowing Hearthstone's nine classic heroes to transform into death knight versions of themselves. When asked if this implementation of death knights had killed the possibility of whole new classes ever coming to the game, Mike Donais replied that "We’ve always said that we like the nine classes we have. We work really hard to try to give some class identity to those nine classes, and it’s tough, because nine is a lot. Adding a tenth or eleventh class isn’t something we’re interested in. It’s too hard to make class identity exist when there are that many different classes. So yeah, we’re not excited about the idea of making new classes."[10]
- More alternate heroes are planned for development in the future.
Trivia[edit | edit source]
- The class colours in Hearthstone are notable for not always matching the traditional colours for those classes from World of Warcraft. Specifically, the rogue in World of Warcraft uses yellow, while in Hearthstone it uses black; the paladin uses pink, while in Hearthstone it uses yellow; the warrior uses brown, while in Hearthstone it uses red; and the druid uses orange, while in Hearthstone it uses brown. There are also numerous differences in shade, such as the hunter, which uses a deep green as opposed to its traditional avocado-like shade. According to Lead Artist Ben Thompson, this is because the colours in World of Warcraft were chosen largely based on suitability for use in the game's chat interface; with Hearthstone the developers therefore decided to choose in some cases new colours that they felt better suited the classes.[11][12]
- In August 2016 Ben Brode stated that of all the classes he felt the team had the hardest time designing warlock spells, stating "We need to carve out more design space for them."[13]
- At one point during the game's initial development there were two heroes for each class, one representing the Alliance and one representing the Horde.[14] For details on early choices for each class, see Design and development of Hearthstone.
References[edit | edit source]
- ↑ 1.0 1.1 JR Cook (2014-04-13). Interview with Eric Dodds and Jason Chayes, PAX East 2014.
- ↑ Ben Brode quoted on reddit. (2016-10-03).
- ↑ Blizzard Hearthstone Developer AMA - Ben Brode, Yong Woo and Christina Sims!.
- ↑ 4.0 4.1 4.2 IGN.com - HEARTHSTONE: CREATING THE DISCOVER MECHANIC. (2016-01-17).
- ↑ Hearthhead BlizzCon 2016 liveblog. (2016-11-05).
- ↑ Developer Insights: Class Identity, Hall of Fame, and New Cards. (2019-06-25).
- ↑ Dev interview with Producer Yong Woo about the Mammoth-sized changes in Hearthstone. (2017-02-17).
- ↑ GamesCom Interview: Hearthstone Observer Mode Coming Soon. (2014-08-25).
- ↑ 9.0 9.1 Blizzard Hearthstone Developer AMA - Ben Brode, Yong Woo and Christina Sims!. (2014-12-15).
- ↑ Mike Minotti (2017-07-19). Hearthstone: Knights of the Frozen Throne -- creating Death Knights and Un'Goro's legacy | VentureBeat | PC Gaming | by Mike Minotti. Retrieved on 2017-07-22.
- ↑ Ben Thompson on Twitter. (2015-02-15).
- ↑ Ben Brode on Twitter. (2016-03-23).
- ↑ Ben Brode on Twitter. (2016-08-03).
- ↑ Good Game Well Played - Designing Competitive Hearthstone with Ben Brode. (2016-08-10).