By Jason Parker
November 5, 2019
It’s that time of year again where Hearthstone players have a new expansion to look forward to. It’s been a couple of months since the most recent one, Saviors of Uldum, released as the summer expansion for the game. But now, we know not only about the new fall expansion but when it’s coming as well. Players can look forward to the Hearthstone Descent of Dragons expansion when it releases later this year in about a month or so on December 10, 2019. It arrives just before the end of the year and will close out the year for the card game in a huge way. As such, we’ll be collecting all of the early Hearthstone Descent of Dragons spoilers right here so you can stay on top of all the new announcements!
Hearthstone Descent of Dragons will be the conclusion of the League of Evil storyline that features them competing with the League of Explorers as the villainous group attempts to dominate the world. The last time that we saw them, they succeeded in getting the Plague of Undeath and are going to resurrect the dragon Galakrond.
As we prepare for more information regarding this rapidly approaching expansion, we already have the first round of spoilers for the cards that will be introduced in the new set. With a name that features dragons, a villainous dragon at the center of it all, and this being the year of dragons, it is no surprise that the first spoilers contain a lot of dragon cards.
So, without further ado, click below to get started by taking a look at the first of many new dragon cards to arrive in this set.
To keep you in the loop we’ll be updating this page with each of the Hearthstone Descent of Dragons spoilers as they are revealed, so be sure to check back in!
There’s a lot of AOE damage coming with Priests in Descent of Dragons. They are both conditional, requiring a Dragon in your hand. Breath of the Infinite. This is a 3-cost spell for Priests that deals 2 damage to all minions. If you’re holding a Dragon, only enemy minions take damage.
I really enjoy this card, since it doesn’t require you to have a Dragon in play. If you have your Murozond, the Infinite in hand, you can use this card to batter down the lineup of weak minions your foes have. If this isn’t quite enough, Chronobreaker will likely be in this deck too for the next turn.
Breath of the Infinite is fun because it’s 1: Uncommon and 2: Not terribly expensive. If your foe is starting to stack up those pesky Murlocs, you can use this to kill a nice chunk of them. It might even destroy them all! This isn’t a world-beater, but it’s fun, and can certainly take you from being in a bad situation to being back in the game.
EMBIGGEN?! I snorted with laughter reading it, but then I read the card. I laugh no more. Druid was the second deck I ever tried in Hearthstone, and this card is honestly fascinating. As a rare, this 0-drop does something special. All minions in your deck now gain +2/+2. They cost 1 mana more (cap of 10).
Sure, making everything in your deck cost more might seem like a big deal, but this is Druid! The king of mana-ramp! It’s not going to hurt one bit as far as I see. Plus it’s a rare. At least it doesn’t include cards in play and in your hand. Plus it’s a 0-drop, so if you have card draw, it could offer immediate results. It’s not going to be a world-breaker, but it’ll no doubt be a fun card to use.
Sure, Stormhammer sounds like a Shaman weapon. But if you’ve ever played World of Warcraft, especially Vanilla, you know one true statement: All weapons are HUNTER WEAPONS. That’s the law, I didn’t make it. I just live by it.
Stormhammer is a 3-cost Rare weapon with a fantastic power. If you have a Dragon, this 3/2 weapon does not lose Durability. This means one thing though. Your opponent is going to do everything they can to stop your dragons and put them in the ground. Especially if that player isn’t running a Hero that deals direct damage. That means you are free to just smack them in the face over and over with complete impunity.
Just this morning, we’re seeing another fun new Paladin card: Sanctuary! This 2-drop has an interesting Sidequest – take no damage for a turn. Your reward is a 3/6 minion with Taunt. That’s brilliant! But I’m a little confused by this card.
Does it require you to take no damage during the full turn? By that, I mean your turn and the follow-up by your opponent? That could make it significantly harder. If not, it’s an easy turn 2 3/6 taunt creature. Turn 1, if you have Coin. This could be a really annoying early game move, but I can’t imagine it will be a must-pick in any decks, not yet. That said, I still like cards that are annoying like this. I need to see it in play to see just how it will work out though.
I’d like to see it though. Paladin taunt decks are one of my favorite casual Hearthstone decks, so I would definitely run it in a deck of my creation. For competitive play? We’ll just have to see how likely it is to show up in the opening hand through the early turns. The later the game goes on, the less interesting I think this card is.
The first card that we have to go over in the Hearthstone Descent of Dragons spoilers is Breath of Dreams. Breath of Dreams is a magic spell card that features a dragon blasting at the ground in its artwork and is heavily tied into the central dragon theme of this set.
It costs only two mana to use Breath of Dreams and what it does right off the bat is allow you to draw a card. But that isn’t all that is interesting about this upcoming spell card. If you happen to be also holding a dragon card (presumably in your hand rather than just on the field), you will gain an empty mana crystal.
This is interesting for a few reasons. For one, you are able to draw a card with this spell, which is pretty good on its own for the relatively low cost. What makes it even better, though, is if you happen to have a dragon-centric deck where you are guaranteed to have a dragon in your hand.
This will ensure that, on your next turn (presumably your third at the earliest), you will suddenly have four mana rather than just three or so. Overall, a solid card to add to your deck but only if you are actually going to use a dragon deck.
Dream Portal is a fascinating new dragon-related card that we absolutely recommend that you add to your deck, perhaps, even if you aren’t going to have a dragon deck. It costs a massive nine mana to summon this card but it isn’t actually as expensive as it may seem at first glance.
This is because of its keyword ability that is the casts when drawn keyword. This is another one that we haven’t seen much in a while either and it allows you to automatically cast it when you draw it from your deck without having to pay any mana cost whatsoever.
What Dream Portal does is allow the player to summon a random dragon to the field right then. This is a useful card because you could potentially get something really powerful rather early on in the match. It is a must-have in our opinion and one that should be considered for most decks.
Lightning Breath is an interesting spell card that will be introduced in the upcoming expansion that is a worthy addition to any deck. It costs only three mana to use this card and what it does is let you deal four damage to a minion of your choosing on the battlefield.
This alone is pretty solid and is even enough to make up for the three mana-cost for the spell card but it has another use to it as well. If you happen to be holding a dragon card in your hand when you use Lightning Breath, this will boost the spell card and make it even better.
This will not only let you deal the expected four damage to the minion of your choosing but it will also damage the neighbors of that particular minion. Presumably, those neighbors will be also damaged for four but the card doesn’t specify that exactly.
This is a strong spell card on its own but the added benefit of having a dragon in your hand is really impressive. If you are planning on using a dragon deck, this is one spell card that we highly recommend as it will allow you to possibly clear the board rather early in the match and take control.
Praise Galakrond! is a spell card that players who use a Galakrond deck will absolutely want to add to their collection. For those who don’t know, Galakrond is the villainous dragon in the upcoming set and it has a unique feature for it in the fact that it can be evolved in a match.
It has three forms in total, with the invoke keyword playing into how it evolves into its more powerful forms. Well, Praise Galakrond is one card that helps with that directly. It costs one mana to use this spell card and it does the simple task of giving one of your minions plus one to attack.
With that alone, it is honestly a fairly useless card when there are better ways to spend a single mana point out there. However, what it also does is allow you to invoke Galakrond once. With this ability, it makes it an essential component of some Galakrond decks.
It takes two invokes for Galakrond to evolve each time and Praise Galakrond is built solely for the purpose of granting one of the invokes you need to evolve it. Though it isn’t super powerful, Galakrond decks will find this card useful; other decks, though, probably don’t have much use for it.
Seal Fate is an intriguing spell card that we have already detailed a little bit in our recent deep dive into everything that you need to know about Galakrond. It is a Rogue rare spell card that costs three mana to use and it is also useful for invoking the evil dragon if you want to.
What you get for the three mana is that Seal Fate will deal three damage to an undamaged character on the field. This is a simple but somewhat underwhelming ability that Seal Fate has to it. Again, like with Praise Galakrond, there are much better ways to spend three mana.
However, at the same time as dealing that three damage to an undamaged character, Seal Fate will also invoke Galakrond once. Pair this together with another invoke card and you suddenly have the proto-dragon already upgraded to its second form. While not a required card for sure, it is a fair one for Galakrond Rogue decks at least.
Rounding out our Hearthstone Descent of Dragons spoilers is the Fiendish Rites spell card. It only costs three mana to summon this spell card to the field and it invokes Galakrond, paving the way for the villainous proto-dragon to evolve into its second or final form.
But that isn’t all that Fiendish Rites does for you when you use this spell card. It will also give your minions plus one to their attack stats. This isn’t an extraordinary or super special card since we have seen many cards like this one before but it is still good nonetheless.
Fiendish Rites is a card that is best used in decks that are going to take advantage of the Galakrond legendary creature card that is being introduced in the upcoming expansion set. The evil dragon is going to have not one, not two, but five new cards released for it in the future.
Those five cards will each be tied around the five classes that the League of Evil represent. So, if you aren’t planning on using one of those classes and having Galakrond in your specific deck, then you aren’t likely going to have much use for Fiendish Rites.
The plus one to attack for each of your minions is nice but not also using Fiendish Rites for invoking Galakrond would be, unfortunately, missing out on half of this card’s use.
Druids have a new Sidequest card on the way, with Secure the Deck. Get ready to secure the bag! This is a 1-drop Sidequest, and it doesn’t seem like it will be too hard to perform. You just must Attack twice with your hero. The reward? Three copies of Claw go into your hand. Claw is a 1-drop that gives your Hero +2 attack this turn and gives +2 Armor.
Unless you’re running Quest Druid, I can’t see it being a must-play. I don’t hate the card, but I don’t feel like it would go in many decks, due to what you would be playing on turns instead of this. Now in Wild format, I can see this being a lot of fun. Combine it with Gadgetzan Auctioneer for shenanigans. This way, you can drop those 1-drop Claws, and get even faster card draw.
Secure the Deck is a card that I would have liked to see earlier in the year, with some of the previous metas. It feels like a “too-little-too-late” card. Again, we’ll have to see what else is coming in the Druid reveals to see one way or another. Right now, I’m not too high on it.
What. A. Filthy. Card. Hello, healing for my Warlock deck! Nether Breath is a 2-drop spell for Warlocks revealed earlier this morning. What can you do for 2 mana, you ask? Deal 2 damage! That doesn’t sound so great. It’s a clutch two damage, but wait, there’s more you say?
Nether Breath deals 4 damage with Lifesteal if you’re holding a Dragon. There are always more reasons than ever to hold a Dragon in your hand. This is especially great if you’re running some serious card draw. It’s basically a new, better Darkbomb. It can also hit the enemy hero, so what’s not to like?
The thing I, of course, worry about, is “How many dragons will Warlocks have”? If the answer is “Few”, then this card is just a 2 damage for 2 (so not so hot). As a lover of Warlock nonsense, I am excited about potential combos with this card. I can see this being a serious bomb in Wild, too.
Blowtorch Saboteur is another revealed card for Hearthstone’s Descent of Dragons expansion. I can sum this card up with one word: Meh. I’m not crazy about this card at all. It’s a 3-cost with a ¾ stat line, and a mediocre Battlecry. Your opponent’s next Hero Power costs (3). That’s only one time, and only a one-time mana increase.
Could this wind up sealing a victory for you if your opponent needs their Hero Power? I mean, sure? Maybe? I’m not going to hold my breath on it. This is a step up from the previous “Saboteur” though. That one made your opponent’s Hero Power cost (5) more “next turn”, and that’s it.
However, Blowtorch Saboteur makes that cost stay until your foe actually uses it. It could slow down Galakrond decks a tiny bit. This isn’t going to be a “run this and win” card, but a “run this and really annoy your opponent” card. I can see some uses for it though. I’m not won over, so I’ll have to see it in action to really decide for myself.
Descent of Dragons is predictably, very focused on Dragons. So with that in mind, we need cards that will slow down aggressive dragon-themed pushes. Enter Dragonmaw Poacher! This 4-cost 4/4 has a fun Battlecry.
“If your opponent controls a Dragon, gain +4/+4 and Rush. Rush just let the creature attack other minions on its first turn, not players. Even if your opponent doesn’t have Dragons, it’s still a 4/4 for 4, and that’s nothing to sneeze at. This card isn’t going to push over a whole row of Dragons, but it can have a dab shot at smashing one really annoying creature. This is even better if you’re running other ways to beef it up.
The idea of having a turn 4 (or 3) 8/8 Rush Minion is pretty damn exciting if I’m being honest with you. If your opponent is thrilled they have their neat 5/5 dragon out early, put that thing six feet under with the Poacher. This is the only time Poaching is okay.
Okay, now this is a fun card. Faceless Corruptor is a fun uncommon minion that can work in so many decks. What’s it do? As a 5-cost, the Faceless Corruptor is a 5/4 with Rush and Battlecry. The Battlecry transforms one of your minions into a copy of this card.
This is tempo heaven, if you ask me. Take one of your 1/1 Lackeys, and after it’s done its job, you turn it into a 5/4 with Rush! The best use of Corruptor in my eyes is on a creature that has already served its purpose. Minions that have again already served their purpose. Now they can rush in and batter an annoying minion your opponent controls.
Imp Warlock, Highlander Decks, Shaman Decks in particular. I would 100% run this in my Murloc deck. Especially since I can easily make annoying, unique Murlocs that only temporarily have a use. Now they’re beefy, annoying Murlocs. This card is also fun if you can retrieve it from the grave. Use it, have two 5/4s, smash down enemy minions, and next turn, bring him back to do it one more time! Oh man, this is going to be a hoot.
This is not the strongest card revealed so far, but it may be one of my absolute favorites. Why, you ask? This card was revealed by a Korean streamer, WangShiFu, so the card was of course in Korean. Dot Esports translated it, and here’s what it can do.
Murozond, the Infinite is an 8/8 for 8. When placed on the battlefield, it plays all the cards your opponent played last turn. If your opponent’s deck is built around the late game, or has tons of high-use/low-cost drops to play, hold your Murozond. Wait for your opponent to think that your time is up, and their time is now.
Deploy the mighty Legendary Dragon, and cackle as you do unto them with their own moves! Zul’jin? Puzzle Box of Yogg Saron? Ysera, Unleashed? Did your Druid foe play Goru the Mightree and a bunch of treants with him? Keep this in mind. This is definitely not the best card in the set. But I absolutely love trolly cards, and this is right up there.
Speaking of unimpressive cards, welcome home, Goru the Mightree! This is a 5/10 for 7 with Taunt and Battlecry. The Battlecry gives all of your Treants +1/+1 for the remainder of the game. Even when he inevitably dies, this will still be in effect.
My problem with this card is that it’s a 7-drop. Even in a heavy Mana-Ramp deck, I don’t see this being viable. My thoughts on Goru the Mightree is that it might be paving the way for something in another set somewhere down the line. It might see play in Wild, too. It’s rare that I see a Hearthstone card that seems to be pointless in the current meta.
When I see cards like that, I consider the future instead. What I do like is that it’s a 7/10 Taunt. Sure, you’d need a lot of Treants to really get value out of his Battlecry, but he’s a beefy boy to hold people off in the late game. Since he’s a 7/10, he bites back as hard as he’s bit.
This is kind of a weird creature. Chronobreaker is a ⅘ with Deathrattle for 5 Mana. The Deathrattle is sort of on the complicated side, too. If you are holding a Dragon when Chronobreaker dies, all enemy minions take 3 damage.
Now, this could be a fun gambling tool. If your opponent doesn’t know whether or not you have a Dragon in hand, the opposing player just might avoid fighting it, to avoid losing their creatures. If it’s a control-heavy deck lacking in Minions, they might not care what happens to Chronobreaker. Despite that, I really like the idea of this card. It’s not as good as Duskbreaker, at least at first glance. Duskbreaker deals that 3 damage to all minions. Chronobreaker only harms your foes. Consider this Dragon. It could be a lot of fun.
For Warrior Galakrond decks, this is going to be a must-play I think. With Rush and Battlecry, this 3/2 for 3 is value. This is of course, provided you’ve Invoked twice. If you have Invoked twice, you summon 2 copies of the Scion of Ruin alongside the original, and that’s pretty great.
When combined with other Battlecries, this could be absolutely ridiculous. I’ll grant you, a 3/2 rush isn’t the best card I’ve ever seen. But getting a pair of them for the cost of one can break down annoying creatures without having to sacrifice your original card.
You do have to Invoke to make this pop off, but if you’re running this card, you’re already probably running an Invoke-heavy deck. Plus Invoking the Warrior Galakrond means +3 attack power, and you want more attack power. That’s just logic. It’s basically a Restless Mummy that comes in with two extra pals to bop people in the face.
I have seen the future of chaos – it’s name is Wyrmrest Purifier. This is not a card that by itself is really incredible. You have to pray hard to RNG that it pays off for you. This 3/2 for 2 Mana has a Battlecry. “Transform all Neutral cards in your deck into random cards from your class”.
This could do some insane, hilarious things, but it could also give you utter nonsense. The part I like about this, is it also deals with Neutral cards put into your deck by an opponent. Bombs or Corrupted Blood getting you down? Well put those fears to rest and play Wyrmrest Purifier! This card lets you gamble and see what fate hands you to deal with. I’m not really crazy about the card, as it has a very singular purpose, but I like the idea of it anyway. There are times you just want to throw your future into fate’s hands. What better way than this fun new card?
Speaking of cards that bask in the arms of chaos, let’s talk about another new Legendary! This one belongs to Shaman, so you know I’m already interested in it. Shaman is my most-played deck this year, after all. Bandersmosh is a 5/5 for 5 Mana, with a really wild ability.
Each turn this card is in your hand, transform it into a 5/5 copy of a random Legendary minion. Bandersmosh can offer incredible value. It’s guaranteed to be a legendary, so it almost always has value. Have you ever wanted to turn 5 Ragnaros, for only 5 mana? Or Sylvanas? Well this card is your chance! Sure, it’s going to be a 5/5 instead of whatever the original Legendary has, but you don’t have to settle. The longer you can stall someone, the more opportunities you have to see what this card can really do.
This is going to be a value bomb, without a doubt. Bandersmosh, with time and a little bit of luck, can turn almost any game around back into your favor. It’s time to kneel at the altar of chaos, my friends. Let’s let RNG take the wheel.
“Battlecry: Change the Health of all enemy minions to 1”. Oh my giddy goodness. Though Veranus is a 6-cost 7/6 Dragon, I love that ability. Hunter Quest decks are about to get filthy.
However, I can’t help but wonder if we’re going to get an AOE 1-damage spell for Hunters to give our animal-loving pals fun boardwipe. This card isn’t really rocket science, but it does promise to be a lot of fun. This would be hilarious fun with Unleash the Hounds in Wild I imagine. For every minion your opponent controls, you gain a 1/1 Hound with Charge. Just bop all of those nerds without losing important weak minions you own.
Bring forth the Highlander decks! Dragonqueen Alexstrasza isn’t really for “Dragon” decks, but I imagine she’d be at home in one. This 9-drop is an 8/8 dragon with a fun Battlecry. If you have no duplicate cards in your deck, you can add 2 dragons to your hand at random. These dragons cost 0 mana.
There are so many deck ideas this can work in! From what I understand, there are several players testing who have already played Alexstraza into two more Alexstraszas! Now that sounds absolutely vile. You aren’t guaranteed to get more legendary dragons, but there are plenty in the game that could show up.
This could be even more fun if you could bounce her back to your hand to do it again. By that point you’ve already won, but why not the biggest jerk if you can? Plus if your opponent has a way to wipe your board or seize control of your creatures, you will have some more options in hand. Bear in mind she’s a 9-drop though. So without some series mana-ramp, you aren’t going to have her out anytime soon.
Compound that with it likely only being seriously featured in Highlander decks, it’s going to take some time to get her into your hand. But what’s a Highlander deck? You only run 1 of each card and no more. Remember the Highlander motto: There can be only one. It’s not something I’ll see in many games I imagine, but I do foresee it shaking the meta up just a bit.
I’m very excited about this card.
Oh. My. Days. A new Rogue Legendary and it’s absolutely bonkers. This 4/4 for 6 has Battlecry: Destroy a minion and all copies of it (wherever they are). This isn’t limited to enemy minions either. Now, the best part is obvious.
It destroys a minion in play and all the copies in your opponent’s hand and deck. This could backfire if you don’t pay attention though. From what I’ve read and seen, this would trigger Deathrattle on each of these, even if they’re in a hand or deck. This could hurt you if you do it to your opponent.
But what if you’re running a strategy built around Deathrattle, and only have of those cards lying about? Time to pop the rest of them in the deck! This is great for dealing with Sathrovarr too. It lets a player make a copy of a creature on the battlefield, deck, and hand. Let’s just… let’s just stop that from happening, post haste.
But I am confused. Since it specifies “destroy”, that’s why I think the Deathrattle will activate. This is going to be a fun time for Rogue. It will be fun in Standard, but know where this is going to really shine? Wild Format. Oh yes. This is the answer to a lot of silly nonsense in Wild.
Handlock is definitely back with this card. It’s a nice, simple one to get. Thanks to it being common, it’s also going to be easy to craft! Pair this with the revealed Valdris Felgorge, to increase your maximum hand size to 12 (and draw 4 cards on top of that). Can you imagine having a 11/11 Demon with Taunt for 6?!
That’s absolutely filthy. Even worse if you can somehow clone Valdris or steal him from an opponent in a mirror match. Now that’s just wishful thinking on my part. I’d love to see it combined with Brann Bronzebeard, so your Battlecries trigger twice! This could put up a nice beefy wall to have to deal with.
This again is not going to be a world-beater. That’s fine. Abyssal Summoner is common and is a fun card that should make a deck archetype just a bit more viable. We’re all just hypothesizing right now. I do think it could be a fun card in dragon handlock this year.
Chenvaala is a new Mage Legendary and is a bargain at 3 mana. This ⅖ summons a 5/5 Elemental whenever you cast three spells in a turn. Now, I don’t know if it’s each time you cast 3 spells, but I can only imagine it’s for the first 3. This will take some more reading and experimenting, I imagine.
The way it reads, it seems like each 3 to me, but card games can be inconsistent. I feel like Tempo Mage would do well to have it in their deck. With their dragon’s power to add +2 damage to their spells, can you imagine?
Mage is loaded to bear with nice, cheap spells that will suddenly be terrifying. In a game where you can’t constantly counter-play (Hi, MTG Arena!), Mages are free to bombard people with a steady stream of damage and 5/5 Elementals.
If this lets you play several 5/5 Elementals a turn, this could make late-game into an absolute nightmare, when you have plenty of mana, and hopefully, cards to burn. As someone who actively plays against Mage mains, I’m less excited. But on the other hand, it’s going to be incredibly fun to use!
Another day, another new card! This is a neutral rare card, the Zul’drak Ritualist. This 3/9 for 4 has Taunt, and a little something extra splashed on. The Battlecry summons three random 1-cost minions for your opponent.
This isn’t a new style of card either. I would pair this with some solid AOE damage to bop those new units for your opponent, personally. This could be fun in Priest with some mind-control shenanigans. The difference between this and the older Nice Little Raptors is that it’s not bound to Warrior. Any deck can use this, and that defense 9 plus Taunt is nothing to sneeze at.
I don’t know if it’s going to see major play, but in Priest or Druid decks, this could be annoying, if nothing else. I could see it being used with Psychopomp too. Look at the new 1-drops, and if anything is amazing, kill it and Psychopomp it back to life on your side with Reborn. Since you summon them for your opponent, it sounds like they would be friendly units, so I imagine that would work.
A great deal of this focused around the might of Galakrond, and this card will be a required play in any Galakrond deck (which at this rate, is going to be almost all decks for the expansion). Kronx Dragonhoof is a neutral Legendary, that drops for 6. This 6/6 minion has a Battlecry that lets you draw your Galakrond card. While that’s great, Kronx shines brighter if Galakrond is already out and in play.
If you happen to have Galakrond, instead you “Unleash a Devastation”. What’s a Devastation? Well, it’s when you completely destroy something beyond repair. Oh, you mean in Hearthstone? Well, it’s one of four cards. These “Devastations” are 0-cost, so you can play them straight away. Each one is for a lack of a better word, incredible. Here are your options:
No matter what your deck type is, there’s an answer for you. But what I wonder is how this is going to adjust the meta. Are the Galakrond decks going to be the only things in this meta? The non-E.V.I.L. decks are going to need some love too.
Next up in the Hearthstone Descent of Dragons spoilers is another dragon-themed card called Draconic Lackey. This lackey is not actually a dragon itself but someone who likely serves them and will be greatly beneficial to those who have this kind of deck.
It costs only one mana to summon the Draconic Lackey creature card to the battlefield, meaning this is a solid one-turn card. It has the even stats of one damage and one health but it has an important battlecry that will be important for dragon decks in the future.
Its battlecry allows you to discover a dragon. Discover is an interesting keyword that we haven’t seen too much in a while but allows the player to typically pick between three different cards. In this case, you are going to be likely choosing between three dragon cards.
As such, we do suspect that Draconic Lackey will be one of the most important and basically required creature cards for dragon decks moving forward. Of course, if you don’t have dragons in your deck, then you aren’t really going to have much use for this card.
Dwarven Sharpshooter is the next card and one that finally gives us a bit of a break from the dragon theme in these Hearthstone Descent of Dragons spoilers. It costs one mana to summon the Dwarven Sharpshooter to the field and the stats will be one attack and three health.
Those are pretty good stats for the creature card on its own but it even has another ability that you can use with it. What it does is allow you to use your hero power to target minions. So, like if you were to damage something or maybe even heal yourself, you could do that now for minions as well.
This is an interesting card that has pretty good stats for one that you can summon on your first turn. Unfortunately, the ability it has won’t be useful to some hero powers because there are ones like drawing a card that wouldn’t be affected much or ones that already target a minion.
Regardless, the stats are good so this could be a solid addition to certain but not all decks in the upcoming expansion.
For the next card in our Hearthstone Descent of Dragons spoilers list, we go back to dragons for a bit with Emerald Explorer. This green dragon that also breathes green fire is a much stronger card than most of the others thus far at costing six mana to summon this creature card.
It has the stats of four attack and eight health, which are alright stats. It also has the taunt keyword attached to it and a nice battlecry. This battlecry allows you to discover a dragon card like the Draconic Lackey card that we already went over.
Like with that card, you are able to not only find another dragon card but have a pretty solid defensive dragon that can hold its own. It isn’t the greatest creature card out there and not the best that we have seen be spoiled thus far for the set but a good one nonetheless.
Another strong card that is being introduced in the newest expansion is Evasive Drakonid. It is a powerful creature card that costs seven mana to summon to the field and it has the equally strong stats of seven attack and seven health plus the taunt keyword attached to it.
Evasive Drakonid is another dragon creature card that, while it doesn’t look like a dragon on its own, is a strong card in its own right. What makes this card so evasive is that it can’t be targeted by any spells or hero powers from the enemy.
This makes Evasive Drakonid a strong creature card that will be a worthy addition to your dragon-themed or perhaps not just dragon deck, especially if you are missing a seven-costing card. It is strong and will have to be defeated in mostly normal means, making it a solid card overall.
Dragonblight Cultist is another creature card that is all about following the dragons but, this time, in a more sinister way apparently. It costs three mana to summon Dragonblight Cultist to the field and it has the stats of one damage and one health, which aren’t good at all.
However, there is a benefit to using Dragonblight Cultist and it has to do with its battlecry ability. Dragonblight Cultist will gain plus one to its attack stat for every other friendly minion that you have on the field, making it best used when there is a full field of minions.
While that might not sound very useful still, this is a card that invokes Galakrond when you use its battlecry. Invoke is a new mechanic that ties directly into the villainous Galakrond who is able to evolve into more powerful forms if you use cards like this one to invoke it.
Next up in the spoilers for today is the Phase Stalker creature card. This simple beast card costs only two mana to summon to the field and it has the pretty good stats of two attack and three health. However, the fairly good stats are matched with a relatively important ability.
After you use your hero power, whatever it may be, the Phase Stalker creature card will allow you to cast a secret card from your deck directly. This is a solid way to get a secret on the field with ease and have something ready at your disposal to surprise your opponent.
Being that Phase Stalker is already a pretty strong card for your second or so turn, it is one that we definitely recommend for the upcoming expansion. This is especially the case if you happen to stack your deck with a couple of important secret cards.
Presumably, you will be able to use this ability multiple times if you want to get several secret cards on your field so long as you have Phase Stalker still on the field and you use your hero power at the same time.
Next up we have another creature card in the form of Shield of Galakrond. As you can see, the evil dragon is at the center of the expansion this time around and there are many cards that are related to it. This one, though, is not actually a dragon card at all but some sort of knight creature.
It costs five mana to summon Shield of Galakrond and it has the okay stats of four attack and five health plus the taunt keyword. In addition, it has a battlecry ability that activates when you summon this dragon knight to the field.
What the battlecry ability does is allow Shield of Galakrond to invoke the evil dragon once like the last two cards that we have went over. But again, this is another card that is a bit underwhelming in terms of power and usefulness on the field so we only recommend this to diehard Galakrond decks.
Twin Tyrant is one of the most powerful cards that we have seen yet for the upcoming expansion. It costs a whopping eight mana to summon this creature to the field but it does have some big stats to match the equally big mana cost for the dragon creature card.
It has the weak attack stat of only four but this is made up for a little bit in the health stat that is an impressive 10. While Twin Tyrant doesn’t have the best stats compared to other big creatures in the game, it does have a solid battlecry ability that activates upon entering the field.
Twin Tyrant will deal four damage to two random enemy minions on the field. While there is some randomness to the battlecry ability, it is a strong one that will deal eight damage in total. However, the high mana cost might makes this creature not worthy of adding to your deck. Regardless, it is a pretty strong defensive dragon creature nonetheless.
Moving away from the dragons themselves, we have a card that is wanting to be possibly a counter to the dragons themselves in the form of Dragonbane. Appearing as a mechanical device used for possibly taking out dragons, Dragonbane is an interesting creature card.
It costs four mana to summon Dragonbane and it has the stats of three and five. This is a legendary creature card that somewhat lives up to that standard. Those its stats aren’t that great, it does have the ability of benefitting players who happen to use their hero power a lot.
After you use your hero power each time, this card will deal five damage to a random enemy. So long as you are able to keep Dragonbane on the field, it will be a strong fighter if you happen to use your hero power a lot. This will be one that players will want to take out as soon as possible.
Umbral Skulker is the next card up and it is a creature card that costs four mana to summon to the field. This creature card arrives with the not super great stats of three and three each but it does have a battlecry ability that does make up for the lack of stats a little bit.
When you summon Umbral Skulker to the field, it will add three coins to your hand but only in certain circumstances. You will have had to invoked already twice in the game thus far for this ability to activate. This is a strange activity that we will need more information on to really grasp how strong this card is.
The coins themselves could be useful in the context of the game but we will really need to get to know what the coins will be useful for in new expansion before we can say more on that front. On the other hand, the requirement of having to invoke at least twice before summoning this card is a bit annoying as well.
At this time, we aren’t sure that Umbral Skulker will be a great addition to your deck collection but we will have to just wait and see on it.
But one card that we do know is pretty good at this time is Veiled Worshipper. This creature card costs four mana to summon to the field and it has pretty solid stats at five attack and four health. Like with the last card, it also has a strange battlecry ability.
When you summon Veiled Worshipper to the field, it will activate its ability but only if you have invoked twice in the game thus far. If you have, you will be able to draw three cards right then and there. That is a rather impressive card draw capability for this random creature card and it is worth having.
Unfortunately, though, it won’t have any use if you don’t have a Galakrond deck. Because of the invoke requirement, you are going to want to have a deck that revolves around that feature or else Veiled Worshipper will just be dead weight for your collection.
Last but certainly not least for the spoilers today, we have one of the most powerful and important cards to be revealed for the Hearthstone expansion yet in Ysera, Unleashed. This is one dragon creature that you need to know about, especially if you are wanting to have a dragon deck.
Ysera, Unleashed is the first legendary creature card that we have to go over in the set that isn’t Galakrond itself. Ysera is a legendary Hearthstone dragon creature card that costs a massive nine mana to summon to the field but it might be worth it for what it brings to the battlefield.
Starting out, it has the pretty good stats of four attack and 12 health that will keep it on the field for a good while. However, it has a strong battlecry ability, too, that activates when you summon Ysera. It will shuffle seven Dream Portals into your deck right then.
Dream Portal is another new card being introduced in this expansion that casts immediately without needing a mana cost when you draw it into your hand from your deck. When you do this, Dream Portal will summon a random dragon onto the field.
Ysera, Unleashed will give you not one but seven of these Dream Portals and put them into your deck ready for drawing. This means that you could potentially have a plethora of dragons ready to fill the battlefield all for free. This is a really awesome legendary dragon creature card that we recommend.
A new legendary Paladin creature was revealed recently for the Descent of Dragons expansion, and boy is this one a doozy! As a 3-drop 3/3, Dragonrider Talritha can make your next played dragon something terrifying to behold.
Dragonrider Talritha has an important Deathrattle: Give a Dragon in your hand +3/+3, and this Deathrattle. So, I’ve really been thinking about this. Each time you cast the creature from your hand with this power, your next dragon should have that same Deathrattle, and so on.
Dragon Handbuff is a serious business, but before we get too hyped, we must see the other Dragons that come to Paladins (or universal cards) for Descent of Dragons. Do you know what I’d like to see? A dragon with Rush or Lifesteal. Dropping a Rushing Dragon and giving it an additional +3/+3 (at the minimum) could potentially turn the tide from a losing affair to a winning one with one stroke.
Pair Dragonrider Talritha with Brightwing (Add a Random Legendary minion to your hand) to do some truly monstrous things. Even if your Legendary isn’t a Dragon, now Brightwing is a 6/5 and ready to fight. Also, consider the Bronze Herald (Add 2 4/4 dragons to your hand).
Another reason I really like this card isn’t for what it does, is what it can do. Playing this means your opponent is likely to go out of their way to not kill it. That means if you have buffs for them, it’s time to put them to use. Force your opponent to kill it, and play bigger, meaner, angrier dragons!
So, I was wondering about Dragons for Paladins, and I stumbled across another, Amber Watcher. It’s not a major player in the game, I don’t think. But it’s a 5-drop that restores 8 health and is a 4/6. This would be a great follow-up to Talritha though. That would turn it into a 7/9 that is an immediate threat.
Amber Watcher is not a card for aggro decks in my estimation. It seems like it would be better served in slower, tempo decks. For decks heavy on control and stalling, this dragon is a solid answer. Combining its Battlecry with Talritha’s Death Rattle could be seriously fun. It’s a solid mid-game card all around and is not incredibly rare. Since it’s common, it should not be hard to get a few for your Paladin deck. It could really be a game-changer in Arena though. Pop this jerk out of nowhere, and suddenly +8 life!
It’s not a game-winner, but it’s going to be a fun deck-filler.
Well, here’s a Dragon for Warlock! If Warlock gets enough Drakes/Dragons to be viable, this card will be in it. This is essentially a Hellfire for 1. If you have a Dragon in hand, this 5/5 comes into play and deals 3 damage to all other characters.
That’s quite the sudden bomb of damage! This 5-drop dragon is interesting, and depending on how you’ve played your previous dragons, this could be close to the end of the game. If nothing else, your opponent could be demoralized by the sudden storm of damage.
This Dragon is too expensive for a Zoo deck I think, but I doubt Blizzard would push only one potential deck archetype per class. You can bet if there are a few more Dragons in this expansion for Warlocks, this is going to start making an appearance. Crazed Netherwing is one annoying rare dragon.
Deathrattle Rogue is back, baby! That’s right, Necrium Apothecary will be a staple of Deathrattle Rogue, I can almost promise it. Well, in theory. Again, assuming Rogues receive more Deathrattle cards in this expansion. With a card like this in the upcoming meta, I’m sure there will. So, what does it do?
Necrium Apothecary is a 4-cost Epic Rogue creature/minion. This 2-5 has Combo: Draw a Deathrattle minion from your deck and gain its Deathrattle. That’s right, you can pull a useful card in your deck, use its power on the Apothecary, and still get another usage of that Deathrattle. Are you upset that Anubisath Warbringer is a damn 9-drop? Well, now you can get that power potentially on turn 4 or 5!
Then you start dropping creatures from your hand over the next few turns that have +3/+3 on them. This is yet another card that, unsurprisingly, will see some love in Wild format. I’d love to see this paired with Mechanical Whelp to get another of those 7/7 dragons on the board. With some careful attention to detail, this card is going to really be a lot of fun.
But before we get into all of the new Hearthstone Galakrond cards that are being released in the upcoming fall/winter set, who even is Galakrond in the first place? Well, for starters, he is the most powerful draconian force the world of Azeroth has ever known in its history.
In addition, he is the progenitor of all dragonkind and a true force to be reckoned with. The most terrifying part is that the League of Evil have successfully escaped Uldum from the previous expansion with the Plague of Undeath and used its ancient power to bring back Galakrond from the dead.
This proto-dragon is going to be causing a whole lot of trouble for players in the new expansion as he has several cards dedicated just to him. There are five Galakrond cards, in total, that are dedicated to each of the five League of Evil classes plus some others that we are going to get into.
With so much cards available to him, the whole Hearthstone Galakrond process can be a bit confusing. For one, though, each class that is part of the League of Evil – Rogue, Warrior, Warlock, Shaman, and Priest – will have one legendary Galakrond card available to them.
These cards are similar but different from one another. The similarity that they all share is the fact that players are able to have a standard battlecry that is available to them and then also be able to upgrade that battlecry ability as well.
This is done through the new keyword being introduced in the expansion called invoke. Invoke is the new keyword that is, at this time, exclusive to Galakrond and his related cards that is solely built for upgrading the proto-dragon so that his battlecry is even stronger.
For example, a card like Seal Fate will have the invoke keyword attached to it. This other recently revealed card costs three mana to use and it deals three damage to an undamaged character on the field. In addition, doing so will invoke Galakrond in the process.
The dragon must be invoked twice, or in other words, there must be two cards with the invoke ability like Seal Fate played in order to evolve it once to its second stage. There is one more stage that Galakrond has available to it and it also requires two invoke cards to be played.
Then there are the Hearthstone Galakrond cards themselves that have been revealed thus far. While we are still waiting on word on what the Warrior and Shaman cards will be like, we do have details on the Priest, Rogue, and Warlock cards that are going to be in the set. This also gives us an idea of how the two unrevealed classes will likely work.
It all starts with the Priest version of Galakrond in the form of Galakrond, the Unspeakable. Interestingly enough, each of the classes have a unique name for Galakrond’s first card for their class but the upgraded name of the cards are the same once you get to the second and third stages.
However, the abilities for the cards are still different and don’t overlap, despite having the same name in the upgraded versions. As for the Priest version, Galakrond, the Unspeakable is where you will begin as you summon this first card to the field for a whopping seven mana.
This legendary proto-dragon card, like the other ones is a hero card that will replace your current hero card when you summon it. In addition, it comes with the fairly impressive armor stat of five, which will keep you a bit protected from the enemy.
Like the other Galakrond cards, this legendary hero card also has a battlecry that activates when you summon the card in the game. In the case of Galakrond, the Unspeakable, the battlecry ability will allow you to destroy one random minion on the field that your opponent controls.
What is interesting about this card, though, is that it doesn’t stop with you replacing your current hero with this hero card. Like we mentioned, there is the invoke feature that allows you to upgrade the hero and get better abilities in the process.
The issue with this, though, is the fact that his one ability is a battlecry one. This means that if you jump the gun and go ahead and summon Galakrond to the field, you will waste the possible upgrades. This also means that you will need to hold onto Galakrond in your hand until it is fully upgraded to get the most out of the dragon.
This works, though, since you aren’t able to play it until several turns into the game anyways. Your best bet is to draw this card early on in the match and use some of the cheaper cards like Seal Fate as you go along so that this dragon is continuously upgrading until you are ready to use it.
The upgraded form of Galakrond, the Unspeakable is Galakrond, the Apocalypse and it requires two invoke cards to evolve. It has the same mana cost and armor stat attached to it as the first version with the difference coming from the battlecry ability.
Instead of one random enemy minion being destroyed, this is doubled in the upgraded version to two random enemies being destroyed when you summon Galakrond. However, it still doesn’t end there as you are able to upgrade this card one more time before playing it.
We recommend playing two more invoke cards so that you are able to get this proto-dragon to its final form of Galakrond, Azeroth’s End. It has the same mana cost and armor stat but this is where the dragon reaches its full potential in the game.
It once again doubles the effect of the battlecry ability to where it will destroy a whopping four random enemy minions that are on the field. That is enough to potentially turn the tides of many matches and/or secure your victory in the process.
But that isn’t all. The final added bonus that the third form of Galakrond has is that you get to equip a weapon as well. You get a rather impressive five/two claw weapon that you can use to deal some serious damage to your opponent. And the craziest part is that is all just for the Priest class.
Then there is the case of the Rogue version of Hearthstone Galakrond. This card is known as Galakrond, the Nightmare and has totally different artwork for it than the Priest version. At the same time, though, it has a ton of similarities that are shared between the two, for sure.
Galakrond, the Nightmare costs seven mana to summon to the field and replace your hero power with an armor stat of five. Its initial battlecry ability is also different from the Priest one in that you are able to draw a card and that card will cost zero mana to use no matter what it is.
That is a fairly impressive ability which could be great or just okay, really depending on the card that you happen to draw. Of course, you don’t have to settle for just the Nightmare version of Galakrond since you are able to use two invoke cards to evolve it into its second form beforehand.
As with the Priest version of this card, invoking the card twice will not only evolve the card but double the power of its ability as well. Doing so will give you the same name as the Priest’s second form in Galakrond, the Apocalypse.
Though they do share the same name as one another, they do come with different artwork and a different battlecry. The battlecry changes to allow you to draw two cards instead of one and they will all cost zero mana to use. That is even more impressive but still has nothing on the final form.
Invoking the second form of Galakrond twice will result in the third and final form of it called Galakrond, Azeroth’s End. As you might have already guessed, this will double the battlecry once more and give another added bonus that is found in the Priest version.
You will be able to draw an astounding four cards from your deck and every single one of them will cost absolutely nothing to use. In our personal opinion, this is a better deal by far much more than the Priest card but just barely, of course.
After all, there is a bit of luck and RNG required for this card that isn’t as big of a deal in the case of the Priest one. But if you draw the right cards, you could easily be able to play some game-changing cards all at once since they will have no mana cost tied to them.
Even still, it doesn’t end there as you will have the five/two claw weapon also equipped with which you are able to attack with your own hero.
Last but not least for today, we have the Warlock version of Galakrond. This card is known as Galakrond, the Wretched and it is rather similar to the other two classes that we have gone over. It still costs seven mana to summon and it still has the five armor stat that you would expect.
It also still takes two invoke cards to upgrade to the second version. But what it differs in is its artwork, which unfortunately isn’t as good as the other two but seems more detailed at least, and the battlecry. The battlecry ability is one that fits the Warlock class more nicely.
The battlecry ability for Galakrond, the Wretched allows this card to summon one random demon card to the field for you. This is a pretty standard and cool ability that may or may not be super useful, depending on which demon that you get.
Like the other two, what you really want to do is upgrade this dragon card. Using two invokes will allow it to become the Galakrond, the Apocalypse card that is all but the same except for the battlecry ability. This version has an upgraded ability that is double that of the previous one.
Its battlecry will allow you to summon two random demon cards to the field rather than just one like in the normal version. But even still, you’re better off waiting until you invoke this second version two more times so that you are able to get the third and final form of it.
The third and final form of Galakrond, the Apocalypse is, once again, Galakrond, Azeroth’s End. This version actually fixes the artwork issues of the first version and make it a little more impressive and terrifying. In addition, it completes the abilities for the dragon entirely.
For the final battlecry version, it will summon four random demons to the field for you instead of the one and two of the other cards. That is pretty impressive and a great counter move to someone using the Priest version of Galakrond but still not nearly as amazing as the Rogue one.
Like with the other two, you also get a five/two claw weapon with which you can attack the enemy. With all of that said, though, there are some other smaller details worth noting about Galakrond.
For one, there is the fact of your hero power. When you replace your hero, you effectively replace your hero power as well. Interestingly enough, you don’t actually have to summon Galakrond to take advantage of his hero power at all.
Just invoking with one of the invoke cards like Seal Fate will give you the chance to use the hero power even if it is in your hand still upgrading. In the case of the Rogue class, we know that its hero power is Galakrond’s Guile and it will add a lackey to your hand.
Also, the first Galakrond card you gain control of either in your hand or deck is the one that becomes your main Galakrond for that match. Typically, this would be the one you added to your deck but there are other ways like in stealing it from your opponent, copying, and the like.
Then there are the cases of matches where you have multiple versions of Galakrond in your possession like in special Tavern Brawls. In this case, your main one will be the one who matches your class or, otherwise, the first one that the game detects for you.
Last but not least, invoke really only has to do with Galakrond and there is no other benefit from it. While you could play Seal Fate without having Galakrond in your deck, there isn’t much point to this since the invoke keyword requires Galakrond to really take effect.
The next Galakrond Hero revealed is Galakrond, the Unbreakable. Revealed three days ago, the warrior hero promises to be a standout. Like the other Galakrond cards, it has a Battlecry: Draw 1 minion. Give it +4/+4. Let’s say, hypothetically, you use the new Sathrovarr, and give it +4/+4. Now it’s a 9/9 demon, and you can make a copy of a friendly minion to your hand, deck, and battlefield. Batter someone for 9 and make something terrifying to join him on the field.
Is +4/+4 not enough for you? Still think it’s lacking a little something? Galakrond, The Unbreakable has something for himself, too. His Hero Power, “Galakrond’s Might” gives your Hero +3 Attack this turn. Just pair this with a nice, brutal weapon and swing for the fences!
I don’t know if I want to say “this Galakrond is broken”, but at least everyone will have access to the Galakrond Heroes for all classes. It’s not like we’ll have to work to earn these with thousands of dust. Since most of my Warrior decks revolve around decent-sized creatures and annoying weapons, I can see the Unbreakable being worthy of being in a Warrior deck.