Twitch Drops are back for the Grandmasters Season 1 Playoffs! You will earn one Rise of Shadows pack for watching 3 hours of the broadcast (consecutive or non-consecutive) on any of our official channels during the designated timeframes. Keep watching for a total of 6 hours and you’ll be granted another pack! On top of that, 1,500 lucky eligible viewers will be randomly rewarded with Classic card packs every hour.

Grandmasters Season 1 Playoffs

  • Dates/Times: July 12-14, 2am–3pm PT
  • Time accrual drops: Two Rise of Shadows Card Packs
  • Random drops: 1,500 Classic Card Packs per hour of broadcast

Eligible channels:

But First, Link Your Accounts!

Before you can receive rewards, you’ll need to link your and Blizzard accounts. Here’s how:

  • Log in or create an account on
  • Navigate to the Settings menu by clicking your account name in the top-right corner of the home screen.
  • Navigate to the Connections tab of the Settings menu.
  • Find the section, then follow the instructions after selecting a region and clicking Connect.
  • When connecting accounts, be sure that you’re currently logged into the Blizzard account on which you’d like to receive your rewards.

And also if this helps, please do follow my twitch channel also Thanks!!!


For more information, please refer to ourCore Set 2020 Developer Update.

  • Weekly Win rewards have returned. Players will now earn 250 XP per Win, up to 15 Wins.
    • Weekly Wins reset on Sunday at 2AM Pacific Time.
  • XP has been removed from the Daily Win rewards (previously 100 for your 1st win, 50 for your 2nd and 3rd).
  • XP rewards from Quests is now 500 XP per completed Quest (down from 800 XP).


  • Fixed an issue that resulted in frame drops (“stuttering”) when playing Magic: The Gathering Arena.
  • The “Choose a Card Name” browser (Tamiyo, Collector of Tales +1 Ability, Diviner’s Lockbox, etc.) should no longer cause a significant degrade in performance.

Developer’s Note: We have more performance improvements planned for later this month, and will continue to investigate performance related-issues. If you’re still having problems after this update, please submit a support ticket and include both your game log files as well as your DXDiag to help us identify the problem.


  • Players who have a token for a Sealed and/or Draft event entry (such as from a pre-release code) should now be able to use their token.

The Hearthstone Fire Festival is back and rebranded as the Fire Fest-EVIL thanks to the League of Evil’s efforts. The three week event starts on July 10 at 10:00 AM PT with new tavern brawls, community card reveals, and legendary quests. You can catch the entire announcement after the highlights we’ve included below!

New Tavern Brawls

There are three new Tavern Brawls on the way which will utilize some of our favorite PVE content during the first few weeks.

  • Blackrock Crash Week 1 (July 10 – 17): Play as different members of the League of E.V.I.L. and battle against Blackrock bosses in this party-sized solo adventure! Beat all 8 bosses to earn the Ragnaros card back, and earn Saviors of Uldum card packs the first time you defeat 4 of them. There are also timed rewards!
  • Blackrock Crash Week 2 (July 17 – 24): Fight the Blackrock bosses with a new Arch-Villainous playable Hero! Earn Saviors of Uldum card packs for defeating 4 bosses, and defeat all 8 to earn a Golden Rafaam’s Scheme card.
  • The Burndown (July 24-31): A brand-new player vs. player Tavern Brawl where only the best decks remain at the top. Players queue up and receive a random deck, if a player loses they will use the deck that defeated them in the next match. Earn 1 Saviors of Uldum card pack the first time you win a brawl.

Community Card Reveals

As the community defeats bosses during the first two weeks, it can unlock additional card reveals!

  • 6,250,000 Bosses Defeated: Card Reveal 1
  • 12,500,000 Bosses Defeated: Card Reveal 2
  • 18,750,000 Bosses Defeated: Card Reveal 3
  • 25,000,000 Bosses Defeated: Legendary Card Reveal

There are also seven new Legendary Quests during the first week of the event!

Event Trailer


Anyone attempting to navigate a rocket-propelled capital city full of megalomaniacal super-villains across a continent rife with mountains, monsters, and magic can expect to encounter a few minor hiccups. Crashing the entire floating city into Blackrock Mountain during Ragnaros’ Fire Festival wasn’t planned, but when life hands them lava, the League of E.V.I.L. gets creative.

Move over Ragnaros, it’s time for the… FIRE FEST-E.V.I.L.!


The fiery festivities will last a total of three weeks, starting at 10:00 AM PT on July 10 and ending at 9:00 AM PT on July 31. During this time, you’ll be able to participate in the following evil activities:


Blackrock Crash Week 1: July 10 – 17:

  • It’s a party-sized solo adventure! Play as different members of the League of E.V.I.L. and battle against Blackrock bosses to get Dalaran back on track to Uldum. The league is prepared to reward you handsomely for your efforts, of course: you can earn Saviors of Uldum card packs to be opened once our new expansion is live!
  • Rewards:
    • Earn 1 Saviors of Uldum Card Pack the first time you defeat 4 bosses
    • Beat all 8 bosses to earn the Ragnaros Card Back
    • All completed runs will be timed with rewards based on how quickly you make it to the top of the mountain. How fast can you best the bosses of Blackrock Mountain?
      • Beat all 8 bosses in under 1 hour to earn a Golden Bronze Herald card
      • Beat all 8 bosses in under 40 minutes to earn a Golden Recurring Villain card

Blackrock Crash Week 2: July 17 – 24:

  • The Blackrock Crash is still going, but now it’s time to call in the heavy-hitters. This week you’ll fight the Blackrock bosses with a new Arch-Villainous playable Hero!
  • Rewards:
    • Earn 1 Saviors of Uldum Card Pack the first time you defeat 4 bosses
    • Beat all 8 bosses using Arch-Villain Rafaam to earn a Golden Rafaam’s Scheme card

The Burndown: July 24-31:

  • A brand-new player vs. player Tavern Brawl where only the best decks remain at the top of the mountain. Queue up to receive a random deck. Then, if you lose, you’ll use the deck that defeated you in your next match. Which decks will survive The Burndown?
  • Rewards:
    • Earn 1 Saviors of Uldum card pack the first time you win a match


For the first two weeks of the Fire Fest-E.V.I.L. the power to reveal upcoming Saviors of Uldum cards is in your capable hands. Work together to progress towards defeating 25 MILLION bosses in the Blackrock Tavern Brawls and unearth new cards along the way.

  • 25%: Card Reveal 1
  • 50%: Card Reveal 2
  • 75%: Card Reveal 3
  • 100%: Legendary Card Reveal


Big Bad Rag Raid: July 10 – 31:

  • Fireside players unite! Team up at a Fireside Gathering near you, play as your favorite member of the League of E.V.I.L., and battle against Ragnaros himself! It’s going to take the entire league to bring Ragnaros from 15,000 health down to zero, so bring your friends!
  • Every time Ragnaros is defeated at a Fireside Gathering, it’ll count as 500 defeats towards the community challenge!
  • Find a Fireside Gathering near you by visiting


A new Legendary Fire Fest-E.V.I.L. quest* will be unlocked each day for the first 7 days of the event in addition to your normal daily quests. These new quests will reward you with either a card pack from one of the current standard sets, or a hefty sum of Gold!

These quests will only be granted up to the conclusion of the event on July 31.

* Legendary quests will replace an existing normal quest if your quest log is full, so we recommend that you have a spot open when this event goes live.

The League of E.V.I.L. needs you to get their plan back in motion, so get to it, lackey… Oh, and have some fun while you’re at it!

Yesterday, Hearthstone developers have held an AMA on reddit. If you aren’t familiar with the format – AMA is a short for “ask me anything”, and it’s basically like a Q&A session, where people can ask devs – well – anything (in this case mostly stuff related to the upcoming expansion, but some other questions were answered too).

While it was clear that they won’t say anything very important, or spoil new cards, we still learned some interesting things. Here’s a summary of the answers, and below you will find a full list of questions and answers to them:


  • A new Lackey will be added to the pool in this expansion.
  • Reborn minions don’t lose the keyword after dying (so cards that effect Reborn still affect them) – they just have a visual indication that it’s active/inactive (like Divine Shield). Reborn minions do not retain any buffs and the second part of the minion counts as being summoned.
  • Upcoming PvE content will be similar to The Dalaran Heist, but with a “few twists in the store”.
  • There are no plans for any more card changes before or at the Saviors of Uldum launch.
  • That said, devs want to keep an open mind and make a more frequent card changes in necessary. They were very happy with the Rise of the Mech event buffs.
  • Quests in Uldum are generally weaker, but easier to complete than the Un’Goro ones. They are designed more around the mid-game than late-game.
  • Devs feel that Zilliax is in a good spot right now despite being played in almost 2/3 of the decks.
  • Divine Spirit is one of the cards they look at that might warrant changing in the future, because it restricts design space in Priest. E.g. because of this card, they can’t print too many good, high health Priest minions, or they will be abused with DS + Inner Fire.
  • Barnes‘ future is still unclear. It’s a card that makes Resurrect (Big) Priest in Wild and they don’t want to kill the deck. According to stats, the deck is not oppressive, unlike something like Kingsbane Rogue (before nerf), which invalidated most of the Control strategies.
  • Devs might consider adding new keywords to the Classic set
  • One of the reasons why they like Priest not having a powerful board clear in Classic set is that they can add a different flavor to it every rotation. It’s much more difficult with Mage, which already has strong board clears in Basic/Classic.
  • There are plans to continue creating new “content” to fill the downtime between expansions, such as events.
  • There MIGHT be some room for “smaller” releases (5-40 cards) between expansions. But it’s unlikely that they will release more cards per yer for both complexity and cost reasons.

Full List of Questions & Answers

Q: Okay so Rafaam’s Plan is to unleash the plagues. It sounds nice but why?. Does he like chaos and destruction that much?

A:He really does! Some people have quiet hobbies like knitting or stamp collecting. Rafaam thinks bigger! (Maybe too much bigger.) [HS_Valerie_C]

Q: Lore Question: 1) Does Reno’s magical crystal gun have a name? 2) Where did he find such a powerful artifact?

A: Reno has recently taken an interest in magical items. The more powerful they are, the more he likes them! The Gatling Wand might be his favorite, though. [HS_Valerie_C]

Q: Hello, I would like to know if the team reads the theories about the next expansions. Has any been discovered before being announced?

A: Yes. [HS_Valerie_C]

Q: This was a favorite question from the last AMA… without spoiling anything, what’s your favorite card sound from the new expansion?

A: My favorite sound goes something like this: Pew pew pew pew pew pew pew pew pew pew! [HS_Alec]

Q: Will we be getting a cute card in Uldum, such as Snowflipper Penguin or Faithful Lumi? If so, how cute do you think it is?

A: There are definitely a few in this expansion, especially if you like mummies! [HS_Alec]

A: Love your name! There are definitely some cute cards. I wish you could see them right meow, but you’ll just have to wait! =^.^= [puffinplays]

Q: What is the common theme/mechanic to all the plagues? We’ve seen a board clear with absolute destruction, but I’m betting they all aren’t board clears.

A: All the plagues affect both sides of the board. When they happen, it’ll be a big moment in the game and minions will usually die. Since plagues can create massive destruction, you’ll have to be fairly mindful of when to unleash yours.

Visually, there’s also some really great swirl effects that link them all together. FX kicked ass on them. [HS_Alec]

Q: How did you feel like the Rise of Mechs event and card buffs went? Would you consider doing something similar in the future?

A: Definitely happy with Rise of the Mech and the card buffs. Being able to introduce cards like SN1P-SN4P and see how players react to the buffs was super exciting for us. Nothing to announce at the moment, but we are considering it. [HS_Alec]

Q: I just realised something in another discussion. Reborn would enable a minion with Deathrattle to get its Deathrattle to trigger twice. At least I’m pretty sure that’s how it would work!

Are there any minions in Saviours of Uldum with both Reborn and a Deathrattle?

A: Reborn and Deathrattle together sounds prettyyyyyy scary! [HS_Alec]

Q: Since this seems to be a point of confusion, are more Lackey’s getting added or just more cards using the Lackey keyword?

A: We will be adding another Lackey in Saviors of Uldum. Expanding the pool changes how you think about Lackeys and what outs you are looking for, like 2 damage or that clutch spell you were looking for. Lackeys are a year-long mechanic and we really wanted to shake things up with each expansion. [HS_Alec]


Priest cards tend to have higher health because they are a less aggressive class and their hero power heals.

Not sure this is accurate. It always felt to me like Priest cards tend to NOT have higher health pools because Divine Spirit is a consideration. Other then Rise of Shadow’s Hench-Clan Thug [I’m pretty sure that he meant Hench-Clan Shadequill], I can’t think of a Priest Minion that had a high health pool when compared to its mana cost.

A: We do have to be careful of Divine Spirit, though it’s just much more likely you’d see a minion be 6/4 than 4/6. Priest minions are pretty cool, laid back characters. Hunter characters are usually a bit more aggressive looking and have stats a little more aggressive to back up both their flavor and the toolkit of what that class is good at. [IksarHS]

Q: Hello from the head moderator of r/customhearthstone! I just wanted to say thank you on behalf of our creative community for continuing to make sure an inspiring game.

I wanted to ask about how familiar the designers of Hearthstone are with various design theories such as top-down and bottom-up, timmy, johnny, and spike, lenticular design, and design aesthetics. Is it something that you are constantly learning about and implementing into your work?

A: Extremely familiar. Those are all terms we reference frequently. One of the benefits to working on a game like Hearthstone is that you frequently have the opportunity to learn. Releasing every 4 months means you have to design, iterate, and *finish*. After that you have a window of player feedback and you are on to the next thing. We go through that loop over and over again while most other games have much, much longer windows of time before they can go through that experience. I’ve been on Hearthstone since Naxx, so getting all the player feedback for the last 15 releases just helps you become a better designer. [IksarHS]

Q: Ive always been interested in releasing 35 or so less cards in the first release and holding them for a month. Doing this would both help with keeping things fresh and developing a story, maybe the single player adventure could end with a surprise villain and then boom 30 cards relating to the character come in and shake things up.

A: Pretty reasonable. If anything, I think we’d be more likely to ship the same amount of cards at a faster cadence than substantially increase the amount of cards we release on the same cadence.

Still, I think there is some room for some very small releases or 5-40 cards. Interesting thought. For both complexity and cost of game reasons, though, I think it’s very unlikely we’d release very many more cards than that per year. [IksarHS]

Q: Will wild get any balance changes implemented at the next expansion launch?

A:Barnes comes up as a topic of conversation a lot and it’s something we’ve been looking at a little closer in the last week or so as Saviors of Uldum gets closer and closer to release. One of the biggest concerns we’ve had with changing Barnes is that the Resurrect Priest deck is a favorite of many Wild players, and taking away Barnes might make it feel like they can’t play their favorite deck anymore. The spirit of Wild to some degree is that it should be a place where you can go to play your favorite deck no matter when you come back to the game. That said, there have been so many cards released that fall into the Resurrect Priest archetype that I think we could make a change to Barnes without making it feel like that deck is unable to function. We don’t have any changes planned on or before the release of Saviors of Uldum, though we’ll revisit this topic once the expansion releases and we have a better idea of what Wild looks like post-Uldum. [IksarHS]

Q: You hadn’t hesitate when nerfing others favourite deck “Kingsbane Rogue”. (by nerfing Leeching Poison)

A: You’re right. Design and balance are always a subjective thing. Which card is too powerful? Which deck archetype truly crosses the sacred boundary of fun?! It’s not an exact science. In the case of Kingsbane Rogue we thought that deck invalidated most control strategies, and it was also quite a bit more popular in Wild than Big Priest has been. [IksarHS]

Q: I´m sorry, but is that for real?

Is ANYONE playing wild right now from the team on rank 24+?

Who the … is enjoying playing Big Priest or playing agaist it?

Baku and Genn should´ve been removed completely as I´ll be pain in the azz forever for me and for everyone playing wild…

I´m sorry again, but this answer is one of the biggest jokes I have seen in my life.

Like how hard is to actually nerf few broken decks/cards and actually be responsive with the Wild community and not just response to Standard players “casually” playing wild time to time?

End even tho I was so excited, this just ended my hopes and dreams again and again.

A: Yes, we do.

Statistically speaking, Big Priest is pretty average. However, it’s one of the most played decks. One of the easiest explanations for this is that players like playing the deck. It might not be the highest win rate strategy but it *feels* powerful to play. We would never argue that Big Priest is something that everyone loves, but I think it’s pretty hard to argue that no one likes playing it. If that were true, then it would fall closer in line with other decks that have a similar win rate, cost to craft, or style of play. [IksarHS]

Q: Ironically, it’s probably the most hated of many Wild players.

A: Unsurprisingly, some of the most loved decks are usually some of of the most hated. [IksarHS]

Q: There are any plans to make Priest “Evergreen” set better? I’m still playing the game, but my Priest player friends mostly left and I’m probably staying but it feels sad to see them leave.

A: The power of individual Priest cards is actually not bad, it’s more that the basic and classic set don’t have a strong archetype direction. One of the clearest identities of Priest in the base set is Divine Spirit, but the mechanics of Divine Spirit can be so frustrating that it’s not something we go out of our way to design towards. Healing is a strong flavor mechanic, but it’s not a great mechanic to build your deck around. Card generation is a fun mechanic, but it doesn’t necessarily lead to winning games on its own. We like leaning into high minion health so Priest can take advantage of their healing potential, but might have to address Divine Spirit in order to realize that goal. Priest archetypes isn’t a totally solved question at this point, but we hope there are some fun decks on the horizon and Priest players will be excited with some of the Uldum cards being revealed over the next month or so. [IksarHS]


One of the clearest identities of Priest in the base set is Divine Spirit, but the mechanics of Divine Spirit can be so frustrating that it’s not something we go out of our way to design towards.

I’m so confused: the only endgame condition Priest has… you no longer want to support. (Not that I’m complaining about the Inner Fire Combo).

What gives?

We like leaning into high minion health so Priest can take advantage of their healing potential, but might have to address Divine Spirit in order to realize that goal.

PLEASE. PLEASE do this. Priest players have been begging for this for a while. We can’t keep minions alive if you’re always worried about giving Priest minions too much health because of Divine Spirit.

A: We honestly don’t usually go into decks wanting Divine Spirit to be the main win condition. Priest cards tend to have higher health because they are a less aggressive class and their hero power heals. Because of this, Divine Spirit ends up being a core win condition. This is fine. I’m not trying to say we won’t continue to do this, though I am saying that we would rather not go into card design with the idea that Divine Spirit / Inner Fire should be the core win condition in all Priest decks. It can create a feeling that if you don’t clear a Priest minion, you could be dead at any moment, which I think is mostly a negative feeling. If we were to ever change Divine Spirit in some way, we’d do it at a time where the design benefits of making that change are right around the corner. You are safe…. FOR NOW!!! [IksarHS]

Q: There has been a lot of discussion in regard to “class identity” recently. There are many who believe the criteria listed in your recent article goes against current design philosophies, particularly concerning Mage and Shaman. On the other hand, I do understand the need for flexibility in order to enable new archetypes and playstyles for each class. Can you provide any sort of clarification to what “class identity” means to you when working on a new set?

A: We’ve been talking about Class Identity for some time now; we want classes to feel different to play as and against. Priest is all about building up a board and healing your minions, creating a bunch of big minions to beat your opponent down. If you’re playing against Priest and they have a bunch of minions on the board, it should feel scary. If you’re at ten Health but they don’t have any minions, you should feel pretty safe. However, you should feel scared if you’re at ten Health against a Hunter, even if they don’t have a board of minions. When Priest has access to cards like Mind Blast, it makes it harder to create that plan against a Priest.

It was important for us to nail down the details first, though. To your point, Shaman have been doing a lot of card generation lately. We’d like to stick to class identities more closely, so going forward you can expect to see us lean into that those identities more and more.

When working on a new set as a designer, if I need ideas for what core cards to put in a class I look at the strengths in their class identity for inspiration. The weaknesses are really the defining feature of a class though. They help separate their class from the others. Knowing what a class can’t do helps reinforce the feel of the class. If something doesn’t fit in their identity, maybe that mechanic would be best suited in a different class.

We changed Rogue’s Plague for Saviors of Uldum during Final Design as a result of the Class Identity being solidified. [HS_Liv]

Q: Do you think that 135 collectible cards are ebough to keep the meta diverse between each expansions? If you guys had enough resources would you make more/bigger expansions or is the current ammount ideal?

A: Really good question! There are a bunch of factors that go into making a decision around how many cards to release. Usually when people talk about meta diversity they are talking about the length of time they can go before the game seems solved and becomes less interesting. The two things that impact this the most are the amount of cards we release, and the cadence in which we release them. In the past, some of our content releases only came with 30-45 cards, which we don’t think ended up being enough card content to fill a 4-month window with enough interesting decks to explore. We landed on releasing 135 cards per expansion because it felt like enough content to last the full 4 months. Nowadays, as players are consuming the content faster we’re trying a bunch of different ways to freshen things up around the 2-month mark. One of our first swings at that was the Rise of the Mech event, I would be curious if players think that releasing a small subset of cards during the 2-month timeline would be a good idea or not. We have a bunch of ideas that we’re going to try over the new few expansions. [IksarHS]

Q: What other iterations of the keyword “Reborn” did you touch upon before finalising on its current functionality?

Side note: A small observation is that Reborn is effectively the Paladin Spell “Desperate Stand,” but without Deathrattle synergy. I have a small hope that Paladins get a minion with both Divine Shield and Reborn this card set.

A: Reborn was actually one of those mechanics we had very early on. In the first few weeks of development, we slotted it in and immediately saw a lot of design space. Some of the early work came in the form of figuring out how exactly to value minions with Reborn. Think we landed in a pretty good spot there. [HS_Alec]

A: One fun fact about the name “Reborn”. It was the original temp name that we put in to the game to start testing with. We talked about it a lot afterwards and pitched a lot of other names, but it ended up being the one that was easiest to understand on first read and the one that we’re shipping with. [puffinplays]

Q: Now I’m curious what the other names have been like. Could you give a naming example, please?

A: A few we considered were:

  • Mummy/Mummified – Felt more like a minion type than a keyword. It would’ve also pigeon-holed us into making all of the Reborn minions into Mummies and it didn’t quite lead you to understand what the mechanic did on first read.
  • Embalmed – Had that great thematic vibe, but it was harder to predict what the keyword did on first read.
  • Ankh – Felt more like an item than a keyword and also didn’t indicate that it was a one-time effect.

What we liked about Reborn was, when we showed it to people for the first time, they could instantly guess what it basically did. That was a huge win for us and ultimately led to us choosing to stick with the original keyword. [puffinplays]

Q: The latest VS report noted a dramatic decrease in contributor numbers coinciding with the TFT release. With newer games on the market vying for our attention what plans or features do you have in place to keep the playerbase engaged going forwards? I appreciate the single player content is more involving than ever, but are any changes planned to the core multiplayer experience?

A: At the beginning of the year the team committed to increasing the cadence of content and the variety of ways players get to interact with the game and the team who makes it. With the first round of single player found in Rise of Shadows there was focus on making the most exciting and re-playable single player to date, and the team continues to be proud of this experience.

The “Rise of the Mech”, the recently announced “Fire Fest-E.V.I.L.”, and a more open outlook towards changing cards more frequently (as seen with the recent nerf, buffs and classic rotated cards) are just a few of the examples of this commitment to date. We fully intend to do more like this especially between expansions, and identify even more opportunities going forward. [Ben_Thompson_HS]

Q: Not Uldum specific, but what are some engineering nightmares that stuck out while developing the cards?

A: Nightmares probably isn’t the right word, but certainly challenges. I have a feeling you’ll know the card we’re talking about when you see it. Every expansion we have an engineering time budget we try to adhere to. It’s important we’re doing new cool stuff, sometimes that includes work we have to ask for from our engineering team. Our design tools are pretty robust, but there are always a bunch of designs we think of that we currently don’t support within our designer tool. When that happens we find the cards that are most important to the set to ship and make sure we have enough time budgeted to finish them. [IksarHS]

Q: Hi, thank you for answering our questions.

Regarding Wild gameplay, are there any cards designed on this set that targets the Wild audience and/or was created with their usage on Wild decks as your objective? Are there any thoughts on doing this going forward?

E.g. creating a card that has not much use in Standard, but fills a much needed hole in a Wild deck, while still keeping inside the flavor and design of the expansion.

A: In general when designing our expansion sets, we focus on trying to design the best cards that fit the flavor of theme that we’re trying to explore and the mechanics we want to introduce.

When an expansion is released it’s exciting for players who enjoy both Standard and Wild since there are new tools that they can experiment with, to either add into their existing decks, or to explore entirely new deck archetypes.

For Saviors of Uldum in particular, among the cards that we’ve revealed already, something like Questing Explorer that we designed to aid with the new Quests in the set can also be used with the old Quests from Journey to Un’Goro. We try to design cards that players will find exciting in whichever formats they enjoy playing most, though some tend to be stronger in specific formats like Wild, Standard, or Arena. [puffinplays]

Q: Not Uldum related, or maybe?, but do you guys have any plans to introduce more game modes/make the brawl blocks a regular mode?

I love the random brawl blocks that we’ve been getting, it sets up all sorts of new and exciting decks. I know a lot of other TCG games have different formats similar to the brawl blocks and I think it would make for an awesome addition to the game.

That aside, I wanted to thank you guys for adapting and being willing to take chances on changing up the meta by buffing and nerfing cards and I hope you will continue to do so.

A: We’re really excited that we’re able to explore new game modes in something like Tavern Brawl (now almost Always open!). It gives us an opportunity to explore new ideas quickly and get immediate feedback. We’re excited to try something like our recently announced Fire Fest-E.V.I.L. which combines a Dungeon Rule-style experience in a Tavern Brawl. Surprise and delight is one of our key tenets and we’re going to continue to explore different ways to play the game and hopefully keep you all guessing! [puffinplays]

Q: oh snap, does this mean they’re reducing the downtime between brawls? That’d be good.

A: Yes! This is live now! [puffinplays]

Q: In the two years since Un’Goro, what has been the single biggest adaptation in your approach to designing Quest cards?

A: When we decided that we wanted to explore Quests again for Saviors of Uldum, we wanted to do them differently than we did with Journey to Un’Goro. The original Quests were more difficult to complete in general and you tended to have to go all-in in your deck build-around for them. Whether or not you were able to complete your quest often determined if you would win the game since rewards for those quests were so powerful the game ended shortly after.

With the Quests in Saviors of Uldum, we wanted them to be easier to complete, but also have more of a game to play out once the quest was completed. The new Quests will instantly change your Hero Power on completion so you can immediately take advantage of their effect. We expect these Quests to complete more towards the mid-game than the end game so it will feel more like a second phase of the game with your opponent still having a good opportunity to win. [puffinplays]

Q: Does the fact that Zilliax is included in more than 66% of all decks concern the balance team at all? In the past, neutral cards that were too prevalent have been the subject of balance changes. Or are you comfortable with it’s current power level, and enjoy watching the meta becoming unified, precise, and perfected?

A: We’ve continued to keep an eye Zilliax since its release and we’re comfortable with its place in the current meta. It’s used in a variety of decks, but plays different roles in each. We intended for Zilliax to be a card that showcased the Magnetic mechanic and are happy that it’s been able to do so. We’ll continue to monitor its power and place in the meta, but are pleased with it overall. [puffinplays]

Q: Posted this in the competitveHS thread but

  1. Does the minion return without the keyword Reborn? I.E. if you had a buff that only worked on a reborn minion would it work post reborn?
  2. Do reborn minion retain buffs? I assume not but want to make sure
  3. Do reborn minion count as “summons”? So would a reborn minion with a Khadgar in play summon 2 minions?
  4. Do reborn minions spawn in the same spot they died or always to the left?
  5. If the second minion that is Reborn after the first minion dies is returned to your hand, does it have Reborn when you play it again?


  1. The minion that returns will still have the keyword Reborn on it. You can think of it like a Divine Shield minion that has its Divine Shield popped. It’s still a Divine Shield minion, but no longer has Divine Shield.
  2. They do not.
  3. Yes, they count as summons.
  4. Yes, the Reborn gets refreshed if it gets bounced and played again. [puffinplays]

Q: One last follow up on the first question. Will the word be like greyed out or will the be some visual effect to let you know it does not have Reborn anymore?

A: There’s a visual effect to let you know if a minion has Reborn active or not. [puffinplays]

Q: Wouldn’t it be easier to program it like Twinspell? The first half having the name and the second half not having it.

A: It’s less about what’s easier or harder to program. It’s more about what makes for better gameplay. It being the same minion with Reborn on or off lets us do some cool things with some of the designs (that you’ll see when more cards are shown). Having an on-board visual effect is a concern for board clarity and something we definitely were concerned with, but in the end we tried to make the effect for it clear but not cluttered. With Twinspell, it’s harder to do a visual effect for the card since they stay in your hand so we went with a different treatment for that. [puffinplays]

Q: Cosmetics Questions:

Any news on new types of cosmetics? Would love for there to be more than just heroes and cardbacks in the game.

Cosmetics I would like: entrance animations (reward for 1,000 wins in Ranked/Arena with a class), hero power animations, emotes, emote animations (like the festive stuff – fireworks, snowflakes, etc.) board corners, music, alternate card art, etc.

A: New cosmetics are definitely something fun that can really make an immediately noticeable difference. I know I myself love the ability to personalize my hero, deck etc as the New Heroes or the Card Backs allow for currently.

Many of the suggestions you mention are interesting and some have been discussed among the team before: Hero Powers see a change when you use a New Hero, but simultaneously have to feel be reminiscent of the original Hero Power effect to avoid any confusion. I love the visual emotes we have done in previous in-game celebrations and those could be a lot of fun for sure.

Board corners have come up in the past but are VERY work intensive, not to mention your corners look different from those your opponent sees (bottom on your screen, top when your opponent sees you). This makes it difficult to display as a “prestige” piece to your opponent in a consistent way. Definitely an exciting “what if” to consider in the future…

Music would be fun, but when you consider art and audio are the two biggest offenders when it comes to client size we try to be very cautious when it comes to adding to either of these. Come-into-play “stingers” could be a fun add that make for a fun alternate but don’t require as much space in the build as a full length song would?

The alternate hero explosion cited below is also a fun idea, definitely something to take back to the team.

Love the interest in cosmetics and look forward to sharing these with the team as a whole! [Ben_Thompson_HS]

Q: Will the rest of the Classic set legendaries be getting updated entrance animations like Illidan StormrageBloodmage Thalnos and Deathwing did?

A: Not necessarily, though when people have a positive response to these kind of changes it certainly helps! I think the examples you cite above were natural candidates as they are such prominent characters in the Warcraft universe and we felt we wanted to give them a little extra “oompf” when they are played. I am curious what other characters people would love to see get a similar treatment in the future when time allows for it? [Ben_Thompson_HS]

Q: What were the biggest challenges on making this new expansion

A: As the second in the three part story line started with Rise of Shadows, the team really focused on furthering the vibe and story while also bringing back the fan favorites: Elise, Reno, Brann and of course Sir Finley. Bringing back these characters along with a familiar mechanic in Quests, while still leaving room for new ideas such as Plagues and Reborn, all the while exploring the mysteries of Uldum, meant that the team had a ton of fun and opportunities and made the most of them at every turn! [Ben_Thompson_HS]

Q: What was the rationale behind pushing the League of Explorers as the Saviours of Uldum in their… peculiar class roles? Reno for Mage, Finley for Paladin, Elise for Druid.

A: We wanted the League of Explorers to fill in the remaining four classes after assigning the first five to the League of E.V.I.L. “CitizenDane” below is pretty close with their answer:
Elise – Made a natural Druid with her early studies of Un’goro Crater
Brann – The giant blunderbuss he carries (not to mention super sweet Dino Mount) made him an instant Hunter
Sir Finley – Having apparently been “knighted” at some point became the Paladin
Reno – Well… that left mage.. this in turn led us to the “Gatling Wand” he carries, and he seemed to take to the using of magic in this form like a duck to water! [Ben_Thompson_HS]

Q: Any balloons in the expansion?

A: hmmm… not this one… [Ben_Thompson_HS]

Q: Can you tell us anything regarding single-player content? Are we continuing the formula from the Dalaran Heist, or can we expect something radically different?

A: The single player campaign will follow a similar “Dungeon Run” style as the Dalaran Heist, but we have some twists in store. We’ll have more information about that in the future, but nothing to talk about at this time. [HS_Liv]

Q: Not SoU specific, but do you think you’ll ever add cards to the Classic/Basic Set that use new Evergreen keywords like Discover, Lifesteal, or Rush?

A: Not for Basic. We want cards in Basic to give you the flavor of a class and dip into the core mechanics of Hearthstone. It’s possible for Classic to get new keywords, but we’re hesitant to add them to the core non-rotating set. So… probably not, but if the right opportunity came around, we’d consider it. [HS_Liv]

Q: More emphasis on classes having defined weaknesses is really cool.

My question would be are you still planning on promoting diverse playstyles within a class, even if they suffer from the same weaknesses (EG Token Druid vs a slower ramp Druid), or will some classes likely be focused more towards one type of deck?

A: It’s important to us that classes feel different over time, so having diverse playstyles and new decks is one of the things we design for. Having weaknesses allows us to push their strengths harder too. So we’re not trying to push classes towards one type of deck, but just make their weaknesses more pronounced. By having class identities, it allows us to explore more unique forms of their strengths.

Creating identities for classes allows players to learn to play their class or play against classes because they know what to expect. For instance, if you have a board of 4/4s against Druid, you should feel pretty safe but that same scenario against Mage feels different. [HS_Liv]

Q: Priest got another Board Clear spell, and it’s necessary for the class because historically priest has been always combo/control oriented, the lack of these control tools and win conditions cards on the evergreen set always affect the performance of the class post rotation (now more than ever with Mind Blast Hall of Famed), for this has been necessary for the upcoming expansions to print Board Clears and some other strong card to fill that gap, making of Priest almost a problem by the end of years, not to mention wild.

  • In WotOG It was in 8-9th place in popularity terms with only one tier 4 deck with 45% WR (Control Dragon),
  • In Ungoro It was in 6-7th place with one tier 2 deck with 50% WR (Silence),
  • In WW It was in 8-9th place with one tier 2 deck with 51% WR (Control),
  • In RoS It is in 8-9th place with one tier 3 deck with 47% WR (Mech),

The pattern seems to repeat with every rotation, with no strong minions, Priest has need to rely on these spells to stall the game until the combo is achieved.

Is there any plan in the future about buffing/fixing Priest’s Basic/classic set, or add a Board Clear like other combo/control classes have?

A: Not having a board clear in the core set helps Priest’s board clear feel different with each expansion. At some points in time they have Psychic Scream, other times they have Mass Hysteria, other times it’s Plague of Death. It makes Priest feel different from set to set.

If you compare it to Mage, who always has access to BlizzardFlamestrike, and Frost Nova/Doomsayer, they always have the same board clear tools so their control feels more similar from set to set. It makes printing new and exciting board clears more difficult with Mage as well. [HS_Liv]

Q: Will we have any mushrooms in SoU? With last rotation we lost all of them.

A: Not for this set. Most mushrooms and mushroom people thrive in damp environments. Uldum isn’t a great place for them, even for a vacation. [HS_Liv]

Q: Do you have an internal version of the game that lets you playtest different rulesets, especially for Tavern Brawls, such as the limited formats we’ve seen in Brawl Blocks, or extreme rules such as in the Double Deathrattle Brawl?

Which of these alternative rulesets are your favourite and are there any that you decided not to make into Brawls for being unfun?

A: Yeah, we have ways of creating alternate rulesets for playtests. How else would we playtest them?

My favorite brawl has to be the upcoming Burndown one that’s coming out soon. The WIP name was “The Darwin Brawl.” It’s super clever and I loved seeing which decks became dominant. I’m also a fan of the pre-release brawl that removes restrictions on deck building so you can put whatever you’ve opened into a deck. I made a deck of 13 Springpaws and it was horrible. [HS_Liv]

Q: Have you ever had to retroactively change a card before release? I.e. if you were working on Rise of Shadows, change a card in Rastakhan’s Rumble after you “finished” RR due to a potential combo you found?

A: Reckless Experimenter was changed after Chakki found an “undesirable” combo using Spirit of the Dead. Before release, Experimenter used to kill minions immediately instead of waiting until the end of the turn. Using Experimenter + Spirit of the Dead + Knife Juggler + Dead Ringer meant you created a draw engine that dealt one damage and drew the copy of Dead Ringer that had just shuffled into the deck after it died to create an OTK. So we went back and changed Experimenter to destroy the minion at the end of the turn. [HS_Liv]

General Information

  • You get one Saviors of Uldum for beating four bosses. Beat all 8 bosses to get Ragnaros Card Back (last available as ranked reward in March 2015). Additionally, beat all 8 bosses quickly for extra rewards! Do it in under 1 hour to get a golden Bronze Herald, or under 40 minutes to get golden Recurring Villain.
  • It’s the first time we see this Brawl.
  • The Brawl has unique format – it works similarly to Dungeon Run solo content. You play as one of the League of E.V.I.L. members and try to beat a series of eight bosses.
  • Rewards for beating Brawl in under hour / 40 minutes is based on real world time and starts after the mulligan on first boss. (Source)
  • Beating bosses in this Brawl contributes to the global Community Card Reveals. We need to kill 25,000,000 bosses in total to unlock all cards. We get one unlock after getting 25%, 50%, 75% and finally 100% of progress. So the more you play, the more likely that we’ll get there and see those cards early!

It is interesting that Hearthstone will be in the Sea Games this year, 2019. I will be replacing NBA 2K. Maybe it is time for me to play competitive again and play for tournaments locally. I would think if I will signup for this, what do you think?

This post is taken from Manila standard post last July 2, 2019

The digital game Hearthstone replaced NBA 2K as one of the six medal games in eSports that will be played in the 30th Southeast Asian Games.

Philippine SEA Games Organizing Committee executive director Tom Carrasco said this after he gave an update on the ongoing preparation for the biennial met.

Hearthstone is a free-to-play online digital collectible card game that is developed and published by Blizzard Entertainment.

Carrasco said the competition managers of the event were not able to get the needed license to include NBA 2K, a simulation game of the National Basketball Association.
Hearthstone builds upon the existing lore of the Warcraft series.

“Napalitan siya dahil kulang sa license,” said Carrasco.

The five other events that have been included will still be around.

These are DOTA 2, Starcraft 2, Mobile Legends Bang Bang, Arena of Valor and Tekken 7.

SEA Games 2019 will mark the first time that eSports is an official medal event.
ESport was first included in the 2018 Asian Games as a spectator event.

Meanwhile, national team chef de mission and Philippine Sports Commission Chairman William Ramirez initiated the creation of a set of criteria for selection to the national team for the biennial meet last week.

“It is important for us to be transparent,” explained Ramirez, adding that having a selection criteria will also ensure “that we field the best among them since the success of the Games hinges on the performance of our athletes.”

The national sports associations have been informed to submit credentials of their athletes so the secretariat.

New Azeroth Tavern Brawl is now open for 7 days. It will let you choose a class and start with a small deck and build around it. Have fun with this brawl and it will win you a Classic pack only for the first win.

Note in playing this tavern:

  1. You will start with a coin, 3 chickens, 1 spell for +1 attack, 1 spell for +1 health
  2. You always start your turn with 4 cards so you can empty your hand. specially if you have cards that reduce cost on each spell cards cast within the game
  3. Battlecry Card is a good pick
  4. Draws cards with effects like bomb cards wont be effective
  5. Effects that buff your deck is not good also. but it is a different story for Prince Liam, It will transform your chicken to ramdom legendaries.
  6. It is a RNG base game
  7. Have Fun


What is “rotation”?

Each year, four Magic: The Gathering sets are released and added to Standard. Once per year, when the fall set releases, the four oldest sets in Standard rotate out. This is known as “set rotation” (or rotation for short).

Which sets will be rotating out of Standard?

When the fall set releases, cards from the IxalanRivals of Ixalan, Dominaria and Core Set 2019 sets will rotate out of Standard.

When will rotation happen on MTG Arena?

Rotation will happen when the fall set (code name: “Archery”) releases on MTG Arena.

Does rotation mean there will be another reset on Magic: The Gathering Arena?

There are currently no plans to do another account reset on MTG Arena. Players will keep all the cards currently in their collection.

Will I still be able to play with rotated cards?

Yes – just not in any Standard constructed formats. We will support events and play queues that allow for players to use cards from rotated sets in a format we’re calling Historic.

What about cards that are in rotating sets, but also appear in newer sets (aka “reprinted”)?

Let’s break out the rule book for this one: “A card may only be used in a particular format if the card is from a set that is legal in that format or has the same name as a card from a set that is legal in that format.”

This means if a card from an older set shows up again in a Standard set, you can use any version of the card in Standard formats. A good example of this is Luminous Bonds. Since Luminous Bonds was a part of Rivals of IxalanCore Set 2019, and Guilds of Ravnica, you will still be able to use all versions of this card after rotation because cards from Guilds of Ravnica are still playable in Standard.

And since we have the rule book open, “A card’s name is always considered to be the English version of its name, regardless of printed language”.

What is “Renewal?”

We’ll be adding some special events and rewards for players to help “renew” their collection for the new Standard environment as well as to show our appreciation for all of your support. We expect to have more information on this system sometime in August!


Rotation is always an exciting time for Magic: The Gathering players and we want to make sure that you’re ready to try out some new or updated decks as we explore a new meta. As part of this, there are some changes we’ll be making with the Core Set 2020 game update to further help players with their rotation readiness:

 Effective July 2nd, 2019


  • We will no longer be scheduling Limited events (Drafts, Sealed) for sets rotating out of Standard this fall.
  • Drafts and Sealed events use the following sets leading up to rotation: Guilds of RavnicaRavnica AllegianceWar of the SparkCore Set 2020.


  • Players will no longer receive ICRs from sets rotating out of Standard this fall.
  • ICRs will reward cards from the following sets leading up to rotation: Guilds of RavnicaRavnica AllegianceWar of the SparkCore Set 2020.


  • You will still be able to use Wildcards to craft cards from sets that are rotating out of Standard this fall.
  • We have added additional in-game messaging to let players know if a card is currently planned to rotate out of Standard this fall. Please Note: This does not take into consideration any cards that may appear again in upcoming sets.
  • The first time you go to craft a card from that will be rotating out of Standard, you will receive an additional confirmation message.


  • Packs for rotating sets are also still available for purchase in the store.
  • We have added additional in-game messaging to let players know if a set will be rotating out of Standard this fall.
  • The first time you go to purchase a booster pack from a set that will be rotating out of Standard, you will receive an additional confirmation message.


  • The tutorial and Account Mastery Tree have been updated to reward new decks and card styles.
  • For existing players (players who created their accounts prior to July 2nd, 2019): We currently intended to grant all players these updated decks by the time rotation happens so everyone will have access to decks that are Standard legal. There’s some tech we need to implement first to make this happen, but we’re working on it!


What is Historic?

“Historic” is what we’re calling MTG Arena’s non-rotating format. Events or play queues that are Historic will allow for players to use cards from any set currently available on MTG Arena.

Will Historic be an “official” Magic: The Gathering format?

Currently, we only plan to support Historic play on MTG Arena.

Will the Historic play be best-of-one, or best-of-three?


Outside of Play, will any other events or formats be Historic?

Currently, we intend for most of our casual events (Pauper, Singleton, Momir) to support Historic play.

Will Historic be ranked?

Historic play will not be ranked, and there are currently no plans for it to be a ranked format.

Can I play a Standard deck in the Historic queue?

Yep – as long as the card isn’t specifically banned in Historic play.

… So Historic will have it’s own “Banned and Restricted” list?


Will I receive Historic cards from individual card rewards (ICRs)?

Nope. With the Core Set 2020 game update, we will be removing the soon-to-be rotating sets from individual card rewards as well. This means after July 2nd, you will no longer receive cards for IxalanRivals of IxalanDominaria and Core Set 2019 when you receive an ICR.

Will the Kaladesh and Amonkhet blocks be returning to MTG Arena?

Not at this time. While we are still interested in finding the right way to bring theses sets back to MTG Arena, we’re holding off for now. We made this decision because the current Standard meta is pretty healthy right now, so we hope this will naturally lead into a healthy non-rotating format as well. As more sets are released and the historic meta develops, we’ll continue to evaluate when will be the right time add these sets for Historic play. They’ll be back one day, just… not right now.

What about other older sets?

Maybe one day, but there are currently no plans to add older sets to MTG Arena. While it’s certainly the dream, it’s an endeavor that would take years to implement.

What about <insert question>?

We will have more information about Historic play as we get closer to the fall set release. If there is a particular question that this guide doesn’t answer, be sure to let us know!


War of the Spark Season 2 Ends: June 30th, 12:00 PT (19:00 UTC)

  • Second qualifying period for Mythic Championship V (MTG Arena)
  • Top 1,000 Mythic Ranked players in Constructed or Limited at the end of this season will be eligible to compete in the Mythic Championship Qualifier Weekend in August.

War of the Spark Season 3 Begins: June 30th, 12:05 PT (19:05 UTC)

  • Third and final qualifying period for Mythic Championship V (MTG Arena)
  • Top 1,000 Mythic Ranked players in Constructed or Limited at the end of this season will be eligible to compete in the Mythic Championship Qualifier Weekend in August.


War of the Spark ranked seasons are qualification periods for Mythic Championship V, and all three qualify for the same Mythic Championship Qualifier Weekend. If you are within the Top 1000 in either Constructed or Limited at the end of these periods, you will be eligible to participate in the Mythic Qualifier Weekend for Mythic Championship V. If you reach that level in both Constructed and Limited and/or you do so in both WAR Season 1, 2 or 3 you will only receive one token to participate.

For more information on qualifying for Mythic Championships, please refer to our Mythic Championship Qualifiers page.



Players will receive their rewards for Season 2 at the start of War of the Spark Season 3 (June 30th, 12:05 PT/19:05 UTC). You must have played at least one ranked game in the respective format to receive seasonal rewards.

  • Bronze: 1 War of the Spark booster pack
  • Silver: 1 War of the Spark booster pack + 500 gold
  • Gold: 2 War of the Spark booster packs + 1000 gold + Rally of Wings Card Style
  • Platinum: 3 War of the Spark booster packs + 1000 gold + Risk Factor Card Style
  • Diamond: 4 War of the Spark booster packs + 1000 gold
  • Mythic: 5 War of the Spark booster packs + 1000 gold


  • Bronze: 1 Core Set 2020 booster pack
  • Silver: 1 Core Set 2020 booster pack + 500 gold
  • Gold: 2 Core Set 2020 booster packs + 1000 gold + Cruel Celebrant Card Style
  • Platinum: 3 Core Set 2020 booster packs + 1000 gold + Soul Diviner Card Style
  • Diamond: 4 Core Set 2020 booster packs + 1000 gold
  • Mythic: 5 Core Set 2020 booster packs + 1000 gold

Note: The War of the Spark Season 3 rewards will be updated to show Core Set 2020 packs with the game update on July 2nd.

Card Styles

  • Gold Card Style: Reward for players who reach Gold Rank or higher in either Constructed or Limited. For WAR Season 3, the card style is Cruel Celebrant.
  • Platinum Card Style: Reward for players who reach Platinum Rank or higher in either Constructed or Limited. For WAR Season 3, the card style is Soul Diviner.

As a general reminder, card styles are a cosmetic option only and does not add any cards to a player’s collection. There is no benefit to acquiring a card style more than once; if you achieve Gold Rank or higher in both Limited and Constructed, you will only receive one copy of the card style.


Constructed and Limited Ranks will be reset. You’re new rank will be based on your end of reason rank from the previous season:

Previous Rank New Rank
Bronze Tier 4 Bronze Tier 4
Bronze Tier 3 Bronze Tier 4
Bronze Tier 2 Bronze Tier 4
Bronze Tier 1 Bronze Tier 3
Silver Tier 4 Bronze Tier 3
Silver Tier 3 Bronze Tier 3
Silver Tier 2 Bronze Tier 2
Silver Tier 1 Bronze Tier 2
Gold Tier 4 Bronze Tier 1
Gold Tier 3 Silver Tier 4
Gold Tier 2 Silver Tier 3
Gold Tier 1 Silver Tier 2
Platinum Tier 4 Silver Tier 1
Platinum Tier 3 Gold Tier 4
Platinum Tier 2 Gold Tier 4
Platinum Tier 1 Gold Tier 3
Diamond Tier 4 Gold Tier 3
Diamond Tier 3 Gold Tier 2
Diamond Tier 2 Gold Tier 2
Diamond Tier 1 Gold Tier 1
Mythic Platinum 4


There is no planned downtime prior to the start of War of the Spark Season 3.




What is the Mastery System?

The Mastery System is a way for players to earn experience and unlock rewards by playing Magic: The Gathering Arena.

What’s the difference between “Account Mastery” and “Set Mastery”?

Players complete the Account Mastery system as part of the new player experience, which unlocks the 15 starter decks as well as certain cosmetics. With Core Set 2020, we’ve expanded this system to now include Set Mastery system which will be specific to to each new Standard set on Magic: The Gathering Arena.

Does the Mastery System cost anything?

All players receive access to the Account Mastery and standard Set Mastery at no additional cost. Players can unlock additional rewards for the Set Mastery by purchasing a Mastery Pass.

Does the Mastery System ever reset?

The Account Mastery is part of our new player experience and may only be completed once. Your Set Mastery level and rewards will reset with the release of every new Standard set on MTG Arena.


How long is each Set Mastery available?

Set Masteries are available for the most recent Standard set, starting on the day the set is released and ending when the next set is released.

How do I earn rewards?

By playing! Every time you complete a daily quest, and for your first three daily wins you’ll receive experience points towards your current Mastery level. Additional XP may be available through special events or promotional items (such as codes). As you level up, you’ll receive rewards based on your current level.

What rewards can I earn?

All players can earn up to 36 booster packs from the most recent set, as well as 5 mastery orbs that can be used to unlock certain card styles. Additional rewards are available for players who have purchased a Mastery Pass.

What happens when a new set is released on MTG Arena?

When a new set is released on MTG Arena, a new Set Mastery reward track becomes available and your Set Mastery level is reset to 1.

Can I complete older Set Masteries?

There is currently no plans to allow players to complete Set Masteries for older sets. While you will keep any rewards you may have received from the previous Set Mastery, you will not be able to unlock any remaining rewards once the Set Mastery is no longer available.


What is the “Mastery Pass”? How is different than the Mastery System?

While all players have access to the base Mastery System, the Mastery Pass is an optional way for players to earn additional rewards through Set Mastery.

How much does the Mastery Pass cost?

The Mastery Pass can be purchased for 3,400 gems. Players can earn gems through rewards in certain events, or by purchasing them directly from the store.

What do I receive when I purchase the Mastery Pass?

All players who purchase the Mastery Pass will automatically receive the common Element Cat pet, as well as the Chandra, Flame’s Fury avatar and card sleeve. Additionally, you will receive all the Mastery Pass rewards based on your current level, including any rewards from earlier levels you have not received.

What else is included in Mastery Pass?

In addition to the common Element Cat pet and the Chandra, Flame’s Fury player avatar and card sleeve, the Mastery Pass includes additional rewards players can earn as the level up. These rewards include up to 20 additional boosters, 2000 gems, Uncommon and Rare versions of the Element Cat, 5000 gold, 20 card styles, premium card sleeves, and more. In short – a lot!

If I purchased a Mastery Pass, what happens when a new Set Mastery is released?

Each Mastery Pass is tied to a specific Set Mastery. Once a new Set Mastery is released, the older set (and it’s corresponding Mastery Pass) will no longer be available.


What’s all included in the Set Mastery system?

The following rewards are available to all players to earn as part of the Set Mastery system:

  • x36 M20 booster packs
  • x5 Set Mastery Orbs (each can be redeemed for card styles on the Set Mastery Tree).

For players who purchase the Mastery Pass, the rewards they can earn are expanded to include:

  • The Elemental Cat, the Chandra, Flame’s Fury avatar, as Chandra Mastery Pass card sleeve
  • 20 booster packs (x5 GRN, x5 RNA, x5 WAR, x5 M20)
  • 2000 Gems
  • 5000 Gold
  • 20 Card Styles
  • 25 Set Mastery Orbs (each can be redeemed for card styles on the Set Mastery Tree)
  • 10 Mythic Rare ICRs
  • 5 Planeswalker Cards from the Core Set 2020 Planeswalker Decks
  • Uncommon and Rare Elemental Cat visual upgrades.
  • Exquisite Chandra Card Sleeve (Exquisite = Card Sleeve with VFX)

How many levels are there in the Core Set Mastery?

The Core Set Mastery goes up to Level 100. All players receive rewards through Level 72, while players with the Mastery Pass will receive rewards up to Level 100.

Why the difference?

Because we wanted all players to be able to receive the same number of rewards as they did from the Weekly Rewards, and we wanted players to do so at regular intervals (in the case of Core Set 2020, every other level). We didn’t want to add artificial space between player rewards just so we could say “all players receive rewards up to Level 100”.

Even if you don’t purchase the Mastery Pass, you can still gain experience and levels up to Level 100. Since the Mastery Pass gives rewards up to your current level, if you decide to purchase the Mastery Pass later you won’t be behind on XP or Levels. Whether you purchase the Mastery Pass at Level 1, Level 40, Level 73, whenever, you will receive all the rewards from the previous levels (up to your current Level) that you haven’t already received.

Is the XP needed to level linear or exponential (e.g. does it take more XP to go from Level 99 – 100 when compared to Level 1 – 2)

Linear. The amount of XP needed to advance from Level 1 – 2 is the same amount of XP needed to advance from Level 99 – 100.

How do I earn XP?

The primary way for players to earn XP is through Daily Quests (the same ones we have now, but with XP as an additional reward) as well as the your first three wins each day (again, added to the existing Daily Win rewards).

Wil there be any other ways to earn XP besides Daily Wins and/or Quests?

Beyond Daily Wins and Daily Quest rewards, we are planning for XP to be available through certain event rewards (such as future Chronicles) or from promotional items (such as codes).

What’s in the Core Set Mastery Tree?

The Core Set Mastery Tree has a variety of card styles from M20, ranging from Common to Mythic Rare. Like the new player Mastery Tree, there is a path for each of the five colors of mana, and an option for each of the color pairs.

The Set Mastery Orbs allows for players to pick which rewards they want the most first.

Will there be any other ways to earn Mastery Orbs for the Set Mastery Tree?

As of now, we only plan for Set Mastery Orbs to be available through the Set Mastery tracks.

How does this compare to the previous Weekly Rewards? / Does this mean players who don’t purchase a Mastery Pass will be receiving less?

To be as explicit as possible: We intend for players to be able to receive the same number of booster packs with the Set Mastery as they did from Weekly Rewards. We’ve also added the Set Mastery Orbs as an additional reward, but this did not impact how we calculated the number of booster packs.

The Mastery Pass does provide more rewards for players, but we’re not decreasing the amount of earnable rewards for players who decide not to purchase it.

Will there be a Set Mastery for every Magic: The Gathering set on MTG Arena?

We plan to provide a Set Mastery for each new Standard set released on MTG Arena.

Will you be making any changes to the Set Mastery system for future sets?

Speaking candidly… probably! This is a new system for us, and we know players are going to have feedback and suggestions once they get their hands on it. While we hope you enjoy what it already has to offer, we’re ready to go through some iterations to make sure the rewards and experience “feels right” for our players.


  • New Card Set: Core Set 2020
  • Mastery System
  • Gameplay Improvements
  • New Cosmetics


  • All cards from Core Set 2020 are now available on Magic: The Gathering Arena. This includes the buy-a-box promo as well as cards in the Planeswalker decks.
  • For more information on the set mechanics and abilities, please refer to theCore Set 2020 Release Notes.


  • We’ve introduced a new way for players to earn rewards through the Mastery System.
  • In addition to the existing Account Mastery, each new Standard set added to Magic: The Gathering Arena will include a Set Mastery system.
  • Players unlock rewards by completing daily quests, as well as for you first three Daily Wins.
  • Players looking to add additional rewards to their Set Mastery can do so via the Mastery Pass.
  • Additional information is available on the Mastery Pass page, as well as our Mastery System Guide.


  • The London Mulligan is now used in all events and formats on Magic: The Gathering Arena. This includes bot matches and Direct Challenge.
  • Each time you take a mulligan, you draw up to seven cards, then put a number of cards equal to the number of times you have mulliganed this game on the bottom of your library in an order of your choice.
  • For more information, please refer to the London Mulligan update. For an example on how the London Mulligan works on MTG Arena, please refer to our London Mulligan technical test guide.


  • The War of the Spark Chronicle event rewards are only purchasable with gems – this is not intended behavior.
  • There was an issue with data deployment, and we are working on disabling purchases for these card styles until it’s resolved.


  • The game will now hold priority prior to entering the combat phase if there is a something you can respond to at instant speed at the end of your opponent’s first main phase. (e.g. your opponent played a Legion Warboss during their first main phase, and you wish to respond before the “at the beginning of combat” trigger goes on the stack”).
  • When declaring attackers with at least one creature that “must attack” on the battlefield, you are no longer required to declare those attackers first. Declaring another creature as an attacker will also declare any creatures that must attack if able, to ensure the attack declaration remains legal.
  • When a card is revealed, it is now displayed in a small window that does not block interaction with the rest of the game. This window will auto-dismiss after a short time, or you can dismiss it manually.
  • When a card references a token of a particular type (such as creating Treasure or a 1/1 Green Saproling), mousing over the card will now show the info for the token as well.
  • Persistent effect indicators (displayed as card art that shows up on the left-hand side of the screen) will now stack if there are multiple indicators of the same type (for example, multiple Ajani, Adversary of Tyrants emblems.)
  • For Atemsis, All-Seeing’s triggered ability, the “Reveal” button will be grayed out unless you meet the victory condition (It’s still selectable if you really want to reveal your hand!)
  • When showing a mana wheel for a source that can produce multiple mana of one or more colors, the amount that will be produced is now shown on the mana wheel.
    • For example, if your control Vault of Catlacan and six artifacts, when you tap Vault of Catlacan for mana the mana wheel will show that it can produce 6 blue mana (as well as one mana of any other color).
  • When a permanent has had its color(s) changed, there is now a hanger indicating what color(s) the permanent currently is.
  • When a card references cards or counts of card types in a graveyard (such as the on death ability of Cavalier of Flames), mousing over the card will cause the referenced cards in the graveyard to pop out.
  • When browsing the graveyard or exile, and one or more cards in that zone are being targeted by an effect on the stack, those cards will be pulled up to better highlight them.
  • The handling of the rules around Spark Double copying another Spark Double that entered without being cast has been updated to match the rules update in section 706.9e; it is no longer possible to loop the copying here.


  • Auto-Tap should now be smarter about handling situations where it will produce floating mana that can be used to cast additional cards in hand.
    • Developer’s Note: This is should improve how the auto-tapper interacts with cards like Nissa, Who Shakes the World and Breeding Pool. If given the option between tapping Breeding Pool for U or G, it will use the option that will leave you with floating mana for cards you can play. For example, if you tap Breed Pooling to cast Llanowar Elves with Nissa in play and a second Llanowar Elves in hand, the auto-tapper should tap for G (and produce one G floating mana thanks to Nissa’s static ability) that you can use to cast the second Llanowar Elves.
  • When paying for an effect that will untap target land (such as activating Wakeroot Elemental’s ability), auto-tap will prefer to tap the targeted land for mana (since it will untap once the effect resolves)



  • We’ve added an additional reward for players who manage to get 7 Wins when participating in Core Set 2020 Sealed or Ranked Draft Event.
  • Sealed: Core Set 2020 – Players who complete the event with a 7-x record will receive a Scholar of the Ages card style.
  • Ranked Draft: Core Set 2020 – Players who complete the event with a 7-x record will receive a Ironroot Warlord card style.


  • The pack rewards for War of the Spark Season 3 have been updated to Core Set 2020.



The following card sleeves are now available for direct purchase:

  • Karn Alternate-Art Japanese Card Sleeve
  • Vivien Alternate-Art Japanese Card Sleeve
  • Nissa Alternate-Art Japanese Card Sleeve
  • Angrath sansyu Alternate-Art Japanese Card Sleeve

Cost: 600 Gems

  • Liliana 天野喜孝/Yoshitaka Amano Alternate-Art Japanese Card Sleeve

Cost: 4000 Gold


Now Available!

Elemental Bundle

  • Mask of Immolation Card Style
  • Creeping Trailblazer Card Style
  • Overgrowth Elemental Card Style

Cost: 600 Gems

Chandra Bundle

  • Chandra, Acolyte of Flame Card Style
  • Chandra’s Regulator Card Style
  • Fry Card Style

Cost: 1200 Gems

Leaving Soon:

  • Proliferate Bundle
  • Chaos Aggro Bundle
  • Cast-tastic Bundle
  • Amass Power Bundle
  • Bolas Bundle
  • Guild Bundles

No Longer Available:

  • White Draft Bundle
  • Blue Draft Bundle
  • Black Draft Bundle
  • Red Draft Bundle
  • Green Draft Bundle
  • Gatewatch’s Triumph Bundle


  • When a game ends for an unexpected reason (such as an error communicating with the server), it will now properly indicate that the match as a Draw.
  • The counter creation SFX should no longer improperly play when examining a card.
  • Cards using card styles should now properly “dim” in states where they should be (e.g. when tapped).
  • Cards that were revealed should now properly show when a second, known duplicate was discarded.
  • Multiple tokens created simultaneously should no longer temporarily overlap.
  • When an opponent “emotes” the name of a chosen card, players should no longer “emote” random text in response.
  • Planeswalkers using the glass style should now display properly when choosing one of their abilities if they were cast using an alternative casting method (such as with Omniscience).
  • Spells with multiple casting options should now be properly affected by other effects that modify the casting cost.
  • When choosing to Mulligan, the “London Mulligan” browser will no longer shuffle your cards between viewing your hand and deciding which cards to put on the bottom of your library.
  • When deciding whether or not to Mulligan, the “London Mulligan” browser now shows the correct card sleeves.

Here are the games and improvements that the Hearthstone team patch in 14.6 version of the game and mostly for the Dalaran Heist solo game.

  • Dalaran Heist Balance Changes – We’ve made a number of balance adjustments to The Dalaran Heist.
  • Elise’s Journal – Acquired from purchasing one of the Saviors of Uldum bundles.
  • Matchmaking has been improved for players who are new to Arena mode. These players will be matched against other new players with the same number of wins.
  • Fixed an issue where Summoning Portal and Reckless Experimenter’s effects were being applied at different timings than other similar cost modification effects.
  • Rafaam’s Scheme and Dreamway Guardians can no longer be played if your board is full.
  • Shrink Ray and Equality will now behave in a way that’s consistent with Sunkeeper Tarim in regards to stat-buffing aura effects, such as Stormwind Champion.
  • Hunting Party will now generate golden cards if it is copying a golden minion.
  • Cards generated by Shadowcaster and Sonya Shadowdancer will now receive the bonuses from Magic Carpet.
  • Duel! can no longer be cast if both sides of the board are full.
  • Wilfred Fizzlebang’s cost reduction now works with all card-drawing hero powers.
  • Shudderwock now randomly resolves any Discover spells cast by Drustvar Horror.
  • Fixed an issue where losing your internet connection while in the middle of editing a deck would sometimes not save the deck changes after you reconnected to the internet.
  • Creating Zayle and Whizbang decks should now properly show the card’s deck header art instead of the class art.
  • [Mobile] Fixed an issue that could cause a blank page to appear if you changed regions while on the sign-in page..
  • [Dalaran Heist] Spirit of the Tiger now summons tigers with correct attack and health values while fighting in the Underbelly.
  • [Dalaran Heist] Cursed! cards from The Hand of Rafaam will now trigger their visual effects properly.
  • [Dalaran Heist] Hero cards that are transformed by Golden Candle will no longer retain their hero power tooltip.
  • [Dalaran Heist] Fixed an animation issue related to replaying minions affected by Bribery after they were destroyed.

Have fun playing Hearthstone