Hearthstone: One Night In Karazhan Cards Explained

The latest expansion pack for Hearthstone has now been released, and alongside the release of One Night In Karazhan is 45 new cards to learn, understand and adapt to.

While we’re yet to see how it might shake up some of the pro decks – and whether Priest’s will ever see play again – we can at least take a look at the cards and interpret how they might shuffle things around a little.

We’ve got a lot to get through and, since Medivh’s party is only just beginning, let’s get to it…

One Night In Karazhan’s 45 cards explained…

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Arcane Anomaly
Class: Neutral
Every new expansion pack comes some new 1 Mana minions, but rarely can they have as much significance as this one – especially for Mage or Druid decks. Heck, Paladins and Priests would get some good early use out of it, too. It’s more of a control card, but could prove to be very versatile in the right hands. It’s cost and rising health would combine very well with its damage-dealing parallel, Mana Wyrm.

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Arcane Giant
Class: Neutral
This is definitely one for controlling decks, as if you couldn’t tell. It’s a great card for generating a huge threat later in the game, in all likelihood without much Mana cost. Many Mage or Druid decks rely on spells to maintain their dominance over the board, making this an almost integral part of any strategy that relies on this. Expect this card to appear in practically every control deck.

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Arcanosmith
Class: Neutral
The value here is essentially 3/7, which is much more valuable than the base card’s 3/2. But with that said, the Taunting minion that is summoned is little more than a nuisance – a way of delaying an inevitable attack rather than dealing with one. The are better options out there already for this card, and so it’s not likely to see much play.

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Avian Watcher
Class: Neutral
Here’s a card that might not seem immediately useful, but will still manage to find some good use in Mage decks and perhaps even Hunter decks. It’s only likely to be used while a Secret is being cast, giving it 4/7 and Taunt for 5 Mana cost, a pretty good value really. It’s certainly a good option for defensive decks (and if you’re building Secrets, probably that’s what you’re going for) but it wouldn’t be a surprise to see it slot into a number of pro decks.

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Barnes
Class: Neutral
This one is intriguing and could shift up many decks in the meta to quite a degree, but at the same time might not change anything at all. It all comes down to how this card is played, since the weak 1/1 stats of whichever minion it summons makes it far too weak to be a worthy body on the board. Barnes 3/4 stats make him worthwhile alone, but in the right hand – and with the right Battlecry/Deathrattle effects of the summoned minion – this could provide for some //very// interesting plays.

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Book Wyrm
Class: Neutral
There’s a handful of themes running through One Night In Karazhan, and Dragon decks are looking to get some love is one of them. Here is a card that helps to enable that – a 6-cost Dragon with decent stats will be nice for any of those decks. But most important is the ability to deal three points of damage, a considerable effect when considering some of the cards that may be used around the mid-game stage. An interesting one that may well get regular use.

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Medivh, The Guardian
Class: Neutral
An interesting legendary this one, that could certainly fit into a number of strategies – particularly those of Mages or Druids. Mostly thanks to the weapon you equip as a result, which allows you to summon a minion of the same cost for the cost of one durability until the weapon is destroyed. If this card does get incorporated into pro decks, expect to see many more pirate cards being played – thanks to the +1/+1 bonus to weapons from the likes of Captain Greenskin and Bloodsail Pirate.

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Menagerie Magician
Class: Neutral
As with the similar card that utilises the menage a trois that was added in by One Night Of Karazhan, this card is obviously there to enforce that sort of play. But to build a deck around such a concept is unlikely to ever happen – at least at competitive level – so as much value as this card might add in those very specific circumstances, it’s so tough to pull off that a deck based on this is going to be more work than it needs to be.

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Moat Lurker
Class: Neutral
The interesting combo of Battlecry and Deathrattle here give the Moat Lurker a very interesting strategy that hasn’t really been adopted before, whether that’s taking out powerful enemy threats – albeit temporarily – or using it on your own minions for varying strategic advantages. It forces your opponent to react to the card, and that alone might see it get competitive play.

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Moroes
Class: Neutral
Though you’ll get a steady stream of 1/1 minions with this card, there’s not much threat provided by this card. Many decks and classes can deal with 1/1s with very few problems, and often there’s not enough opportunities to bolster these summoned minions. Perhaps we’ll consider this a flavour card only.

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Netherspite Historian
Class: Neutral
There’s a very specific use to this card, and dragon-heavy decks are most likely to find some value in it. As a body on the board it’s not a significant card by any stretch, so it’s mostly reliant on its ability to bring that dragon into play. Sure many dragons are expensive, but if a deck is built around their use then the chances are there will be some ways of making the most of this card.

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Pantry Spider
Class: Neutral
It’s hard to really understand why this card was put in, but it’s by no means a terrible card. Two 1/3 beasts for the price of 3 Mana is not bad value, but it’ll be tough to find space for such a card. Some suggest that the fact that it’s a beast means that it has some value for the Menagerie Magician and that’s a fair point since this will maintain beast presence on the board for longer, but that still won’t be enough to make this viable.

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Prince Malchezaar
Class: Neutral
On paper this is an incredibly exciting card since it’ll bring 5 new legendaries into your deck, while its stats still offer enough to make it a worthy card to slot in somewhere. However, unless you don’t have many legendaries, it’s not going to be such a good idea to play at competitive since it just can’t be controlled and could lead to some very poor cards being dealt. As fun as it might be, this card will likely be overlooked by pros.

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Pompous Thespian
Class: Neutral
Perhaps we’ll consider this as little more than a flavour card. There isn’t really all that much that this card does differently from equivalent cards, though it does certainly have decent stats for its cost. If this sees much use it’ll be replacing something very familiar, rather than obviously changing anything of note.

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Runic Egg
Class: Neutral
For the cost this might seem like a useful card, but it’s not going to see much play really. Since the card itself does no damage, you’ll require some strategy to make it of use – whether that’s dealing damage to it yourself or buffing it to enable it to deal damage and then become something for your enemy to consider. As such, it’s a little too finicky for the minor boost of card advantage.

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The Curator
Class: Neutral
As a Legendary you’d hope this card had a little more punch to it, but it’s a strange one really. Few decks rely on all three of the types listed – Beast, Dragon and Murloc – since there’s rarely a benefit to mixing these too much, and its H/D stats don’t really make up for its 7 Mana cost. However it’s possible that this card alone could open up more possibilities for combo decks, and its Battlecry does enable a good amount of value if used in the right deck – so perhaps it’s something of a dark horse that pro players will really find the glory of in the coming weeks.

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Violet Illusionist
Class: Neutral
Now this one could change quite a lot. On a basic level it forces an opponent to avert hero damage, but combining it with other cards could make it even more important. Pairing it with Cho’Gall seems like a popular option right now, but most important is perhaps the new Warrior card Fool’s Bane – which allows unlimited attacks per turn. Hmm. This combo is likely to be a necessity in many Warrior decks.

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Zoobot
Class: Neutral
As with Menagerie Magician, this card is heavily reliant on such a specific type of deck – one that would be difficult to manage and maintain – that it’s unlikely we’ll see much from it. Perhaps expect to see some pros have some fun with it and its associated deck build on Twitch, but the advantage here is just too difficult to pull off with any degree of success.

One Night In Karazhan – Druid Cards

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One Night In Karazhan Druid Cards

Enchanted Raven
Class: Druid
Another 1 Mana minion with very little to say for itself. A 2/2 health/damage combo makes it a viable option alongside equivalent 1 Mana minions, but really it’s more likely to be a flavour card added for the Wings of the expansion more than anything else – a set of weaker things that a designed to match the theme of Karazhan. But hey, it’s technically a Beast card – so could be of use to those beast-centric Druid decks.

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Menagerie Warden
Class: Druid
A lot of players are calling this card overpowered – combine it with Stranglethorn Tiger and Savage Roar for 14 easy points of damage – but while it is undoubtedly a powerful card that will swing the meta in favour of Druids a little more, there’s still always counters to it. In truth the high cost of this card limits its potential uses, requiring a lot of prep that just might not be possible without the right deck management. It’ll see heavy use, but not quite as significantly as you might think.

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Moonglade Portal
Class: Druid
A fairly obvious benefit here: for the cost of 6 Mana you heal 6 damage and summon a random 6 Mana cost minion. If anything the value of this card is a little broken, especially when looking at similar card Ancient of Lore that is 7-cost, provides a decent 5/5 body on the board and only has the potential to heal 5 health. Moonglade Portal is a double whammy, and will likely see play in many Druid decks from now on.

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One Night In Karazhan Hunter Cards

Cat Trick
Class: Hunter
You’ll want to check this one out for the fancy golden equivalent, to be honest, but that doesn’t mean it’s not going to see a lot of regular play. It plays into the Hunter’s secret-building style, something it seems Blizzard is trying to emphasis with the class now, and though it doesn’t change things up too much, it’ll be one to stick in there for any decks planning on running Cloaked Huntress.

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Cloaked Huntress
Class: Hunter
This is a huge addition to the Hunter, allowing them to play Secrets with seemingly wanton abandon. The value of the card alone offers up enough value to be worth sticking into a deck without any real consideration. At worst it won’t do anything to change many player’s decks, at best it’ll enable more secret-heavy strategies that might not have been such an important part of the class.

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Kindly Grandmother
Class: Hunter
At 2 Mana this card isn’t insignificant by any stretch. It brings up two minions in total, but isn’t so much of a threat that it would require wasting a Silence on its Deathrattle. It would slot in nicely with a variety of decks, and could assist for controllers and the like – but it doesn’t do so much with such severity that it would really find itself swapped in for equivalents that handle such a strategy perfectly well already.

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One Night In Karazhan Mage Cards

Babbling Book
Class: Mage
The potential value of this card alone might see it getting play, and with the expansion packs adoration of control decks this could well prove to be a key part of any control Mage. It’s a fairly simple body – 1 Mana, 1/1 stats – but the fact that it could add an addition heavy-hitting spell to your deck could make it necessary in decks looking to build aggression first. Whether it’ll see much pro play is hard to predict, but expect it to flit in and out of popularity all the same.

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Firelands Portal
Class: Mage
This one is a tough call for pro plays. The randomness of it could hold it back from a lot of decks, though the added benefit of dealing five points of damage definitely balances it more on the viable side of the fence. Summoning 5 Mana minions means it will always bring in decent threats – some better than others, admittedly – but its high cost might make that randomness just a little too distrustful for many decks.

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Medivh’s Valet
Class: Mage
It’s probably no surprise that this card is stuck to Mage decks, and it gives control decks yet another string to their bow – something that is a familiar theme through the expansion pack. This will slot into almost every Mage deck, control especially, since although it’s a 2 Mana cost card it still maintains value into later game too where it’s additional damage can help boost an otherwise humble – but not insignificant – pair of stats.

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One Night In Karazhan Paladin Cards

Ivory Knight
Class: Paladin
Control Pallys will likely be putting two of these in their decks without much thought. Not only does it bring a respectable body onto the board – 4/4 isn’t something to sniff at – but the added benefit of healing while you do makes this a very good card for its Mana cost. The fact that it gives you a choice of what card to pick gives that little bit extra strategy, too, that will be a preference when deciding to favour healing or a certain card.

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Nightbane Templar
Class: Paladin
It’s easy to overlook this one, but consider that for a 3 Mana cost you’re getting 4/5 stats on the board right away, admittedly across three bodies. Even so, those two extra whelplings will help out dragon Paladin decks, and alongside other minion stat boosting cards – such as Keeper Of Uldaman – there’s plenty of ways to make use of this card. It might not be exceptionally exciting, but it provides extra possibilities at least.

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Silvermoon Portal
Class: Paladin
Compared to the other portal cards brought in with this expansion pack this is perhaps the weakest of the bunch. It’s the high cost that holds it back since only +2/+2 on a minion buff is the strategic value it has, after that it’s heavily reliant on the RNG for grabbing a 2-cost minion of any particular use – a tougher ask even with the chance of picking up a Doomsayer or something. Unlikely to see much use at a pro level.

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One Night In Karazhan Priest Cards

Onyx Bishop
Class: Priest
This might not seem like too exciting a card, but there’s incredible value here. At 3/4 stats with a 5 Mana cost it’s not immediately impressive, but the Onyx Bishop will always bring with it a second minion meaning it’s value – at worst – is at least covered for by the each body on the board. At best it could bring something considerably more threatening. It’s a little more valuable than a simple Resurrect, and could go some of the way to make Priests more viable.

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Priest of the Feast
Class: Priest
The benefit of this card is that it resolves one of the typical problems for the Priest class, whereby ordinarily they’re built around healing themselves to keep themselves in the game but when facing damage decks like Mage they’re often not able to heal all that damage taken quite as effectively. This card will resolve that quite well, and means that healing spell cards can be swapped out for damage-dealing ones. It’s 3/6 stats help its Mana value too.

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Purify
Class: Priest
This card was something of a controversy when it was revealed, because it seemed the balance was all wrong. Here you can only target your own minions, but for the cost of 2 Mana and the added benefit of drawing a card – it’s not exactly a gamechanger, especially when you consider the rarer uses of silencing your own minions that there actually are. Will be tough to see working, but maybe some pro will figure it out.

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One Night In Karazhan Rogue Cards

Deadly Fork
Class: Rogue
The fault with this card lies in the syntax: adding a 3/2 weapon to your hand is not as beneficial as equipping a 3/2 weapon, especially for Rogues. Since this is a Deathrattle, too, it limits the immediate viability of this card (maybe you need a weapon quickly for a strategy, perhaps to combine with Deadly Poison) so you’re still having to wait for the value to kick in. It’s a little awkward as a result and sure it has its uses, but it won’t be stuffed into decks too eagerly.

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Ethereal Peddler
Class: Rogue
Rogue’s do have a few options to take cards from other hands/classes so it makes sense that this card is restricted to this class. With that said, it’s not a wholly popular strategy and nor is it easy to build a deck around. This seems like a card Blizzard is putting in there to try and make this tactic a little more viable in the meta – and it certainly has the potential to do that – but whether it will manage that remains to be seen.

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Swashburglar
Class: Rogue
Combining this with Ethereal Peddler is the obvious option that Blizzard is looking for players to employ here. It’s a nice card even without that, however, thanks to its low cost. As a body on the board it’s fairly insignificant at any stage, but thanks to the Battlecry there’s always value to keeping this in your hand – even if it’s just to wait for Ethereal Peddler to pop up.

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One Night In Karazhan Shaman Cards

Maelstrom Portal
Class: Shaman
As an early board sweep/damage dealer this isn’t too bad, actually, giving Shamans access to a way of dealing with zoo decks. It’s not an incredibly strong card, but for its 2 mana cost and the addition of bringing in an additional minion onto the board makes this a healthy card, if not especially important of gamechanging. It’s use is better focused at early game and considering the range of board damagers that Shamans have access to this might not be enough.

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Wicked Witchdoctor
Class: Shaman
By specifying ‘basic’ Totems, this Shaman card loses some of what would be an intriguing value. It’s not an especially strong body on the board for its Mana cost and while it can help to fill the space with basic totems quite easily and quickly, that significance doesn’t actually have as much value as it might first sound. Not one that is going to see a lot of play, really, unless some combos end up making this one a little more valuable.

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Spirit Claws
Class: Shaman
An intriguing one this. At only 1 Mana cost it automatically has its value at 1/3, but considering many Shaman decks will be looking to use some cards that empower through Spell Damage this would be one that could slot in nicely. In addition to that, it’s powerful enough that a deck could be designed with this card if not a focus then with it in mind, to enable that heavy amount of damage.

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One Night In Karazhan Warlock Cards

Kara Khazam!
Class: Warlock
This isn’t a particularly exciting card but has some interesting viability for zoo and discard decks. The weaker 1/1 Candle card can be discarded without much concern, enabling a discard effect that you might have but still keep 5/5 on the board. Whether it’ll bundle well with existing Warlock decks is hard to say, but it’s not such a big threat that we may not see it getting much competitive play.

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Malchezaar’s Imp
Class: Warlock
This – and its accompanying Warlock class card – is the big focus for Warlocks in One Night In Karazhan, enabling a system of discards that could help build a much more viable strategy around the discard and help maintain a bit of tempo. The benefit of this card is obvious and at only 1 Mana cost for 1/3 it’s going to be a good system to adopt early on in the game.

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Silverware Golem
Class: Warlock
Combine this with any other discard effect card you might have and you might finally have a discard deck that Warlocks can use. The positive here is that you can discard it as many times as you like – providing your opponent doesn’t destroy it – meaning you can keep utilising discard effects without any real drawback. You won’t need to spend Mana resummoning the card. And at 3/3, it’s a healthy body to have on the board.

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One Night In Karazhan Warrior Cards

Fool’s Bane
Class: Warrior
The focus here is to allow the Warrior to clear away some of the minions himself, and it’s a noble one too. The limitation surrounding dealing Hero damage is a necessary one, and so its 5 Mana cost is more make it useable when it’s absolutely necessary. It’s worth pointing to this expansion pack’s Violet Illusionist, though, a card that makes the user immune to damage the turn that the card is used – a powerful combo, for sure, that could see Fool’s Bane given a lot of use in competitive if only to help deal with heavy hitting minion threats.

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Ironforge Portal
Class: Warrior
The value here is pretty obvious. There are cards that can add up this much armour or summon a random 4-cost minion that already cost more than this, and so combining them both into one card for 5 Mana is great value that should see it plopped into a number of decks (control Warrior especially). There’s never an optimal time to use the card, so it’ll always provide something of use – even if there are currently better ways to get armour right now.

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Protect the King!
Class: Warrior
On the surface this seems like a fairly forgettable card, acting as little more than a delaying strategy. But combine this with Bolster – even two Bolsters if that’s possible – and you’ve got a considerable advantage from what could be a precarious situation. For 3 or 4 cards in a deck you can have up to seven 5/5 minions covering a board at a very low Mana cost. It’s a little specialised, but since the cards don’t require much other prep before they can slot in nicely.

 

 

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