Hearthstone: A Guide to the 28 Taverns of Time Arena Cards

The Hearthstone Taverns of Time begins today. Here's a quick guide to the 28 special cards about to hit Arena mode.

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Hearthstone is getting ready to kick off its Taverns of Time event. For a limited time, Arena mode is adding 28 special cards, in addition to the normal batch of Standard cards.

Want to know exactly which cards are available, starting today? Here's what Hearthstone Arena players can expect to find.

(4) Consider the Past
Type: Spell
Class: Mage
Add 3 random spells from the past to your hand.
Quick Analysis: This can be a big help if it pulls anything like Unstable Portal, Firelands Portal, or Cabalist's Tome. Given its cheap 4 mana cost, this looks like a thumbs up.

(5) Bronze Broodmother (5/5)
Type: Minion - Dragon
Class: Paladin
When you draw this, summon a 1/1 Wee Whelp.
Quick Analysis: The downside mainly involves giving away to the opponent when this card gets drawn, but aside from that, there's nothing bad about a 5/5 body in Arena.

(2) Cavern Dreamer (1/3)
Type: Minion
Class: Mage
At the end of your turn, add a random spell that costs (2) or less to your hand.
Quick Analysis: This could be a high-value play if it yields something like Primordial Glyph. There are few bad outcomes with this minion, making it a good pick.

(4) Chromie (4/4)
Type: Minion
Class: Neutral
Battlecry: Shuffle four Historical Epochs into your deck.
Quick Analysis: Chromie's Historical Epochs all go off when drawn, only the Battle for Mount Hyjal really having the potential to be a dud. A 4-cost 4/4 body certainly isn't the worst thing in the world.

(6) Stasis Dragon (10/10)
Type: Minion - Dragon
Class: Neutral
Starts dormant. This awakens with Rush after two turns.
Quick Analysis: At the earliest, this will go off at Turn 8. A Turn 8 10/10 isn't bad, but it's risky to lay this down and essentially forfeit your Turn 6. A decent late-game option.

(4) Fatecleaver (4/2)
Type: Weapon
Class: Warrior
After this kills a minion, destroy all copies of it (wherever they are).
Quick Analysis: Don't expect to make much use out of this effect, but a 4-cost 4/2 stat line is pretty good.

(1) Ripple in Time
Type: Spell
Class: Priest
Discover a minion. If you play it this turn, it has Echo.
Quick Analysis: To take advantage of the Echo effect, the minion has to be 4 mana or less. Don't expect to see that put to much use.

(6) Draconic Herald (5/6)
Type: Minion - Dragon
Class: Warrior
Battlecry: Discover a minion. Give it +3/+3 then put it on top of your deck.
Quick Analysis: To make the most of this, you'll ideally want something with Charge or a strategic Taunt. Don't play this if you need a board-clearing spell on the next turn.

(1) Infinite Murloc (1/1)
Type: Minion - Murloc
Class: Neutral
Battlecry: Shuffle an Infinite Murloc into your deck. Your future Infinite Murlocs get +1/+1.
Quick Analysis: This only works with a lot of card draw, so I can't this pick paying off for many.

(4) Stasis Elemental (3/5)
Type: Minion - Elemental
Class: Shaman
Battlecry: Freeze a minion until this leaves the battlefield.
Quick Analysis: The idea of permanent freeze is interesting, but don't expect this to stick around without a Taunt to protect it.

(3) Chronoshot
Type: Spell
Class: Hunter
Return an enemy minion to your opponent's hand. It costs (2) more.
Quick Analysis: This is a killer late game spell that can be abused quite often. Be careful playing your Deathwing or Ysera.

(5) Timeway Wanderer (6/3)
Type: Minion
Class: Neutral
Battlecry: Discover a spell. Reduce its cost by (5) then put it on top of your deck.
Quick Analysis: The effect more than makes up for that weak 6/3 stat line.

(4) Grasp the Future
Type: Spell
Class: Warlock
Draw 2 cards. They cost (2) less.
Quick Analysis: An awesome double Life Tap for Warlock players, without the life penalty.

(15) Timebound Giant (8/8)
Type: Minion
Class: Neutral
Costs (1) less for each card you've drawn.
Quick Analysis: It's been a while since we've seen a Giant. Hope it's not at the bottom of your deck.

(2) Temporal Anomaly (2/2)
Type: Minion - Elemental
Class: Neutral
When you draw this, add a random spell to your hand (from your class).
Quick Analysis: A free spell is never a bad thing and a 2/2 body for 2 mana isn't terrible.

(1) Blessing of Aeons
Type: Spell
Class: Paladin
Give a minion "At the end of your turn, gain +1/+1.
Quick Analysis: Turn any minion into a pseudo-Gruul, which isn't too bad for a Taunt minion.

(6) Master of Realities (5/7)
Type: Minion
Class: Shaman
After you summon a minion, transform it into a random minion that costs (2) more.
Quick Analysis: At the very least, this turns the Shaman's Hero Power into a 3-cost minion summon. This can be awesome with anything that summons multiple minions.

(3) Flash Forward
Type: Spell
Class: Druid
Each player gains two Mana Crystals and draws two cards.
Quick Analysis: This doesn't do much, other than accelerate the game. Giving the opponent the same benefit is risky.

(7) Murozond (6/6)
Type: Minion - Dragon
Class: Neutral
Battlecry: From now on, your turns are 15 seconds and you draw 2 extra cards.
Quick Analysis: This offers up an Aluneth effect, which could be a bad idea in Arena, where you'll be much more prone to die to Fatigue.

(4) Possibility Seeker (4/5)
Type: Minion - Dragon
Class: Neutral
Battlecry: Shuffle your hand into your deck. Draw that many cards.
Quick Analysis: Is your hand a dud? Draw a fresh one and try again! This works if your hand is terrible and you need to try to draw for answers.

(6) Harbinger of Catastrophe (6/7)
Type: Minion - Dragon
Class: Druid
At the start of your turn, summon the highest-cost minion from each player's deck.
Quick Analysis: Do you really want to risk bringing out an opponent's Deathwing? Only do this if you've drafted something like Tyrantus.

(2) Reminisce
Type: Spell
Class: Priest
Add two random cards your opponent played this game to your hand.
Quick Analysis: It's a cheaper form of Thoughtsteal, but this could be a feast or famine effect.

(3) Timeline Witness (2/4)
Type: Minion
Class: Neutral
Instead of drawing your normal card each turn, Discover a card from your deck.
Quick Analysis: There's no indication that the cards not selected get discarded, making this an intriguing selection.

(4) Thief of Futures (4/3)
Type: Minion
Class: Rogue
Battlecry: Add a copy of the top card of your opponent's deck to your hand.
Quick Analysis: A fun way to know what's coming and potentially use it against your opponent. Almost makes up for a bad 4/3 stat line.

(5) Wildlands Adventurer (5/5)
Type: Minion
Class: Neutral
Battlecry: Add a random card from the Hall of Fame to your hand.
Quick Analysis: Hall of Fame cards are Hall of Fame cards for a reason. They range from helpful to wildly powerful and are tasty icing on top of this 5/5 cake.

(7) Rift Warden (5/5)
Type: Minion - Dragon
Class: Warlock
Battlecry: Discard a random minion. Deathrattle: Summon it.
Quick Analysis: A good effect, but an expensive play for a 5/5 body.

(1) Deja Vu
Type: Spell
Class: Rogue
Discover a copy of a spell you played this game.
Quick Analysis: This is as useful as the spell drafted, which could range from wildly helpful to a dud.


The Taverns of Time event begins today and runs until July 3.

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Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?