Hearthstone: The Witchwood

Hearthstone: The Witchwood

released on Apr 12, 2018

Hearthstone: The Witchwood

released on Apr 12, 2018

An expansion for Hearthstone

Hush, brave heroes, and take heed; you tread on dangerous ground. See how the light dims all around, and moving shadows creep? The Witchwood calls, but I implore: do not its treasures seek! Stay where it’s safe, pull up a chair, let’s play another round! I see, your minds are quite made up; please hear me importune: Keep your decks close, and your wits sharp…


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Hearthstone's new solo-content for its new expansion came out the other day, and I enjoyed the last one so much that I had to dive right into this one. It took me WAY shorter a time to complete it, like a tenth or an eighth of what Dungeon Run took me, mostly because there's a weird combo of much more new content than the last one but also far less actual objectives to shoot for. Monster Hunt is ultimately a kind of easy-mode for the AI-adventure X Arena Draft that Dungeon Run started, and I'm A-okay with that. There's nothing wrong with a more accessible version of an already great fun game mode :)

The "more" of Monster Hunt are the new classes that you play within it. Instead of making drafts of decks of the standard 9 classes like in Dungeon Run, Monster Hunt has 4 all new custom classes that you play within it with their own hero powers and deck-draft archetypes. A Tracker who can Discover a class card previously used that match, a Cannoneer who has an indestructible cannon on the board he can fire to damage enemies in front of it, a Houndmaster who can summon a 1/1 hound with Rush, and a Time-Tinker who can reset to the beginning of her turn for free once-per-turn. This leads to very cool deck varieties that you just won't find in other parts of the game, as there are even passive treasures that are unique to each class, like permanently buffing the cannoneer's cannon shots or allowing the tracker to use her hero power for 1 mana twice a turn.

Each one has their own "nemesis" final boss AI that will always be their 8th boss until you beat Monster Hunt with them for the first time, and each class character has a bunch of fun dialogue with the other bosses and a lot with their nemesis. Beat the hunt with all four of them and you unlock a final battle with the leader of the monsters. That final boss is really hard, but you don't need to go through any bosses to get to it. You can retry it as much as you like easily until you beat it to unlock the new card-back for it (which is thankfully far less ugly than the Dungeon Run card-back).

The only bad things I could really say about Monster Hunt are things that really aren't inherently bad. While there are another 40 bosses to fight, they are on the whole far, far easier than any in Dungeon Run. You can win almost every fight you go up against as long as you play well and have been trying to make a deck that works. I beat two of the classes' challenges on my first try, and the other two on their second and third runs respectively. On that note, the classes themselves don't feel terribly balanced to one another, even though that doesn't really matter as none of the game isn't against AI. Tracker is clearly the best though, followed closely by Cannoneer with Houndmaster a distant 4th, so the first wins on some are far more irritating than others. And again, because it's pretty easy, it's not terribly long, but it's really different from the last one, easier and more accessible, and also free, so it's hard to complain about it legitimately, tbh.

Verdict: Recommended. If Dungeon Run was too frustratingly unfair for you to tolerate (and believe me, it was frustrating bullshit x3 ), Monster Hunt is a much more satisfyingly easy romp. If you like the silliness of the Hearthstone solo adventures and the challenge of deck-building in arena and want an easier version of Dungeon Run, this is a great addition to the Hearthstone solo adventure content :)

In my humble opinion i thinkt hey should have kept shudderwock as it were and let games be slow and terrible