HearthstoneAug 6, 2020 5:30 pm CT
All of the Legendary cards in Hearthstone’s Scholomance Academy expansion
Hearthstone’s Scholomance Academy expansion is now live, and it is our job to curate the true stars of the show, that makes us excited to see that golden glow when opening packs: the Legendaries!
Here are all of the Legendaries that you’ll find in your expansion packs. Find out which ones your decks will probably be built around!
Dual-class Legendaries
Demon Hunter and Hunter
- Cost: 3 mana
- Stats: 2 attack / 4 health
- Text: Your other characters are Immune while attacking.
- We open with a bang! This card is already a potential candidate for a nerf, in my view. It will be included in any tempo-based decks by these two classes. Exceptional card all around — maybe too powerful.
Hunter and Druid
- Cost: 3 mana
- Stats: 3 attack / 3 health
- Text: Choose One – Give Beasts in your deck +1/+1; or Transform into a copy of a friendly Beast.
- Beast-based decks aren’t very common, but if they become viable, this will be an auto-include. Other than that, it always has the combo potential that “copy” effects give.
Druid and Shaman
- Cost: 3 mana
- Stats: 1 attack / 4 health
- Text: Rush, Windfury, Spellburst: Gain Attack and Health equal to the spell’s Cost.
- Seems like a good card, but not broken. It will allow you to cause some immediate impact on your opponent’s board — I can see it being used by Midrange decks of both classes.
Shaman and Mage
- Cost: 5 mana
- Stats: 3 attack / 6 health
- Text: At the end of your turn, deal 1 damage to all enemies (improved by Spell Damage).
- Solid card. Like Despicable Dreadlord — which saw a lot of play — but better.
Mage and Rogue
- Cost: 5 mana
- Stats: 2 attack / 1 health
- Text: Battlecry: Summon two random 5-Cost minions. Secretly pick one that dies when it takes damage.
- The randomness factor is very high here, which works against it. Still, it might find a home in Galakrond Rogue, where you can generate many lackeys — and use the Witchy Lackeys to remove the downside from your minion that would instantly die otherwise.
Rogue and Warrior
- Cost: 5 mana
- Stats: 4 attack / 4 health
- Text: Rush, When this minion attacks, your weapon gains +1/+1.
- Will fit like a glove in aggressive decks that use weapons — pirates, especifically. Just another tool in that toolbox, no strings attached.
Warrior and Paladin
- Cost: 3 mana
- Stats: 3 attack / 2 health
- Text: Battlecry: Set the Health of all other minions to 1. Deathrattle: Deal 1 damage to all minions.
- Extremely powerful card — I’d wager it will become a staple, especially for Warrior, as long as they have any viable Control lists.
Paladin and Priest
- Cost: 4 mana
- Stats: 3 attack / 6 health
- Text: Spellburst: Cast a spell from your deck (targets this if possible).
- Seems strong, but requires a lot of investment in deck construction (adding spells that work with it, not adding spells that work against it) in order to shine.
Priest and Warlock
- Cost: 4 mana
- Stats: 3 attack / 6 health
- Text: After you play a minion, destroy it and summon a 4/4 Failed Student.
- Honestly, this is one of the most impressive Legendaries I’ve seen for this expansion. You can get a lot of cheap (or even free) 4/4 minions in a zoo-style deck.
Warlock and Demon Hunter
- Cost: 7 mana
- Stats: 5 attack / 5 health
- Text: Battlecry: For each Soul Fragment in your deck, summon a 3/3 Soul with Rush.
- The big payoff if you decide to build a Soul Fragment deck — the new faux-mechanic for Warlocks and Demon Hunters, which might or might not end up working for them.
Single-class legendaries
Demon Hunter
- Cost: 4 mana
- Stats: 4 attack / 3 health
- Text: Outcast: Look at 3 cards in your opponent’s hand. Shuffle one of them into their deck.
- In the past, I’ve misjudged other “look at your opponent’s hand” cards, which ended up not being as strong as they seemed on paper. Because of that, I’m not sold on this one.
Hunter
- Cost: 3 mana
- Stats: 3 attack / 4 health
- Text: Your spells are Poisonous.
- I mean, control has never been the strong suit of Hunters — and this is as much of a control card as it gets. Time will tell if it will be effective, but Hunters are usually more concerned with dealing direct damage to the opponent’s face than anything.
Druid
- Cost: 6 mana
- Stats: 5 attack / 4 health
- Text: Spellburst: Refresh your Mana Crystals.
- This will probably find its way into some super crazy Druid combo, and I’m already wary of it. In fact, I’m wary of Druid in general this expansion.
Shaman
- Cost: 3 mana
- Stats: 3 attack / 3 health
- Text: Battlecry: Discover a spell that costs (1) or more. If you play it this turn, repeat this effect.
- Solid design. If RNG allows you to keep discovering cheap spells, you can get a lot of value out of this one.
Mage
- Cost: 5 mana
- Stats: 3 attack / 8 health
- Text: After you cast a spell, gain Spell Damage +1.
- This is a slow card, and takes a while to really get rolling — but at least it has eight health to help it survive until it does. I’m not too sold.
Rogue
- Cost: 4 mana
- Stats: 4 attack / 2 health
- Text: Stealth, Deathrattle: Summon a 4/2 Forsaken Lilian that attacks a random enemy.
- Assuming it can stay in stealth and you can use it at the right moment, it’s potentially eight damage to your opponent — half of it you can direct, the other half you can’t. Might work.
Paladin
- Cost: 8 mana
- Stats: 3 attack / 12 health
- Text: Rush. Whenever this attacks a minion, set the defender’s Attack and Health to 3.
- Seems like the kind of card that you will include in your deck to fill it with threats, but not something you will build a deck around. Solid to help you clear enemy minions, but nothing to really write home about.
Warrior
- Cost: 9 mana
- Stats: 9 attack / 9 health
- Text: Deathrattle: Resummon this with -1/-1.
- I’m not very convinced by this one. It sticks, sure, but seems very slow overall — and there are plenty of Polymorph-like effects out there.
Priest
- Cost: 2 mana
- Stats: 1 attack / 3 health
- Text: Battlecry: Swap hands and decks with your opponent until your next turn.
- A very good card to put a damper on your opponent’s plans, and maybe disrupt their combos. This has a very powerful effect when played, but a very big downside on the following turn (when your opponent gets to tamper with your cards and deck), so it will probably only fit into specific strategies.
Warlock
- Cost: 9 mana
- Stats: 7 attack / 7 health
- Text: Battlecry: Summon a random Demon from your hand and deck.
- This will be a good minion assuming we have some big and strong demons to make use of. At the moment, Warlock doesn’t really have any decks that work with that concept; maybe in the future it will.
Neutral legendaries
- Cost: 5 mana
- Stats: 4 attack / 6 health
- Text: Spellburst: If the spell destroys any minions, summon them.
- Seems like a super solid card all around. You’ll cast a spell that clears minions — either your opponents or yours — and get them. However, since it costs five mana, you can’t play it and something like a Twisting Nether or Flamestrike on the same turn, which restricts its power somewhat.
- Cost: 7 mana
- Stats: 6 attack / 8 health
- Text: Whenever your opponent draws a card, add a copy to your hand that costs (1).
- I’ll… wait until I pass judgment on this one. It’s the kind of card that always seems stronger on paper than it is in practice. But maybe it will find a home in some very specific deck.
- Cost: 4 mana
- Stats: 4 attack / 5 health
- Text: Battlecry: Reorder your deck from highest Cost card to lowest Cost card.
- Very interesting card, with one of the most unique effects I’ve ever seen in Hearthstone. I’m certain that some kind of combo deck out there will rely heavily on this one.
- Cost: 1 mana
- Stats: 0 attack / 4 durability
- Text: At the start of your turn, look at your top card. You can put it on the bottom and lose 1 Durability.
- This neutral legendary weapon has a very powerful effect. It allows you to “curate” a card you would draw, sending it to the bottom of your deck and drawing something else instead, up to four times.
- Cost: 5 mana
- Stats: 4 attack / 4 health
- Text: Battlecry: Summon two 1/1 Whelps. Each gains a Deathrattle from your minions that died this game.
- A card that will certainly make its way into any Deathrattle-heavy decks out there. Hunters, Priests, and Rogues are the prime candidates.
And there you have it! Which cards are you most excited about? Have any of the shiny new dual-class cards taken your fancy? Whatever is the case, may your packs be plentiful!
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