Glacial Shard is a 1 Mana Cost Common Neutral Minion Elemental card from the Journey to Un'Goro set!
Battlecry: Freeze an enemy.
The HCT Winter Championships for 2017 are taking place in the Bahamas, and while they are there it looks like we’ll be getting another batch of card reveals from Journey to Un’Goro!
Un’Goro Crater is a mysterious, primordial land lost to time and a perfect destination for those whose hearts yearn for adventure
. . . especially in the Bahamas!
Join our beach-side explorers, Game Designer Dean “Iksar” Ayala and Hearthstone’s premier caster Brian “Brian Kibler” Kibler on March 24 at 6 a.m. PDT for the expedition of a lifetime. Tune in to learn about the creation and balance of cards in Journey to Un’Goro — embark on the quest to discover giant dinosaurs, crackling elementals, and lethal flora. . . as well as another batch of new cards from Un’Goro!
If that isn’t enough — the card reveal broadcast will be directly followed by the HCT Winter Championships!
Don’t miss out!
Follow the official Hearthstone Twitch channel to be notified when the stream begins.
Can’t make it? Don’t worry – we will be posting the full video on the PlayHearthstone YouTube after the stream has completed.
We’ll see you there!
Peter Whalen goes into detail on how the Quest cards were developer for the Journey to Un’Goro expansion while revealing the Rogue Quest card and one other card for the class!
This Jungle Hides Many Secrets
As we figured out the initial story behind Journey to Un’Goro, we realized that the core fantasy had four pillars: dinosaurs, elementals, exploration, and the primal world itself. Dinosaurs and elementals had their own mechanics, so we needed one more that made players feel like they were on an expedition, exploring the awe-inspiring landscape of Un’Goro Crater itself.
The idea of creating quest cards had been floating around on our team for a very long time. Back when we were first working on Whispers of the Old Gods, one of the designers pitched a new type of secret: Quests. A Quest was only active on your turn, and when you completed its condition, something awesome happened!
When we needed a mechanic for exploring a forgotten world to find something truly amazing, these Quests seemed like a natural fit.
Give Me a Quest
Once we decided to give Quests a real shot in Journey to Un’Goro, we began heavily iterating on them. We started out with the idea that Quests would be Legendary and the rewards would be fantastic—the core fantasy of a Quest is that you work hard and are richly rewarded. As we’ve seen, that core idea carried through to the present with powerful Quest rewards like Amara, Nether Portal, and Megafin—cards we couldn’t make any other way.
Basically everything else about Quest cards changed.
When we started out, we wanted Quests to feel as much like normal cards as possible, which would make them fit into the rules naturally while being easier to understand. The first Priest Quest, for example, said “When this is the only card in your hand, transform it into an Un’Goro pack.” Other Quests looked very similar to the ones that are coming in Journey to Un’Goro, and they had requirements like “play a certain number of minions of a particular type.” We quickly realized that the most fun Quests were the ones that asked you to accomplish something over the course of a game—those paid off the core Quest fantasy the most.