In Hearthstone, you can go to the store and purchase a pack for 100 gold, or you can buy packs with real money. Unfortunately, gold can be a limited resource, and real money even more so depending on how much you want to spend on the game. Buying prudently is a good call either way, so the question becomes – which is the best Hearthstone pack to buy? We’ll answer that question and also talk about the best Festival of Legends cards for every class. Festival of Legends is the latest Hearthstone expansion featuring a whopping 145 new collectible cards which doesn’t exactly make it easy to acquire all the best ones for the latest meta.
Best Pack to Currently Buy in Hearthstone
Ultimately, the best Hearthstone pack to buy is going to depend on which format you’re building a deck for. The formats that care about your collection are Standard, Wild, and Duels. So if you’re working on a specific deck, then the best Hearthstone pack to buy will be whichever one can get you the cards you’re looking for.
But like we said, that’s only if you’re building a specific deck. As a general rule, the best Hearthstone pack to buy currently is the Festival of Legends pack.
Festival of Legends Pack
The three formats mentioned above use cards from the most recent set, Festival of Legends. By far, the most played format in Hearthstone is Standard, where you build your own deck. It’s also a good place for new Hearthstone players to start getting into the swing of things, so Festival of Legends packs will have the most useful cards overall.
That isn’t to say it has no value for veteran players. There are some incredibly strong staple cards for each class that you can obtain from the Festival of Legend pack. They often work with plenty of deck builds and are considered good investments.
Hearthstone Festival of Legends Best Cards For Every Class
We’ll take a look at the best cards that you can get for each class from the Festival of Legends pack in Hearthstone.
The first death knight card we suggest as a strong investment is Cold Feet. It’s a two-mana spell that makes enemy minions cost five more next turn. One nice thing about this card is that it’s a death knight and paladin spell, so it’s essentially getting two cards for the price of one. Cold Feet is just a solid piece of disruption that can fit in a lot of control or tempo based decks.
Mosh Pit is next. Mosh Pit is a two-mana location that has two activations. It lets you spend three corpses to give a friendly minion reborn. That is just good value that can slot into any death knight deck.
Yelling Yodeler is an interesting one. It’s a four-mana 3/4 minion that has a battlecry to trigger a friendly minion’s deathrattle twice. There are lots of good deathrattle effects in the game, so this can be incredibly strong in a lot of decks. It’s also a dual-class card, being usable by both death knights and hunters.
Taste of Chaos is the first demon hunter card I want to look at. It’s a one-mana spell that does two damage to a minion, but if you trigger finale (this card uses up all you mana), then you discover a fel spell. Discovering new cards will always be good, so this card works well in a lot of decks.
Next is Glaivetar. Glaivetar is a four-mana 4/2 weapon that has deathrattle – draw a card. However, this deathrattle improves when you play outcast cards. Plenty of demon hunter decks run at least some outcast, but simply providing eight damage and drawing a card for four mana is good.
Guitar Soloist is a five-mana 4/3 minion that has a battlecry that if it’s your only minion, you draw a weapon, spell, and minion. Drawing three cards for five mana and gaining a solid body on the field is good for nearly every deck.
And finally Abyssal Bassist is a seven-mana 4/7 taunt and lifesteal minion that costs one less for each weapon you’ve equipped this game. This is a demon hunter/warrior card and both classes play lots of weapons, meaning this card can slot into plenty of decks.
Free Spirit is a one-mana 1/2 minion that has both battlecry and deathrattle – increase the armor gained by your hero power by one. As the Witchwood expansion showed, bonuses to your hero power are strong enough to center your deck around them, and this is no exception.
Groovy Cat is the companion to Free Spirit. It’s a two-mana 2/1 that does the exact same thing as Free Spirit, except it increases the damage of your hero power by one.
Rhythm and Roots is a four-mana spell that lets you secretly choose whether you want to summon three 5/5s in two turns or two 8/8s in four turns. It’s flexible and summoning big minions will never go out of style for druids.
Timber Tambourine is a four-mana 2/3 weapon that has deathrattle summon a 5/5. However, that deathrattle can be upgraded by playing cards that cost five or more. Big druid will always be a thing, so this card will always have a deck.
Arrow Smith is the first hunter card I want to discuss here. Arrow Smith is a two-mana 2/3 minion that deals one damage to the lowest health enemy each time you cast a spell. Aside from the pun, the other reason this is a great hunter card is because spell hunter is starting to become almost as common as beast hunter, so a card like this will have a place in most meta decks.
Barrel of Monkeys is the next hunter card I want to look at. It’s a two-mana spell that summons a 1/4 monkey with taunt. You can cast this spell three times, and the monkeys are beasts. Rarely (if ever) will you find a meta where hunter doesn’t like beast synergies.
In a similar vein to Arrow Smith, Jungle Jammer is another spell related hunter card that has a long shelf life. It’s a four-mana 4/2 weapon that has a deathrattle summon a one-cost beast. However, this improves when you cast spells and being able to summon a big finisher in spell-heavy decks is really nice.
Yelling Yodeler (as mentioned above under death knight) is also good for hunters, due to the amount of strong deathrattles hunter has access to.
Audio Splitter is the first of many staple mage cards available in Festival of Legends packs. Audio Splitter is a two-mana 3/2 minion that has a deathrattle that copies your highest cost spell. What can I say? Mages love spells.
Cosmic Keyboard is a two-mana 0/3 weapon that summons an elemental every time you cast a spell, with stats equal to the spell’s cost. Getting some free minions in any spell heavy deck is good, especially if you play a high cost spell after equipping this weapon.
Infinitize the Maxitude is a two-mana spell that discovers you a spell and makes it cost one less. However, if you trigger finale, at end of the turn you get Infinitize the Maxitude back into your hand. This is potentially huge value generation.
Rewind is a two-mana spell that lets you discover a copy of a spell you’ve cast this game. Redundancy is always good in card games.
Holotechnician is a three-mana 3/4 minion that destroys any minion that takes exactly one damage. While a bit risky, this lets your hero power kill almost any minion, making for a consistently neat little combo.
Lastly, Volume Up is another amazing source of value. It is a four-mana spell that draws three spells from your deck. However, if you trigger finale, you get to copy one of them!
Cold Feet is a two-mana spell (mentioned above under death knight) that makes your enemy’s minions cost five more next turn. A lot of decks will want this tempo play.
Next, we have Boogie Down. Boogie Down is a three-mana spell that summons two one-cost minions from your deck and gives them taunt if you trigger finale. Paladin has lots of one-cost minions, so this card will have a place in a lot of decks.
Starlight Groove is a three-mana spell that gives your hero divine shield. Each time you cast a holy spell you get that divine shield back. This is just a “great defense”, to quote a certain Goody Two-Shields, especially if you’re equipping a weapon.
Jitterbug is a four-mana 4/3 minion with divine shield that draws you a card any time a friendly minion loses divine shield. Everyone likes card draw and paladins like divine shield, so this card will see a lot of play.
Idol’s Adoration is a one-mana 0/2 weapon that sets your hero power to cost 0, but it loses a durability each time you activate it. That being said, free hero powers can be real strong and a life-saver in this case.
Power Chord: Synchronize is a two-mana spell that adds a copy of a minion to your hand and gives it +1/+2 if you triggered finale. You either get redundancy or a good minion from your opponent, so it’s a win/win no matter what.
Love Everlasting is a three-mana spell that makes your first spell each turn cost two less and lasts until you don’t cast a spell during your turn. Priests also love spells, so you can see where this is going.
Shadow Chord: Distort is a three mana spell that gives a minion -5/-5 and then kills it if it has 0 attack. Solid removal all around.
Speaking of solid removal, Fight Over Me is a four-mana spell that makes two enemy minions fight, and you get a copy of any that die. That’s straight value, especially if the enemy has two major threats on the board.
Breakdance is a one-mana spell that returns a friendly minion to your hand and summons a dancer with its stats. Whether you want to trigger combo or get a battlecry again, this card is really nice.
Mixtape is a one-mana spell that discovers a card your opponent has played this game. Nice value for one mana.
Disc Jockey is a two-mana 4/1 minion that combos to add a random combo card to your hand. Rogues always love having more combo in their decks.
Similar to Breakdance, Bounce Around (ft. Garona) is a three-mana spell that returns all your minions to your hand and makes them cost one. Less versatile, but the cost reduction makes for some ridiculous plays in battlecry-heavy decks.
Lastly, Record Scratcher is a three-mana 3/2 weapon with a deathrattle that gives you an extra mana for the turn. It upgrades whenever you play combo cards and can set up an incredibly devastating turn if you have access to the right cards.
Chill Vibes is a three-mana spell that restores eight health, and summons a 3/3 elemental with taunt if you trigger final. Just an overall great defensive option for shaman.
Brass Elemental is a four-mana 3/3 minion with rush, divine shield, taunt, windfury. Just pure solid value.
JIVE, INSECT! is a five-mana spell that turns a targeted minion into Ragnaros the Firelord and overloads two. Who doesn’t want a Ragnaros?
Pack the House is a seven-mana spell that summons a random six, five, four, and three-cost minion and overloads two. That’s just huge value, especially if you need to flood the board.
Void Virtuoso is a one-mana 1/2 minion that makes you immune during your turn. This provides great synergy with your hero power or any other card that requires you to sacrifice health.
Felstring Harp is a better Void Virtuoso. It is a two-mana 0/3 weapon that trades one durability to replace an instance of damage on your turn with a heal for two.
Demonic Dynamics is a three-mana spell that discovers two demons and give them +1/+2 if you trigger finale. Great value and slots into a lot of decks.
Similarly, Fiddlefire Imp is a three-mana 3/2 minion that has a battlecry that adds a random fire mage and fire warlock spell to your hand.
Symphony of Sins is a five-mana spell that discovers and plays one of seven special cards called Movements, before shuffling the other six into your deck. All of them are powerful and slot fairly well into most any warlock deck.
Roaring Applause is a two-mana spell that draws you a card, plus an extra for each minion type you control. Just fantastic value, especially for two mana.
Kodohide Drumkit is a four-mana 3/2 weapon with a deathrattle that deals one damage to all minions. You can upgrade that deathrattle by gaining armor. Warriors love gaining armor and damaging minions, so it’s a win/win.
Blackrock ‘n’ Roll is a five-mana spell that gives all minions in your deck attack and health equal to their cost. This is just ridiculously good, especially if you can play it early on.
Bridge Riff is a five-mana spell that summons a 3/4 taunt and a 4/3 rush, before playing your last riff. Good even without extra riffs, great with them.
Lastly, Abyssal Bassist is a sold defensive card in a class that likes weapons. Taunt and lifesteal is a hell of a combination.
As much as I don’t like them in real life, hipsters are quite good in Hearthstone and will stick around for a long time. Hipster is a one-mana 1/3 with a battlecry that discovers you a spell from your opponent’s class that is not in their deck. Great value.
Next up is Paparazzi, a three-mana 3/4 with a battlecry that discovers a legendary minion. Also great value.
Now we come to the undisputed king of timeless Festival of Legends cards, Photographer Fizzle. This three-mana 2/2 minion has a battle cry that shuffles a two-mana spell Snapshot into your deck. Snapshot remembers every card that was in your hand when the battlecry triggered. When played, Snapshot adds all of those cards to your hand. I don’t think I need to tell you why this card slots into almost every deck in the game.
And last but not least, we have Ghost Writer. It is a five mana 4/4 minion that discovers a spell and then copies it if you trigger finale. Most classes love spells.
Join the High Ground!
There are of course many other good cards in Festival of Legends, but hopefully this long list of staples is good evidence for why I believe that Festival of Legends is currently the best pack in Hearthstone.
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Enjoy the show!