Hearthstone returns to Un'Goro!
The prehistoric jungle of Un'Goro Crater—home to towering dinosaurs and shimmering Elementals was first introduced in Hearthstone with the 2017 expansion Journey to Un'Goro. It was a thrilling adventure filled with Quests, as players hunted Elementals and dinosaurs that evolved through Adapt.
Now, on July 9, 2025, Hearthstone revisits this iconic location with its first-ever remastered expansion, The Lost City of Un'Goro unveiling a hidden city buried deep within the crater.
Several class cards have already been revealed, including clever remakes and follow-up stories to some old favorites. Some bring back iconic effects with a new twist, while others like the absolutely ridiculous [Ultragigasaur] are just pure fun in card form.
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▲ A Bigger Beast Than Ultrasaur Is Coming!
The keyword Quest first made its debut in Journey to Un'Goro. While its impact varied across classes, it was undeniably fun—and later evolved into spin-offs like Sidequests and Questlines.
Now, true to its nature as a remastered expansion, The Lost City of Un'Goro brings a brand-new Quest to each class. And today, INVEN GLOBAL introduces the Warrior’s new Quest: [Enter the Lost City].
The condition is simple: survive for 10 turns. Upon completion, the Warrior receives two random Quest rewards from Journey to Un'Goro and shuffles the rest into their deck.
We won’t dive into card strength or synergies here, but one thing stands out about the Warrior Quest: it asks you to survive for 10 turns.
Ten turns. It could feel easy—or impossible—depending on how you look at it. Plenty of decks are gunning for lethal well before you even hit full mana.
The Warrior’s Quest doesn’t offer an immediate payoff on Turn 10. Instead, you’ll need to play the minion you receive as a reward and then complete a new Quest to start gaining value. In other words, surviving beyond Turn 10 is practically mandatory. This is a classic late-game value tool designed for slow, control-style Warrior decks.
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The card revealed today by INVEN GLOBAL gives Warrior some of the key tools it needs to survive the wilds of Un’Goro. What would you need to survive a real jungle? Clean water, canned food, a purification kit or maybe even Bear Grylls himself. But in Hearthstone? You’ll want something else entirely.
A shield in one hand. And another shield in the other.
It’s the long-standing archetype: “Control Warrior” deck.
Introducing the New Cards
First up is [Fortify], a 3-mana spell that grants 3 Armor and deals damage to an enemy minion equal to your current Armor.
It can be seen as a sidegrade to [Shield Slam], the core of Control Warrior a stronger but 1-mana more expensive version of [Bash], or a single-target variant of [Sanitize] from the TITANS expansion, which recently rotated to Wild.
When a Warrior wanted to remove a large minion, they would usually stack Armor and use Shield Slam, deal 7 damage with [Char], or chip it down before finishing with [Execute]. Now, they’ve got another single-target removal tool to work with.
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[Fortify] can still function as a 3-damage spell even without any Armor, and with enough Armor, it can take down any minion making it a flexible removal option. Of course, 3 damage for 3 mana isn’t the most efficient trade, so you’ll likely save it for emergencies.
However, if you’re sitting on zero Armor, pairing it with [Safety Goggles] which grants 6 Armor for 0 mana—lets you deal 9 damage for just 3 mana using two cards. Depending on your deck build, that combo could help cover Fortify’s weaker side.
[Windpeak Wyrm] is an 8-mana 6/6 Dragon with a Battlecry that deals 5 damage and grants 5 Armor. It also features the new “Kindred” keyword—if you played a card with the same minion type or spell school on the previous turn, it costs 3 less. So if you played a Dragon last turn, it drops to just 5 mana.
It’s a bit too expensive to play without Kindred, but you don’t need to load your deck with Dragons to make it work. Just having a solid, low-cost Dragon to drop the turn before is often enough to unlock its value.
To start, [Gorgonzormu], a high-value card, costs 4 mana—making it easy to set up a smooth 4-to-5 mana curve. At that same cost, you’ve also got solid standalone options like [Afflicted Devastator]. You could consider pairing [Dragon Turtle] with Gifts of the Void, or use [Fey Trickster] for spell discovery.
It looks like a decent fit for control decks. And while Dragon Warrior isn’t exactly topping the winrate charts, it’s not out of the picture—this card could definitely be worth a slot.
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[Latorvian Armorer] is a 3-mana 3/3 minion with a Battlecry that deals 2 damage to an enemy minion. If that minion dies, you gain 5 Armor.
It’s a well-rounded early-game minion with solid stats that can clean up smaller enemy minions. If it gets the kill, the 5 Armor gain gives it great value, especially against Aggro decks.
Compared to [Windpeak Wyrm], which relies on triggering Kindred to come down smoothly on Turn 5, [Latorvian Armorer] is much easier to play with no setup required.
While it doesn’t have a minion type, it still provides an efficient way to build Armor—making it worth experimenting with both cards in Armor-stacking Warrior decks that want to start tanking up early.
▲ Helps with early board control when paired with the previously revealed weapon.
The final card is [Shellnado], a 4-mana spell that consumes up to 5 Armor, dealing 1 damage to all minions for each Armor spent.
It’s a spell that can deal up to 5 AoE damage for a relatively low cost of 4 mana. Currently, Warrior’s Standard-format board clears include [Brawl] and [Hostile Invader], and now [Shellnado] joins the lineup as another option.
In matchups where early AoE is crucial, board clears often come with downsides—typically damaging your own face in the process. In this case, if you haven’t built up enough Armor, [Shellnado] won’t deal much damage at all, making it hard to justify. And even when you do have Armor, consuming it adds another layer of risk.
When paired with [Safety Goggles], you can pull off a 2-card combo that gives you 1 Armor and deals 4 AoE damage for just 4 mana. It’s a synergy worth considering. Going forward, it’ll be important to weigh which to include first: this spell, or [Hostile Invader], the current go-to minion that doubles as AoE.
▲ Or maybe the answer is to run them all?
Verdict on New Cards
If there’s a Quest, gamers will take it. Warrior players are now gearing up to complete [Enter the Lost City] by surviving 10 full turns—wondering whether they can make it that far, and what they’ll do with the reward once they do.
[Time Warp], [Amara, Warden of Hope], [Sulfuras]... the potential rewards are tempting.
If you can just hold out long enough, maybe—just maybe—Quest Warrior can win the old-fashioned way: through pure value. It’s a compelling possibility.
And to help with that “just hold out somehow,” Warrior gets support in the form of Armor gain and single/AoE removal. Stacking Armor while clearing minions has always been a core part of Warrior’s identity— but is that enough to survive the full 10-turn journey?
The wilds of Un’Goro Crater await.
Warrior, survive!
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