Image courtesy of Blizzard
If you thought that Card Gamer wouldn’t release its own Heroes of Starcraft mini-set review… well, we definitely are!
You know how this goes:
- 49 new collectible cards, split among three Starcraft-inspired factions (Zerg, Protoss, Terran)
- one lonely Neutral card
- each faction is led by its iconic hero — Sarah Kerrigan, Artanis, and Jim Raynor
- the set drops on Tuesday, January 21st at around 1pm EST,
- and it will be the last expansion of the Year of the Gryphon.
To be honest, this set feels pretty low on overall power level; it’s certainly not the avalanche of broken goodies you might expect. Still, it’ll surely shake up the meta for at least a few weeks before we start looking ahead to the next Hearthstone expansion (the first one in Year of the Raptor).
So yeah, let’s kick this Heroes of Starcraft mini-set review off. For clarity, here’s how we’re going to rate cards:
- 1: Unplayable
- 2: Probably unplayable
- 3: Might see play, but its success depends heavily on the meta — not strong on its own
- 4: Will likely see play
- 5: Definitely sees play or is potentially meta-defining
Table of Contents
ToggleHeroes of Starcraft Mini-Set Review: Zerg Faction
Zerg is all about flooding the board turn after turn — it’s basically a zoo-like strategy with a 2025 power creep. So yeah, if you like filling the board fast and “going face,” Zerg is your faction. The downside, of course, is that Zerg decks won’t really work unless the metagame allows them to build a strong board early on.
Cross-Class Cards
The entire cross-class Zerg package is decent, but the real deal is the Kerrigan hero card, which is something that will make this archetype actually viable. It’s such an efficient way to reclaim the board, and it will be so important to have it in any Zerg mirror matchup, to the point that it feels disgusting. In fact, I suspect that its ability to hit “face” with the hero power is the first thing that’s going to get hit by a nerf hammer.
Like, remember how strong Deathstalker Rexxar was? Kerrigan is clearly its more aggro-oriented version of it. And as Rexxar was beating control decks, this will be a huge deal for any aggro matchups.
Other Zerg cards are of course very good (especially Brood Queen) but they are obviously not good enough to build an archetype on their own. So, whether we’ll see this whole theme in the metagame depends on two things:
- How strong will Kerrigan be in the metagame? (probably pretty strong)
- How many efficient board clears other classes will play
Overall, this package offers enough tempo to make it a good matchup. I’m pretty sure we’re going to see Zerg decks in the game for a bit, especially in the Death Knight class, and you’ll see why in a moment.
Death Knight
Death Knight’s Zerg package is likely good enough to not only make an entirely new archetype, but also make Handbuff somewhat work. Look, I’m not sure if Zerg DK will be a Tier 1 deck, but these cards combined with the cross-class Zerg package will surely make it somewhat playable (Tier 2 for sure).
Both Viper and Infestor are really powerful cards, plus they combine really well with cards that are currently in Standard for Death Knight, such as:
- Mosh Pit
- Death Growl
- Brittlebone Buccaneer
- Assimilating Blight
These cards may not seem particularly impressive on their own; I get that. However, when you consider the extensive support they currently have and combine it with the cross-class Zerg package available to Death Knight, it’s clear that Zerg Death Knight will undoubtedly see some play.
Demon Hunter
Demon Hunter got a pretty weird package with:
- One really good card with high-damage potential (Lurker)
- A card that also has some really nice board clear / burst potential, but it requires you to have Rush. Otherwise, it’s just a card that dies (Mutalisk)
- An interesting tool that allows Token Zerg Demon Hunter to be a good aggro counter and potential to make Mutalisk playable (Creep Tumor)
I honestly don’t see this whole Token Zerg Demon Hunter being a thing. A super aggressive hybrid Zerg + Pirate deck, though? Maybe, especially if it’ll be faster than the Zerg Death Knight. But yeah, no fireworks, really — just a couple of interesting tools that may or may not see play. Compared to what DH currently has in Standard, this seems kind of underwhelming.
Hunter
Hunter’s Zerg package has some decent potential, and the flashiest card here is most definitely Hydralisk. However, the main problem for this package is that it requires some time to pull any value out of them.
Sure, activating Roach is nothing difficult, but the real concern is that two-mana Spider Tank is just not enough in 2025. And Hydralisk… well, it has a really good effect, but it virtually does nothing on its own.
Next up, the Evolution Chamber, which is being compared to Savage Roar by many. While Savage Roar is undeniably powerful, it’s worth noting that the card is nearly a decade old and doesn’t match the current power level of the game. Yeah, not even close.
Considering that it’s very likely that games are going to end fast (turn seven lethal vibes), I wouldn’t be so optimistic about this package, and I would even risk saying that Zerg Hunter won’t see any play.
Warlock
Warlock’s Zerg package, on the other hand, is really underrated. Okay, Spine Crawler and Consume are really mediocre — like, one could say that these cards are just bad. However, Ultralisk Cavern is so good that it can make a Zerg Control Warlock a real thing. That’s right, this one Location card really makes a difference.
Although Zerg was designed to be more aggressive, just think about it — Ultralisk Cavern, Kerrigan, Brood Queen, and Nydus Worm synergize exceptionally well in a single deck. I’ll totally try it out on Day 1 of the mini-set! Might be an interesting way of super aggressive Zerg DK lists, just saying.
That said, I can easily envision this as a viable tournament deck, specifically used to counter everything that goes face. Once again, the other two cards might seem “meh,” but their strong synergy with the deck’s goal of countering aggro and token decks could justify their presence in the metagame.
Heroes of Starcraft Mini-Set Review: Protoss Faction
Yeah, so all this “channel psionics to summon massive units” basically translates to “mana cheating on high-cost minions,” in case you’re not aware.
Cross-Class Cards
Protoss cross-class package is way less versatile compared to Zerg. You either play all-in Protoss, or you don’t play any of these at all. However, the way all these cards synergize with each other is pretty good, so we’ll likely see it in the metagame in some form.
Okay, but will Protoss make it to Tier 1? That seems very unlikely. Call me crazy, but when comparing their class cards to others, Protoss appears to lack a true finisher. Sure, they have some big minion options, but those alone aren’t enough to secure a win. And while Artanis provides a six-damage burst for seven mana, let’s not forget that we’re in 2025; those numbers just don’t cut it anymore.
Druid
The Druid class has received some big minions, but they’re just… okay. Take the 11-mana 10/16 Taunt with Divine Shield, for example. If it also had Elusive, Reborn, and Windfury, then maybe it would be viable. As it stands, though, it’s simply unplayable.
This entire package feels rather clunky, though I’m sure people will try to make it work. It might even be playable, but it’s more likely to settle as a Tier 2 or Tier 3 archetype at best. And while Carrier is undeniably a strong card on its own, it falls short of being a true finisher.
So, Protoss Druid is unlikely to make or break the metagame. However, this package could potentially form an archetype that delivers just enough (a 51% win rate) to help you climb the ladder. That, I can definitely see happening.
Mage
In theory, Mage did get a decent win condition with Colossus, but the problem is that it’s incredibly easy to counter. Not only is Dirty Rat currently in Standard, but Zerg Death Knight will also be running two copies of a similar Dirty Rat-like card.
For Colossus to shine, the metagame would need to slow down significantly and avoid leaning too heavily toward either control or aggro — essentially, a Midrange meta. Unfortunately, that doesn’t seem to be the direction this set is taking.
You know what this package reminds me of? C’Thun. It was barely playable back then and only worked with Warrior due to its insane Armor gain potential. While Colossus has the ability to end games and shows promise in that regard, it will never dominate the metagame. That is, unless the game slows down dramatically or the Mage class gets reliable healing or spell duplication tools.
And no, Shield Battery cannot be considered as “reliable healing.” In other words, Protoss Mage package is just terrible.
Priest
Oof, this package is super polarizing in the community. Some players say it’s too slow to be reliable, while others think it’s a ticket to a late-game “value train.” I’m somewhere in between; let me break this down!
- Hallucination: Yes, the double damage clause means your Mothership copy won’t stick around forever, but for just one Mana, turning a high-value card into a second threat can make it worth the risk.
- Mothership: The fact that it spits out two Protoss minions on both Battlecry and Deathrattle makes it a real headache for opponents if they can’t remove it right away. The dream scenario is pairing this with Hallucination, leading to a board that just won’t quit. Still, is it too pricey and clunky for the meta? Possibly.
- Sentry: Nothing crazy, just a well-balanced early game card that speeds up your Protoss strategy and makes your Mothership (and all minions produced by it) cheaper.
So yeah, Hallucination plus Mothership can be insane if you manage to survive into the late game, but you have to ask, “What does this actually beat?” We might need more testing (and maybe a slower meta) to see if these big, flashy effects can really close out games. If nothing else, they’re a blast to experiment with.
Rogue
Let’s be real — the only reason you might want to play these Templars is summoning an Archon. Yeah, merging your Dark and High Templars into this big 8/8 can be cool, but it’s probably not as easy as it sounds.
Moreover, by the time you finally get Archon on board, you might have already lost tempo; especially in Rogue, where you typically want faster, more decisive plays. Control Rogue was never a thing for a reason.
On paper, Dark Templar looks decent — any direct removal is handy, and stealth can help it survive a bit. But let’s be honest: it’s nowhere near as flexible or strong as something like Flik Skyshiv used to be. You really only want a Dark Templar if you’re going all-in on creating the Archon, and even then, I’m not convinced that payoff is worth losing two Templars.
If there’s any bright spot here, it’s Blink. Drawing a key Protoss minion and getting a discount is nice, especially if you’re desperate to speed up that Templar / Archon plan. Even so, once again, you have to be fully committed to the Protoss package, which doesn’t sound too appealing, if you ask me.
Heroes of Starcraft Review: Terran Faction
Terran is all about Starship cards, which are basically slow-but-potentially-huge value bombs. The catch? You need time (and patience) to set them up. Still, if you’re a fan of massive late-game payoffs, you might want to give these cards a try — at least for a bit of fun.
Cross-Class Cards
On paper, relaunching all your Starships sounds epic. In reality, Jim Raynor will often rot in your hand until turn seven (or even later) because you need to have launched a few Starships first, and launching a single one takes time.
And if you do pull it off, sure, you get a ton of extra value, but many decks will likely out-tempo you with faster strategies. I wonder what the voice line will be, though. And animations, of course.
If you compare Jim Raynor to, for example, old-school hero cards like Bloodreaver Gul’dan… yeah, cute, isn’t it?
Other cards from this Terran package look way more optimistic. SCV is a perfect example — cheap, has decent stats for a one-drop, and gives you a discount on your next launch. It’s an auto-include in any Starship deck, no questions asked.
Ghost seems fine overall, but honestly, I wouldn’t be surprised if it’s not as good as it seems. It does look like a solid combo destroyer, though, and could be worth keeping in mind for upcoming sets.
Paladin
Paladin’s Terran package actually looks like it should belong to a Zerg faction. While Salvage the Bunker and Hellion seem like solid options, they simply won’t be enough to make Starship a viable strategy for Paladin. Trust me, I would rather not bash all these cards so hard, but come on. Why would you ever consider playing these cards when you still have access to all Handbuff Paladin tools (at least before the Year of the Raptor rotation happens)?
Salvage the Bunker is a really solid Arena card — likely an auto-pick if you have two or three Starship pieces in your deck. But apart from that, this package is a big skip.
Shaman
Yeah, so Shaman got a Maelstrom Portal, Hunter’s Mark, and a Deadly Shot. Nice.
At first glance, Lock On seems like a great removal spell, but keep in mind you’ll still need a ping to finish the job. In Shaman, you don’t have a straightforward Hero Power to pick off that 1-Health minion, which makes this card super situational.
But hey, you have Missile Pod as that ping effect, right? Well… sure. Nonetheless, that simply doesn’t match the game’s current power level.
And Siege Tank is just awkward. You have to play a Starship Strategy in Shaman (which really doesn’t have that much support), plus, I don’t know, the only way I see this working is with Shudderblock. But… why? “Alright, deck intro time,” I guess.
Warrior
Again, this is not the highest power level we’ve ever seen in Hearthstone. In fact, Blizzard basically re-printed Sword and Board and power creeped Deadly Shot as a Starship piece.
However, it actually looks good enough to make Starship work in Warrior; maybe not because of how strong the package is, but how well it can work with other control tools that Warrior has.
Because all you really need to make such a deck work is a faster metagame and Arkonite Defense Crystal combined with this package. And then you clear your enemy to death, gain a bunch of armor and eventually finish the game with Thor. Yeah, that sounds like a viable strategy, especially if Zerg decks are going to swarm the meta in the first post-launch week.
Heroes of Starcraft Mini-Set Review: Grunty
Now, here’s the most controversial part of this Heroes of Starcraft mini-set review.
Grunty is the only actual Neutral card in this mini-set (meaning you can play it across all classes) and is highly underrated. Like, people make fun of this card, but it has a potential to actually be viable and played in many tempo decks in Standard. The real strength of this card lies in its ability to both refill your board and clear your opponent’s board, allowing you to completely turn the game around with a single play.
And yeah, Murlocs are generally small / low-cost minions, I get it. However, Grunty summons four of them, with the potential to roll into powerful options like:
- The One-Amalgam Band (6/6 in stats)
- Mutating Lifeform (3/8 in stats with a guaranteed bonus effect)
- Bayfin Bodybuilder (4/7 in stats)
- Murloc Warleader (3/3 in stats, buffing all of your other Murlocs with +2 attack)
- Plucky Paintfin (2/3 in stats, Poisonous)
- Funkfin (4/2 in stats)
- Carefree Cookie (2/2 in stats with mass-evolve potential)
Moreover, you can even roll multiple copies of the Murlocs mentioned above in a single activation. Sure, it might sound a bit like a “Trolden moment,” but trust me, this card will drive you crazy a few times. Mark my words.
It may not be a perfect 5/5, but it’s pretty close; like, all you really need to get that effect is to play the card. That’s it. You can play it in any deck; it literally fits any strategy you can think of. Big sleeper of this mini-set, for sure.
We hope this Heroes of Starcraft mini-set review helped you get a handle on the new cards and how they might shake up the meta. By the way, we’re also going to post the best decklists from Week 1 on Card Gamer’s X, so make sure to follow us there.
And if you’re hungry for even more card game goodness, be sure to check out Daniel’s How to Play the Star Wars Unlimited TCG guide — you might just find your next favorite tabletop obsession.
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