The Grand Tournament brings exactly what Hearthstone needs - new mechanics and tons of fun - while keeping the game balanced. The addition of new rewards for Ranked Play is another positive aspect, even though it's not related to The Grand Tournament expansion.
Really good expansion which easily buyable if you farm gold. I think Blizzard is doing really well just go forward (y) o/ and this game got a lot of players more than Battlefield 4 and other top games I think its gonna be the best top 3 game.
With 132 new cards and its new mechanic Inspiration the Grand Tournament, latest Hearthstone expansion, the game is more fun than ever with a complete shift of metagame and new seasonal reward.
The expansion did, what an expansion to a collective card game is supposed to do: It added new cards, some good, some bad, which created new decks and had a significant impact on the meta.
As always, some cards are sadly a little bit to strong (Mysterious Challenger is such a case), while lots of other cards will never see play outside of Arena, but that is okay - balancing a game without the feedback of a big player base is not nearly as easy as people assume.
Out of the cards there are in fact point to criticize. When Blizzard introduces new heroes for real money only there was a hope that Blizzard realizes that a good free2play monetization revolves around selling cosmetic stuff, not competitive stuff. Sadly, with the recent changes the opposite is fact - since you can't grind packs from the newest expansion in Arena as easily as before, since the reward packs are randomized now, the pressure to pay money for competitively needed content is higher than ever - and that is sad and may endanger the future of Hearthstone if there will ever be a worthy contender.
Still, this can't have a to big impact on the rating for this expansion, since these changes were not part of the expansion. It is still something that makes this expansion a little bit more annoying.
Great expansion with a lot of great cards, but some of the cards are probably too powerfull (I hope for them to see a nerf)
Still no stop for extremly aggro decks.
As far as Hearthstone expansions go, I definitely prefer the adventure additions such as Naxxramas, Blackrock Mountain or now the newest League of Explorers. The Grand Tournament is basically just a bunch of new cards, but fortunately, this time around, at least it's not full of crazy robots as it was with Goblins and Gnomes. Some cards are actually quite nice, some maybe a little too powerful, but it's got a nice theme going on and I really like new inspire and jousting mechanics. Keep upgrading Hearthstone like this and it will eventually become a masterpiece among card games. 6/10
Whenever a card game company comes out with a new expansion, the cards they release are suppose to forever change the META and help balance out all the classes.
The Grand Tournament expansion completely failed to do this.
Not even half the cards in this expansion are useful because they fail to balance the game and change the META. in fact, the cards that are currently used in the META only make the current META stronger!
In games like this, change is absolutely necessary in order to keep people interested. If your changes don't change anything for the better, or don't change anything at all, the game will start going down the drain.
Blizzard, get your act together and hire some guys that actually know what they're doing!
I don't like this expansion, because there are only few cards you can play in ranked. I think only of four legendaries that are good. First is Justicar Trueheart (Battlecry: Replace your starting hero power with better one.) which is neutral card and can be played in all of your decks cause its ability is useful in almost every type of deck. Second card is Nexus-Champion Saraad (Inspire: Give a random spell to your hand.) which is neutral card too and his ability is very powerful. Over all you're getting mostly just one spell cause its too much threat. Third is Confessor Paletress (Inspire: Summon a random Legendary minion.). I think it's the most powerful card priest can have. But if you want to use it good you have to wait to turn nine or just be lucky and get it some different way which isn't much usual. Last card I really like is Varian Wrynn (Battlecry: Draw 3 cards. Put any minions you drew directly into the battlefield.) which has got the most overpowered ability in game. I think Varian is first card that needs to get nerfed. Well that was about really good cards. Sure, there are some common cards that are good too but this expansion was mostly about legendaries. And we've got here a new mechanics named Inspire and "Joust". Inspire means: "When you use your hero power, it'll do something. And "Joust" means: "Reveal a minion in each deck. If yours costs more do something". Joust is good to find out what deck you're standing against. But these mechanics aren't that good as it seems. Joust is just another RNG-like mechanic. When you're Inspiring your biggest problem is that usually you can't play your hero power on the same turn as card with Inspire or you have to wait to turn when you can play a card with inspire and play hero power. Well i think that's enough I hope you got something from this review and I'm waiting for new Solo Adventure named League of Explorers.
Summary132 new cards add a cavalry of noble knights, powerful steeds, potent spells, and more to your collection. A new keyword, Inspire, rallies minions to perform great acts of courage as they fight in your honor for a hard-earned victory.