Zephrys the Great

Zephrys the Great is a legendary neutral minion card, from the Saviors of Uldum set.

Zephrys grants the wishing player a card from a selection of three cards, from the Basic and Classic sets, to help turn the tide of battle in the player's favor. The selection of cards is based on what is best for the current game state for the player, as determined by an internal algorithm.

Of all Hearthstone cards, Zephrys the Great required the most development work and the largest team effort to design.

Strategy
Zephrys is an incredibly powerful card that can save you from a bad situation, kill priority targets, generate value for later turns, or create lethal. Generally, you should save Zephrys for when you have no other good plays. Zephrys will always be an efficient play, so it's a good idea to wait until he's your only efficient play. When you do play Zephrys, it's a good idea to play out your other cards first to get to a desired level of mana remaining, then play him to persuade Zephrys to give you cards at or below that mana cost (factoring in the cost to play Zephrys of course). To find out what Zephrys likes to offer you in various scenarios, the only way to find out is to play Zephrys a lot for yourself to see what he likes in different situations.

Since Zephrys gives you a choice between three cards, you still have to judge which of his options will be the best. For example - at three mana remaining he may give a healing spell like Holy Light, a removal spell like Deadly Shot, and a Sea Giant which is currently playable. It's up to you to decide which path will provide the best value currently and on later turns.

Pay close attention to what Zephrys is offering, especially if the options include direct-damage spells or cards like Windfury, Savage Roar, and Bloodlust. He may see a lethal that you didn't account for.

If you're attempting to gain lethal with Zephrys, be sure to use your burst damage first. Zephrys will not check the cards in your hand, so he won't count them as damage when searching for lethal.

Even if this wastes a lot of his value, Zephrys isn't a terrible play on curve. He'll generally offer 3-mana cards, making him a super-upgraded Jeweled Scarab. In particular, he'll almost always offer Wild Growth, Animal Companion, and Brightwing, three of the best 3-mana cards in the Basic and Classic set. He can also curve out later turns as well, offering fitting mana costs no matter when he's played. He also often offers Tirion Fordring in the lategame as a proactive play.

Be wary of Bomb Warrior and Bad Luck Albatross, which can disable Zephrys' effect by shuffling in duplicate cards into your deck. Try to play Zephrys early if you can in this match up.

Since he has the same singleton condition, Zephrys is a natural fit for decks using Reno Jackson, Kazakus, Inkmaster Solia, Raza the Chained, Krul the Unshackled, Elise the Enlightened, Sir Finley of the Sands, Dinotamer Brann, Reno the Relicologist, and Dragonqueen Alexstrasza.

Zephrys also doesn't need to be used solely in singleton decks. Since his effect only cares about your current deck, he can be played at or near fatigue to make use of his Battlecry. This can allow you to find a finisher as an aggro deck or another piece of value in a long control match. This works especially well in combination with Chef Nomi.

Cards offered
Most of the powerful cards that Zephrys thinks about giving to the player are listed below:
 * Cards that offer single-target damage or removal:
 * Moonfire, Mortal Coil, Frost Shock, Backstab, Arcane Shot, 7 Agent, Holy Smite, Lightning Bolt, Fire Elemental, Eviscerate, Soulfire, Heroic Strike, Glaivebound Adept, Lava Burst, Kill Command, Fireball, Inner Demon, Pyroblast, Savagery, Shield Slam, Deadly Shot, Assassinate, Siphon Soul, Natalie Seline, Mind Control, Execute, Shadow Word: Pain, Shadow Word: Death, Stampeding Kodo, Cabal Shadow Priest, Big Game Hunter, The Black Knight, Hungry Crab, Silence, Earth Shock, Ironbeak Owl, Hex, Polymorph, Sap
 * Cards that offer area of effect:
 * Twisting Nether, Brawl, Shadow Word: Ruin, Flamestrike, Holy Nova, Consecration, Lightning Storm, Fan of Knives, Arcane Explosion, Whirlwind, Dread Infernal, Avenging Wrath, Shadowflame, Shadow Madness, Betrayal, Mass Dispel, Chaos Nova, Hellfire, Baron Geddon, Forked Lightning, Cleave, Soul Cleave, Multi-Shot, Explosive Shot, Swipe, Starfall, Blizzard, Frost Nova, Deathwing
 * Cards for healing:
 * Radiance, Holy Light, Healing Touch, Soul Cleave, Holy Nova, Siphon Soul, Guardian of Kings, Lay on Hands, Lord Jaraxxus, Sacrificial Pact, Aldrachi Warblades, Truesilver Champion
 * Cards for buffing:
 * Bloodlust, Savage Roar, Windfury, Windspeaker, Soul of the Forest, Mark of the Wild, Power of the Wild, Power Word: Shield, Kul Tiran Chaplain, Argent Protector, Defender of Argus, Temple Enforcer, Inner Rage, Inner Fire, Cold Blood, Blessing of Kings, Blessed Champion, Houndmaster, Murloc Warleader, Coldlight Seer, Southsea Captain
 * Cards for proactive plays:
 * Flame Imp, Voidwalker, Loot Hoarder, Sorcerer's Apprentice, Faerie Dragon, Wild Growth, Animal Companion, Brightwing, Edwin VanCleef, Water Elemental, Twilight Drake, Earth Elemental, Druid of the Claw, Faceless Manipulator, Savannah Highmane, Ancient of War, Tirion Fordring, Ysera, King Krush, Sea Giant, Eaglehorn Bow, Aldrachi Warblades, Truesilver Champion, Assassin's Blade, Arcanite Reaper, Doomhammer, Gorehowl, Gladiator's Longbow, Dread Corsair, Alexstrasza, High Inquisitor Whitemane, Thoughtsteal, Battle Rage, Arcane Intellect, Shield Block, Nourish, Sprint
 * Cards for reactive plays:
 * Harrison Jones, Acidic Swamp Ooze, Bloodsail Corsair, Flare, 7 Infiltrator, Blood Knight, King Mukla, Crazed Alchemist, Humility, Unleash the Hounds

The card categories that Zephrys might offer the player are listed below:
 * Lethal
 * Pyroblast, Inner Demon, Avenging Wrath, Gorehowl, Fireball, Lava Burst, Soulfire, Heroic Strike, etc.
 * Bloodlust, Savage Roar
 * Windfury, Windspeaker, Blessed Champion, Inner Fire, etc.
 * Mass Dispel, Silence, etc.
 * Flamestrike, Consecration, Shadowflame, Shadow Madness, etc.
 * Unleash the Hounds
 * Proactivity:
 * Minion:
 * Tirion Fordring, Ancient of War, Savannah Highmane, Temple Enforcer, Twilight Drake, Water Elemental, Animal Companion, Kul Tiran Chaplain, etc.
 * Sea Giant, Dread Corsair
 * Natalie Seline, Cabal Shadow Priest, The Black Knight, Big Game Hunter, 7 Agent, etc.
 * Baron Geddon, Dread Infernal
 * Defender of Argus, Windspeaker, Houndmaster, Coldlight Seer, Southsea Captain, etc.
 * Ysera, Brightwing, Loot Hoarder
 * Blood Knight, King Mukla, etc.
 * Buffing:
 * Windfury, Soul of the Forest, Power of the Wild, Blessing of Kings, Power Word: Shield, Inner Fire, Inner Rage, etc.
 * Defender of Argus, Windspeaker, Houndmaster, Coldlight Seer, Southsea Captain, etc.
 * Bloodlust, Savage Roar
 * Weapon:
 * Doomhammer, Gorehowl, Assassin's Blade, Eaglehorn Bow, etc.
 * Tirion Fordring
 * Mana ramp
 * Wild Growth, Nourish
 * Area of effect:
 * Twisting Nether, Brawl, Shadow Word: Ruin, Shadowflame, Shadow Madness, Betrayal, etc.
 * Flamestrike, Holy Nova, Consecration, Starfall, Swipe, Multi-Shot, Soul Cleave, Cleave, etc.
 * Baron Geddon, Dread Infernal
 * Blizzard, Frost Nova
 * Deathwing
 * Single-target damage or removal:
 * Gladiator's Longbow, Glaivebound Adept, Fire Elemental, 7 Agent
 * Natalie Seline, Cabal Shadow Priest, The Black Knight, Hungry Crab, Crazed Alchemist, etc.
 * Pyroblast, Fireball, Lava Burst, Eviscerate, Holy Smite, etc.
 * Shadow Word: Death, Shadow Word: Pain, Execute, Siphon Soul, Assassinate, etc.
 * Hex, Sap, Earth Shock, Silence, Ironbeak Owl, Humility, Mind Control, etc.
 * Healing or survival:
 * Lay on Hands, Guardian of Kings, Healing Touch, Holy Light, Radiance, Sacrificial Pact
 * Siphon Soul, Holy Nova, Soul Cleave
 * Truesilver Champion, Aldrachi Warblades
 * Tirion, Ancient of War, Earth Elemental, Defender of Argus, Houndmaster, Mark of the Wild, Voidwalker, etc.
 * Weapon removal:
 * Harrison Jones, Acidic Swamp Ooze, Bloodsail Corsair
 * Secret removal:
 * 7 Infiltrator, Flare
 * Card generation or card draw:
 * Lay on Hands, Sprint, Nourish, Arcane Intellect, Shield Block, Battle Rage, Loot Hoarder, etc.
 * Mass Dispel, Fan of Knives, Mortal Coil
 * Ysera, Brightwing, Thoughtsteal
 * Harrison Jones, Flare


 * Guaranteed offers
 * If Zephrys is coined out at 1 mana (on turn 1):
 * Sorcerer's Apprentice or Faerie Dragon, Loot Hoarder, Power Word: Shield, Backstab (if your opponent has a 2-health or less undamaged minion), Acidic Swamp Ooze (if your opponent has a weapon, or is playing as the Rogue class with the Rogue hero power )
 * If Zephrys is played at 2 mana (on turn 2):
 * Wild Growth, Animal Companion, Brightwing or Power Word: Shield, Backstab (if your opponent has a 2-health or less undamaged minion, or sometimes a 3-health undamaged minion ), Acidic Swamp Ooze (if your opponent has a 1/2 weapon or greater, or is playing as the Rogue class with the Rogue hero power  ), Inner Rage (sometimes if you have a greater than 1-health minion that can attack ), Silence (if there is an enemy minion worth silencing, such as a buffed minion or a high-cost low-statted Deathrattle minion), Fan of Knives (if there are many 1-health enemy minions), Lightning Storm (if there are many 2-health or less enemy minions)
 * If Zephrys is played with 2 mana remaining, the opponent has no minions or weapons, and lethal is not in sight:
 * Kul Tiran Chaplain


 * Cards that may or may not be offered
 * Wisp, Circle of Healing, Starfire, Wrath, Blade Flurry


 * Cards that are not offered or don't seem to be offered
 * Tundra Rhino, Equality, Timber Wolf,  Blessing of Might, Sinister Strike, Holy Wrath, Aldor Peacekeeper, Keeper of the Grove, Frostwolf Warlord, Cairne Bloodhoof, Archmage Antonidas, Ironbark Protector, Onyxia, Deadly Poison, Upgrade!, Frostbolt

Fixed bugs
The following is a very brief list of some documented interactions that have been fixed. For the official patch changes, see.
 * With the live release of Saviors of Uldum, Zephrys now more correctly values Reborn effects and "egg" Deathrattles. Previously in pre-release, Zephrys did not value these two card effects when offering board clear cards.
 * Example: If the opponent had a 0/2 Mechano-Egg and a normal Micro Mummy on the board, Zephrys was able to offer Holy Nova.
 * Before Patch 15.0.4.33402, Zephrys was able to find lethal with an unused Basic Hero Power, but sometimes not with a used Basic Hero Power. After the patch, this bug was fixed.
 * Example: Steady Shot is used, bringing the opponent down to 7 health with no minions on their board. Zephrys is played, leaving 6 mana available. Zephrys offered Fireball, but Steady Shot was already used so it was not lethal. As a separate and overlapping bug, Zephrys was not able to offer Avenging Wrath for lethal.
 * Example: Shapeshift is used, killing off a 1/1 Taunt. Zephrys is played, leaving 6 mana remaining. He does not offer any lethal options, such as Bloodlust, which would give lethal with the minions on board. He does offer a Savage Roar, which would give lethal if both the 1/1 Taunt was off the board and the player had not attacked with Shapeshift yet.
 * Before Patch 15.0.4.33402, Zephrys was able to offer Coldlight Seer with no friendly Murlocs on the field.
 * Before Patch 16.0.0.37060, Zephrys overvalued the effect of Deathrattles by a lot, causing him to avoid destroying enemy minions with Deathrattles a little too much, instead preferring to offer freeze effects such as Frost Nova and Blizzard.  This was a large issue but was fixed after the patch. The change in Deathrattle evaluation was explained by Chadd Nervig on Reddit:
 * "Previously, Zephrys valued Deathrattles as summoning a minion with stats equal to the difference in stats between the minion's base stats and the expected stats of a vanilla minion at that mana cost.


 * Now, instead of evaluating it as summoning a minion, it does something more generic, of adding 'that much value' to the opponent's board. In practice, this produces about the same results, except without the occasional card offered to deal with that extra summoned minion (which doesn't exist)."


 * Before Patch 17.0.0.44222, Zephrys preferred to offer 7 Infiltrator instead of Flare when played at 2 mana remaining and the opponent had at least one Secret up.   This was a consistent problem but was corrected after the patch.
 * Before Patch 17.0.0.44222, Zephrys was able to offer Loot Hoarder if Zephrys was played with 2 mana remaining and no cards were left in the deck.  After the patch, this was fixed.

Lore

 * ''With the League of E.V.I.L. and its crew of calamitous lackeys, the League of Explorers equipped with archaeological artifacts, and the mystical mummies and monsters of, the desert sands have never hosted such a party of powerhouse prestidigitators and mischief-makers. Among those most powerful stands Zephrys the Great. While at a glance most would see nothing but a mild-mannered medium, Zephrys the Great is capable of divining and manifesting precisely what is needed in any given scenario.


 * Once this dune-dwelling diviner is played, the state of the game will be carefully analyzed and Zephrys will attempt to conjure exactly what you need to swing the game back in your favor or clench a decisive victory!

Unique to Hearthstone, Zephrys is a.


 * A djinn is a type of powerful that can be found in . They made their first appearance during ''.


 * ''It was the djinn that gave the tol'vir back their immortality as creatures of stone, in exchange for their allegiance to Deathwing. The only tribe of tol'vir to accept the offer were the . When the refused to serve Deathwing, Al'Akir's djinn buried the city beneath a mighty sandstorm.


 * Most djinn in World of Warcraft'' are powerful lieutenants of Al'Akir, though a minor one has also appeared trapped in the Magical Brazier inside the . A legend among the tol'vir tells of a wicked djinn whom the sought to destroy. In an attempt to prevent his own death, the djinn tried to transfer his spirit into the body of a monkey. He was slain right in the middle of the transference, and only a fraction of his essence had moved over - only enough to possess the monkey's.

Trivia

 * When Team 5 decided to bring back the "If your deck has no duplicates" mechanic for Saviors of Uldum, they decided that the set needed to have a really cool and exciting card that synergized with the mechanic, on par with Kazakus from Mean Streets of Gadgetzan. The design team came up with the idea of a card that would allow players to look through their collection and choose any card to add to their hand, but the gameplay engineering and UI teams immediately protested against this design. The team subsequently tried to brainstorm a version of the card that would be feasible to create, with one of the suggestions being to have the card only show players a couple of cards from their collection. The idea was then born to have the AI select some reasonable choices for players to pick from. The team tried implementing this idea "like five different times", with each iteration a complete reimagining of the previous, until they landed on the version seen in the final set. The team manually went through the Basic and Classic sets to pick interesting cards and place them into categories for Zephrys to choose from.
 * The decision to have Zephrys only offer cards from Basic and Classic rather than all sets was made partially for technical reasons, since figuring out how to rate each card involves a lot of manual work for the developers. However, according to Peter Whalen, the bigger reasons stem from design: a big part of playing with Zephrys consists of understanding what he's going to offer and how to maximize the payoff from him, which gets harder the larger the card pool is and the weirder the cards in it are. Basic and Classic provide a versatile mix of removal, AoE, minions, and situational cards while also being fairly simple and well-known to most players, whereas expansions tend to consist of a lot more niche and situational cards. Basic and Classic have the added perk of having fewer extreme cards that could make Zephrys frustrating to play against. Furthermore, only selecting cards from Basic and Classic rather than all sets also means that players don't have to relearn the card every time a new expansion comes out.
 * The developers briefly discussed allowing Zephrys to Discover Hall of Fame cards when he's played in Wild. However, they found that the payoff wasn't quite worth it and that it's easier for them to maintain Zephrys and for players to predict what cards he's going to offer if his effect is the same across both Standard and Wild formats.
 * According to Chadd Nervig, one of the main designers of the card, Zephrys the Great required the most amount of development work and the largest team effort in helping to design, quality-assure, and polish the card for official release.
 * According to Alec Dawson, a game designer on the Hearthstone team, Zephrys was the card that the team worked on the most in the history of the game.
 * Zephrys has over 1000 lines of code running behind the scenes; typically, a card has around 2-20 lines of code, maybe even 50. The code only takes milliseconds to run to evaluate the player's board state to offer the player cards.
 * Zephrys will continually be updated with changes made to the Basic and Classic sets while he is in Standard. Once Zephrys leaves Standard and moves to Wild, he will remain as is.
 * Before the priest rework patch, Zephrys used to always offer Sorcerer's Apprentice if he was played with 2 mana remaining and the board was clear.  After the patch, Kul Tiran Chaplain is now largely offered in place of Sorcerer's Apprentice.
 * Before Sacrificial Pact's nerf, Zephrys used to always offer Sacrificial Pact to destroy an opponent who had been replaced with Lord Jaraxxus.
 * Zephrys the Great was first revealed on July 31st 2019 in the official Card Reveal Livestream for Saviors of Uldum. An official Theorycrafting Livestream was then held the next day in which six content creators were invited to theorycraft decks and do battle against one another at Blizzard HQ.
 * In the Tavern Brawl Three Wishes, players could play around with 0-mana-cost cards of Zephrys' effect: First Wish, Second Wish, and Third Wish.
 * Zephrys' effect is also found on the treasure card Zephrys's Lamp in the Tombs of Terror adventure. A special and very rare treasure card called Sack of Lamps is able to give many such Zephrys's Lamps to the player in a single turn.
 * Zephrys' effect is also found on the card The Perfect Idea in the Galakrond's Awakening adventure. Two copies of the card are contained within Commander Elise's deck which the player plays with in two separate encounters: the third encounter of the first League of Explorer's chapter against Kriziki the Winged, and the second encounter of the last League of Explorer's chapter against Waxrider Togwaggle. The player is able to freely experiment with Zephrys' effect using this card since it shuffles itself back into the player's deck after it is used to discover "the perfect card".

Patch changes

 * NB: The following superscript references describe and depict scenarios for the corresponding bug.


 * Fixed a bug where Zephrys the Great would not offer Mass Dispel or Shadowflame when your board was full.
 * Fixed a bug where Zephrys the Great would not offer Windspeaker in the case where Windfury on an un-targetable minion was highly valuable.
 * Fixed a bug where Zephrys would miss lethal when there was an enemy Taunt minion with Lifesteal that you could attack into.
 * Fixed a bug where Zephrys would prefer not to transform/Silence certain high-stat Deathrattle minions (such as Waxadred).
 * Fixed a bug where Zephrys could miss lethal using Unleash the Hounds.
 * Fixed a bug where Zephrys would not offer Silence options for minions with the "Can't Attack Heroes" effect.
 * Zephrys is now slightly less likely to offer single-target removal for next turn.
 * Zephrys will no longer offer Natalie Seline for next turn.
 * Zephrys may now offer Polymorph instead of Hex in a few cases where it would be better for your opponent to have a 1/1 than a 0/1 with Taunt.
 * Swipe will now fill the AoE category (instead of single target damage) if Zephrys expects it to be used against the enemy hero.
 * Improved how Zephrys evaluates enemy minions that have low base stats for their cost, but are buffed.
 * Zephrys the Great has been updated to accommodate the Sacrificial Pact and Glaivebound Adept changes.
 * Fixed a bug where Zephrys the Great would not offer a lethal option if your hero had a large amount of Attack.
 * Zephrys the Great has been updated for the changes to the Basic/Classic sets in Year of the Phoenix:
 * Removal of the 5 Neutral and 6 Priest cards sent to the Hall of Fame.
 * Addition of Demon Hunter Basic cards (pending Ashes of Outland launch on April 7), and the 6 new Priest Basic/Classic cards.
 * Improved ordering of simulated attacks to best make use of Rush minions to clear Taunts, in order to maximize potential face damage. This should solve many cases where Zephrys "missed lethal" that involved trading a Rush minion into a Taunt before going face with other minions.
 * Zephrys is now more likely to offer a Freeze card when the opponent has a full board, since it locks the opponent out of being able to play any minions.
 * Fixed a bug where Freeze effects were sometimes offered against already-Frozen enemies.
 * Fixed a bug where 7 Infiltrator was offered for next turn over Flare for this turn.
 * Fixed several bugs involving the opponent's weapon and/or Frozen state, for calculating whether healing should be offered.
 * Fixed a bug where minions whose base cost was higher than 10 (such as Shirvallah, the Tiger) were evaluated as being extremely valuable.
 * Fixed a bug where Windfury was not offered for use on a minion that has already attacked once this turn.
 * Fixed a bug where Crazed Alchemist was offered to destroy your own Doomsayer.
 * Fixed a bug where minions with both Stealth and Taunt (such as Wardruid Loti) weren't properly accounted for.
 * Fixed a bug where weapons would sometimes be offered as a removal option against Stealthed minions.
 * Druid Choose One cards now account for having the 'Choose Both' effect.
 * Fixed a bug where Starfall could be offered as removal against a single minion.
 * Fixed a bug where Earth Shock was incorrectly offered as removal against targets that were reduced to 1 health by Shrink Ray or Equality.
 * Adjusted how Zephrys values enemy Deathrattles.
 * Fixed a bug with lethal calculations including Rush minions not eligible to attack heroes.
 * Fixed several bugs involving certain cards not being offered:
 * King Krush
 * Faceless Manipulator
 * Shadow Madness
 * Doomhammer
 * Fixed several bugs involving weapon removal:
 * Acidic Swamp Ooze was sometimes not offered against 1-Durability weapons.
 * Harrison Jones was sometimes offered against 1-Durability weapons when he could not be played that turn.
 * Weapon removal cards were not offered against 0-Attack weapons.
 * Weapon removal cards were not offered when it would prevent your opponent from having lethal on their next turn.
 * Fixed several bugs involving certain cards not being offered:
 * Blessed Champion
 * Inner Rage
 * Bloodsail Corsair
 * Holy Fire
 * Heroic Strike
 * Avenging Wrath
 * Spellbreaker
 * Fixed several bugs involving Hero Powers:
 * Hero Powers were sometimes assumed to be usable, even if they had already been used that turn.
 * The current cost for Hero Powers is now considered, instead of assuming a cost of 2.
 * Damage and healing modifiers on hero powers are now accounted for.
 * Upgraded Hero Powers (such as through Sir Finley of the Sands, or Justicar Trueheart) are now considered.
 * If your Hero Power has been replaced, Zephrys will no longer assume your base Hero Power is still usable.
 * Fixed a bug where Betrayal was not appropriately counting as a single-target removal option when it would only damage one target.
 * Fixed a bug where Alexstrasza was being offered based upon the opponent’s combined Health and Armor, instead of only their Health.
 * Fixed a bug where silence cards were not offered to unfreeze your own minions for lethal.
 * Among potential lethal options, silence cards will now be favored, in order to help minimize potential interference from Deathrattles or other unique card effects.
 * Fixed a bug where Zephrys did not properly consider multiple Deathrattles on the same minion (most commonly from Magnetic minions).
 * Improved Zephrys's evaluation of the value of healing this turn vs next turn.
 * Hotfix (2019-08-08):
 * Fixed a bug where Zephrys sometimes didn’t handle enemy Divine Shields properly.
 * Fixed a bug where Zephrys sometimes didn’t handle Poisonous properly.
 * Fixed a bug where Zephrys didn’t consider that buffing a 0-Attack minion would let it attack that turn.
 * Taught Zephrys how Doomsayers work. As a rule, we don’t plan to teach Zephrys about individual card mechanics and interactions. However, we’ve made a one-time exception in this case since having less-than-perfect offerings from Zephrys when trying to find an answer to a Doomsayer could cause you to lose your board or end up with no good plays for the turn.
 * Hotfix (2019-08-06):
 * Addressed a few pre-release issues seen before the August 6th release of the Saviors of Uldum expansion:
 * Zephrys now more correctly values Reborn.
 * Zephrys now more correctly values "Egg" Deathrattles.
 * Zephrys no longer sometimes incorrectly offers Harrison Jones against Druids.
 * Added.
 * Hotfix (2019-08-06):
 * Addressed a few pre-release issues seen before the August 6th release of the Saviors of Uldum expansion:
 * Zephrys now more correctly values Reborn.
 * Zephrys now more correctly values "Egg" Deathrattles.
 * Zephrys no longer sometimes incorrectly offers Harrison Jones against Druids.
 * Added.