Hearthstone · 2026-08-26
Hearthstone’s Azeroth’s Most Wanted adds 29 cards with Stealth Rogue, Imp-formant Warlock, Reborn Priest and Cannoneer Warrior
Hearthstone has expanded Escape from Violet Hold with its second major Class Set release of 2026. Azeroth’s Most Wanted went live with Patch 36.4 on August 25, adding four tightly focused seven-card packages for Rogue, Warlock, Priest and Warrior. Rather than spreading a handful of cards across ever

Hearthstone has expanded Escape from Violet Hold with its second major Class Set release of 2026. Azeroth’s Most Wanted went live with Patch 36.4 on August 25, adding four tightly focused seven-card packages for Rogue, Warlock, Priest and Warrior. Rather than spreading a handful of cards across every class like Hearthstone’s former Mini-Sets, Blizzard is using Class Sets to introduce complete archetypal engines at once: Rogue receives an SI:7 Stealth package headed by Mathias Shaw, Warlock contaminates the opponent’s deck with Imp-formants and lets Godfather Kazakus construct a sham trial, Priest builds a recursive Reborn army around ghost hunter Raith Van Geist, and Warrior commands pirate Cannoneers capable of repeatedly bombarding the opponent. Across the four classes there are 28 unique cards, with the Neutral Epic Wanted Poster raising the complete Azeroth’s Most Wanted release to 29.
The new cards are also a narrative prequel. Escape from Violet Hold began with Vanessa VanCleef assembling some of Azeroth’s most notorious Rulebreakers for an escape from Dalaran’s maximum-security prison; Azeroth’s Most Wanted rewinds the timeline to show how four of those criminals were captured in the first place. Mathias Shaw infiltrates the Defias Brotherhood in pursuit of Vanessa, Kazakus betrays Aya Blackpaw and engineers the case against her, Raith Van Geist hunts Azalina Soulthief through a haunted Witchwood mansion, and Darius Crowley assaults Shadowfang Keep with a pirate artillery crew to finally apprehend Lord Godfrey. Blizzard is effectively using seven-card gameplay packages as miniature playable crime stories.
The release is especially important because this is only the second wave of Hearthstone’s new Class Set experiment. Blizzard temporarily retired conventional Mini-Sets in 2026, replacing them with three annual waves of four Class Sets. The stated objective is concentration: instead of giving every class two or three new cards, seven interconnected cards can create a much clearer archetype and produce a more noticeable mid-expansion meta shift. Azeroth’s Most Wanted is the first major test of whether that philosophy can work with four radically different strategies arriving simultaneously.
Class Sets are Hearthstone’s new answer to the traditional Mini-Set
Blizzard introduced the Class Set format with Restoration of Azeroth in May, supporting Druid, Hunter, Paladin and Mage after CATACLYSM. Each participating class receives exactly seven unique cards: one Legendary, two Epics, two Rares and two Commons. Because non-Legendaries come as full two-card playsets when purchased directly, each individual Class Set contains 13 playable copies, while the four Azeroth’s Most Wanted packages represent 52 cards in total before the additional Wanted Poster copies are counted.
The design philosophy is fundamentally different from the old Mini-Set cadence. Blizzard said the change was intended to create stronger class moments, clearer day-one shifts and more impactful updates throughout the year. Concentrating seven cards into one mechanical direction makes it possible to release something resembling an entire deck engine instead of hoping two isolated cards discover a home inside an existing archetype. The obvious downside is that seven classes receive nothing during a given wave, but Blizzard’s plan rotates classes throughout the year, with 12 Class Sets scheduled despite Hearthstone having only 11 classes — meaning one class will receive two during 2026.
Azeroth’s Most Wanted shows this philosophy very clearly. Blizzard’s Patch 36.4 notes do not describe the cards simply as “Rogue support” or “Warrior support”; they explicitly label the four directions as Stealth Rogue, Kabal Warlock, Reborn Priest and Pirate Warrior, with the new Follow cards providing another connective mechanic across the release.
Rogue turns Stealth from protection into an engine
Rogue’s seven-card package follows Mathias Shaw and SI:7 infiltrating the Defias Brotherhood to capture Vanessa VanCleef, and it mechanically treats Stealth as something much more active than temporary protection. The centerpiece is Mathias Shaw himself, a 4-Mana 4/4 Legendary with Stealth. Whenever a friendly Stealthed minion attacks, Shaw reduces the Cost of a random card in the player’s hand by three Mana. A single protected attacker can therefore translate board presence into a substantial tempo advantage, while multiple surviving Stealth bodies can generate repeated discounts.
The support cards are designed to make those attacks meaningful. SI:7 Supplier is a 2-Mana 1/3 with Stealth that draws a card after it attacks, giving Rogue an early piece that can hide for a turn before becoming both chip damage and card advantage. SI:7 Slayer, meanwhile, is a 3-Mana 1/2 with Stealth that gives a friendly Stealthed minion +2/+2 whenever one attacks. Left unanswered, a small network of concealed SI:7 agents can therefore snowball into larger attackers while simultaneously activating Shaw’s discounts.
Silent Strike converts that setup into removal. The 2-Mana Shadow spell gives a minion +3 Attack; if that minion is Stealthed, it also deals damage equal to its Attack to a random enemy minion. Because the Attack buff is applied first, the spell can turn a protected Stealth body into both a larger threat and a removal tool without requiring it to sacrifice itself in combat. Tricks of the Trade offers another compact payoff: it normally deals one damage for one Mana, but increases to three if a Stealthed minion attacked while the spell was being held.
The package consequently wants Rogue to treat Stealth as stored tempo. A minion hidden on one turn becomes draw, buffs, discounts or enhanced spells once it finally attacks. That is more interesting than simply giving Rogue another collection of evasive minions because the opponent has to decide whether to spend awkward removal on concealed setup pieces before they begin generating value.
Disguised Operator gives Rogue one of the stranger one-Mana cards in the set
The most flexible card in the Rogue package may be Disguised Operator, a 1-Mana 4/2 with Rush that can be played on either side of the battlefield. Its Deathrattle makes the opponent draw two cards. It continues the Disguised-minion mechanic introduced by Escape from Violet Hold, which for the first time allowed Hearthstone players to deliberately place minions onto the enemy board.
That creates multiple possible uses depending on board state. Played normally, a 1-Mana 4/2 Rush body is enormously above-rate, but its Deathrattle gives the opponent resources. Played onto the opposing side, the implications change because board space, Deathrattle manipulation and the exact ownership/control interaction all become relevant. The important design point is that Disguised Operator is not a conventional one-Mana tempo minion whose correct placement is obvious; it is another example of Escape from Violet Hold deliberately breaking assumptions about which side of the board a card belongs on.
The final connective piece is Follow the Footsteps, a 1-Mana spell that Discovers a Stealth minion and then temporarily gives that discovered card the same effect. That means playing the discovered minion during the same turn can Discover another Stealth minion, effectively passing the effect forward. This “Follow” structure appears across all four Class Sets and is one of Azeroth’s Most Wanted’s most unusual ideas: the first spell performs an action, then temporarily imprints that action onto another playable card in hand.
Warlock weaponizes the opponent’s deck with Imp-formants
Warlock receives the most overtly disruptive package. Its story centers on Kazakus double-crossing Aya Blackpaw, framing her for a crime after a Gadgetzan heist and manipulating the legal process that sends her to Violet Hold. The gameplay translation is appropriately dishonest: Warlock plants Imp-formants inside the enemy deck, manipulates when those cards are drawn and then benefits when the planted evidence activates.
Imp-formants are 3/3 Demons with Lifesteal and Casts When Drawn. Several Warlock cards place them into the opposing deck, but they are designed to benefit the Warlock when eventually drawn. Kabal Conspirator, a 2-Mana 2/3, puts two Imp-formants into the enemy deck with its Deathrattle and specifies that those Imps summon for the Warlock when drawn. Follow the Evidence puts another 3/3 Imp-formant into the enemy deck for one Mana, then temporarily transfers that same effect onto another playable card in the Warlock’s hand.
This produces a peculiar form of delayed board development. The Warlock spends cards now to contaminate the opposing deck; when the opponent eventually draws one of the planted cards, the Warlock receives a minion instead. Because the Imp-formants have Lifesteal, later support can turn those delayed summons into both pressure and recovery. The enemy’s draw step effectively becomes part of the Warlock’s resource engine.
Corrupt Constable reduces the uncertainty. The 4-Mana 3/5 checks whether the enemy deck contains an Imp-formant, moves one to the top and gives it +2/+2. Instead of waiting several turns for the sabotage to matter, the Warlock can force the opponent’s next draw toward the planted card while simultaneously making the resulting minion larger.
Kabal Mastermind turns every future Imp-formant into a scaling threat
The payoff becomes much more serious with Kabal Mastermind, a 5-Mana 5/5 Taunt whose Battlecry creates a persistent effect: whenever the Warlock summons an Imp-formant for the rest of the game, that Imp receives +2/+2. Because the bonus is player-bound rather than tied to Kabal Mastermind remaining alive, every subsequent planted Imp-formant can become a larger Lifesteal threat even after the Mastermind has been removed.
That gives the archetype a clear progression. Early cards contaminate the opponent’s deck. Corrupt Constable manipulates the draw order. Kabal Mastermind upgrades the eventual summons. What initially looks like disruption gradually becomes a source of repeated free board development.
Harsh Sentence gives the deck another form of interference. For two Mana it makes enemy minions cost two more during the opponent’s next turn and places two 3/3 Imp-formants into their deck. That means one card simultaneously taxes the next enemy turn and advances Warlock’s long-term sabotage package.
Frame Job is equally thematic: the 5-Mana spell destroys two random enemy minions, then Discovers a minion from the enemy deck and places the chosen card on top. The flavor depicts Kazakus framing Aya Blackpaw, while the gameplay lets Warlock interfere with both the current board and the opponent’s next draw.
Godfather Kazakus effectively lets Warlock manufacture its own delayed spell
The Warlock Legendary, Godfather Kazakus, is one of the most elaborate cards in the entire Class Set. The 3-Mana 3/3 uses a Battlecry that allows the player to plot a custom sham trial, choose its effects and then decide how long the trial should last. It deliberately echoes the original Kazakus fantasy of crafting a custom potion, but replaces alchemy with judicial corruption.
The available outcomes include drawing three cards, restoring 12 Health, summoning a Voidlord, reducing the Cost of minions in hand by two, summoning three random 3-Cost minions, giving minions in hand and on the battlefield +3/+3, taking control of a random enemy minion or stealing two cards from the opponent’s hand. The player then chooses a trial duration: Rushed Trial resolves immediately, Grueling Trial finishes at the start of the next turn, and Unending Trial waits four turns.
The precise cost/value relationship depends on which duration and effects are chosen, but strategically the important idea is flexibility. A Warlock under pressure can prioritize immediate survival; a player expecting a long game can accept a delayed verdict in exchange for a larger payoff. It is one of the clearest examples of the seven-card Class Set format allowing Blizzard to create a distinctive new sub-archetype instead of attaching one generic Legendary to an otherwise unrelated group of cards.
Priest goes back to Reborn, but with much more control over what comes back
Priest’s story is a ghost hunt. Raith Van Geist pursues Azalina Soulthief through a haunted mansion in the Witchwood, and the entire seven-card set revolves around spirits, Reborn and Deathrattles that refuse to remain dead. Blizzard describes the archetype as an attempt to generate “endless waves” of recurring minions, and several cards make the Reborn keyword substantially more flexible than simply printing it on individual bodies.
Haunt is perhaps the most obvious enabler. For three Mana, it gives any minion +2/+3, Taunt and Reborn. Priest can therefore convert an existing high-value Deathrattle or utility minion into a recurring threat rather than being restricted to cards designed with Reborn from the beginning.
Sinful Steed pushes that interaction further. The 3-Mana 2/3 Beast/Undead has Reborn, but its special version of the keyword returns it with full Health and its enchantments intact. Normally Reborn minions return with one Health, which makes them fragile; Sinful Steed explicitly breaks that limitation. Buff it first and the resurrected copy retains the investment.
Lingering Spirit provides a more conventional but useful recursive body. The 4-Mana 3/3 Undead has Reborn and a Deathrattle that restores three Health to the Priest, with excess healing converted into damage against a random enemy. Because the minion can die twice, it naturally offers repeated healing or damage while simultaneously adding another Reborn body to Raith Van Geist’s eventual resurrection pool.
Raith Van Geist turns every Reborn minion that died earlier into a late-game board clear
The Priest Legendary is Raith Van Geist, a 7-Mana 5/5 whose Battlecry resurrects the player’s minions that were Reborn during the game and immediately forces them to attack random enemy minions.
That wording gives Priest a powerful reason to spend the earlier turns generating and granting Reborn. Raith does not merely build a board; the resurrected spirits immediately crash into enemy minions, potentially functioning as a large-scale removal effect before whatever survives remains available to the Priest. A deck can therefore use Reborn bodies aggressively throughout the match without feeling that their earlier deaths were wasted, because those minions contribute toward a later Raith turn.
Follow the Ghosts accelerates that count by summoning a 2/1 Ghost with Reborn and temporarily giving the same summoning effect to another playable card in hand. Like the other Follow cards, its ceiling depends heavily on sequencing: a player with enough Mana can pass the effect through another card and create several bodies from one initial spell.
Priest also receives Slime ’em!, an especially strange four-Mana Shadow spell that destroys every minion, then gives each player a three-Mana spell capable of resummoning their own destroyed board. The symmetry means timing and deck construction become crucial; Priest can potentially exploit Deathrattles and Reborn before deciding whether the generated resurrection spell benefits it more than the opponent.
Warrior’s pirate army fights with artillery instead of conventional board buffs
Warrior’s Class Set tells the story of Darius Crowley hiring pirates to lay siege to Shadowfang Keep and capture Lord Godfrey. Instead of reviving the classic Pirate Warrior formula purely through weapons and face damage, Blizzard introduces Cannoneers, 1/1 minions whose defining effect is to fire one damage at a random enemy at the end of the turn. The package revolves around generating these tiny artillery units and then making every shot more dangerous or triggering them additional times.
Cannonmaster is the basic generator: a 1-Mana 3/1 Pirate/Draenei whose Battlecry adds a Cannoneer to the player’s resources. Hook n’ Heave costs two Mana, Discovers a Pirate and summons two 1/1 Cannoneers directly onto the board. Land Ho! costs four, draws two cards and summons another pair. The package therefore has multiple ways to establish artillery without requiring the Cannoneers themselves to occupy normal deck slots.
The real engine is Hand Cannon, a 3-Mana 3/2 weapon that makes the Cannoneers fire whenever the Warrior hero attacks. Instead of waiting until end of turn, an attack can immediately trigger every active cannon on the board, then those same minions can potentially fire again through their normal end-of-turn effects.
Captain Crowley doubles the bombardment
Captain Crowley, Warrior’s 5-Mana 4/5 Legendary Pirate, summons two Cannoneers with his Battlecry and causes the Warrior’s Cannoneers to fire an additional shot. A board containing several of them can therefore produce a large number of small random damage instances once Crowley, Hand Cannon and the normal end-of-turn triggers begin overlapping.
Blastpowder Engineer raises the damage ceiling further. The 2-Mana 2/3 Pirate makes friendly Pirates deal one additional damage during the Warrior’s turn. Because Cannoneers are part of the pirate artillery ecosystem and Hand Cannon can cause them to fire before the end-of-turn phase, the Engineer provides another way to convert a wide collection of harmless-looking 1/1s into a serious removal or burn engine.
The package’s Follow card, Follow the Fuse, deals two damage to a random enemy for one Mana and temporarily gives that effect to a playable Pirate in hand. Playing that Pirate during the same turn effectively attaches another random two-damage shot, maintaining the set’s artillery theme even when no Cannoneer is involved directly.
Warrior’s Class Set therefore looks aggressive without simply recreating the old “equip weapon, attack face, repeat” formula. It still wants Pirates and weapons, but the actual payoff is distributed firepower. Board development becomes direct damage, hero attacks become cannon triggers and Crowley turns every existing artillery token into additional shots.
Follow cards may be the most important shared design idea in the release
All four Class Sets contain Follow cards, and their shared structure is worth separating from the individual archetypes. A Follow card performs a normal effect and then temporarily transfers that effect to an eligible playable card in the player’s hand. Rogue’s Follow the Footsteps Discovers Stealth minions, Warlock’s Follow the Evidence plants Imp-formants, Priest’s Follow the Ghosts summons Reborn spirits and Warrior’s Follow the Fuse fires random damage.
The phrase “for a turn” is critical. These are sequencing cards rather than permanent deck modifications. The player is rewarded for finding a line where the initial Follow spell can be cast and the modified card can also be played before the turn ends. With sufficient Mana or cost reduction, the effect can potentially propagate into another playable card and continue the chain.
That mechanic is a particularly good fit for Class Sets because every version supports its own archetype without becoming a universal keyword pasted onto unrelated designs. One follows footprints, another follows evidence, another ghosts and another a fuse; mechanically they share technology, while thematically each describes the pursuit that eventually leads to a Rulebreaker’s capture.
Wanted Poster is the twenty-ninth card and connects back to Prepare
Players obtaining all four Class Sets also receive Wanted Poster, the bonus Neutral Epic. It costs two Mana, Discovers a minion costing five or more and gives that minion Prepare, Escape from Violet Hold’s signature new keyword.
Prepare allows players to spend unused Mana now to reduce a card’s future Cost by that amount plus one, effectively banking tempo for a later turn. Wanted Poster therefore links the Class Set directly back to the parent expansion instead of operating as a completely separate mechanical island. Find a large minion, Prepare it using otherwise unused Mana and potentially create an explosive future turn.
The card is included as two playable copies with the complete standard bundle, while the Golden bundle contains two Signature Wanted Posters. It can also be opened normally from Escape from Violet Hold packs or crafted with Arcane Dust, so buying the four-set bundle is not the only way to obtain it.
Buying all four sets costs 2,500 Gold, but none of the cards are bundle-exclusive
Blizzard is selling the four Class Sets directly in several configurations. The standard Azeroth’s Most Wanted bundle costs $19.99 USD or 2,500 Gold and contains all four Class Sets, two copies of Wanted Poster and the Bounty Hunter Edwin Hero Skin. The Golden bundle contains every Class Set card in Golden quality, two Signature Wanted Posters and the same Edwin skin for $79.99 or 12,000 Gold. Each individual Rogue, Warlock, Priest or Warrior Class Set costs $9.99 or 1,200 Gold. Regional purchasing options can differ.
Importantly, direct purchase is convenience rather than exclusivity. All Azeroth’s Most Wanted cards are considered part of Escape from Violet Hold, can appear inside normal Escape from Violet Hold packs and can be crafted with the standard Arcane Dust system. This is materially different from a separate paid-only card product.
For players interested in multiple classes, the 2,500-Gold complete bundle is also substantially cheaper than purchasing four individual 1,200-Gold sets separately. Players focused entirely on one class can instead obtain the exact 13-card playset without needing to open enough packs to assemble it randomly.
Rulebreaker Revelry gives every featured class a free Class Pack
Patch 36.4 is supporting the release with Rulebreaker Revelry, an event running from August 25 through September 15. Completing event quests progresses a free reward track containing one Golden Escape from Violet Hold Pack, one Warrior Class Pack, Rogue Class Pack, Priest Class Pack and Warlock Class Pack, two random Epic cards from Escape from Violet Hold, the Get-Away Zeppelin Card Back and the Escape Coin cosmetic.
The four Class Packs are especially relevant because they give players another route toward cards for the newly supported classes without immediately buying the 2,500-Gold bundle. Combined with normal Violet Hold packs, crafting and direct Class Set purchases, Azeroth’s Most Wanted has several acquisition paths depending on whether the player values certainty, collection efficiency or preserving Gold for the next expansion.
Blizzard is also offering a free Escape from Violet Hold reward through the Battle.net Shop each Tuesday between August 25 and September 15, creating another small source of expansion resources during the same period.
Arena has immediately rotated around the new cards
Patch 36.4 begins another Arena season, and Blizzard has explicitly increased the appearance rate of the new Class Set cards. The active Arena pool now includes Escape from Violet Hold, CATACLYSM, Across the Timeways, The Lost City of Un’Goro, Into the Emerald Dream and the Event Set.
That increased appearance rate should make the four new packages much easier to encounter than their small 29-card footprint might otherwise suggest. It also creates some interesting limited-format implications because cards designed as seven-piece synergy packages can behave differently when only a fraction of that engine is drafted. Mathias Shaw without enough Stealth bodies, for example, is far less explosive than he is in a dedicated constructed list, while independently efficient cards such as Disguised Operator, Haunt or Frame Job may need considerably less support.
The result will take time to settle. Azeroth’s Most Wanted had been live for only about a day when this trailer arrived, so stable data about which of the four archetypes will become top-tier Standard decks is not yet available. Any declaration that Stealth Rogue, Imp-formant Warlock, Reborn Priest or Cannoneer Warrior is already the definitive winner would be premature.
The timing is deliberate because Blizzard had just tried to open up the Standard meta
One week before the Class Sets arrived, Patch 36.2.2 made another round of constructed balance changes. Blizzard said the strongest decks were relatively close in raw power but that players had expressed frustration with repetitive play patterns and a lack of competitive variety; the update was therefore aimed at reducing those frustrations and creating room for more strategies.
Azeroth’s Most Wanted now arrives directly into that intentionally opened environment. That is almost the ideal test for Class Sets. Blizzard’s stated justification for replacing Mini-Sets was that seven-card packages should create clearer class identities and more noticeable meta movement. If the four new packages can establish viable decks rather than merely donating one or two individually powerful cards to existing lists, the new release model is working as designed.
The four strategies also attack the meta from very different directions. Rogue wants proactive tempo and cost reduction. Warlock introduces delayed disruption and deck contamination. Priest tries to grind through recursive minions and a large resurrection swing. Warrior threatens aggressive boards backed by repeated random damage. They should therefore not simply compete for the same deckbuilding niche.
Warlock may be the strangest package, but Rogue looks the easiest to understand immediately
From a deckbuilding perspective, the four sets have very different onboarding costs. Rogue’s package is mechanically transparent: put Stealth minions into play, let them survive, attack with them and receive discounts, buffs, draws or enhanced spells. Existing Rogue players already understand the value of protected tempo pieces, so Mathias Shaw and his SI:7 network have a relatively obvious shell to begin testing.
Warlock asks for a much larger conceptual commitment. Imp-formants are intentionally delayed, several cards only become powerful once those planted demons already exist inside the enemy deck, and Kabal Mastermind wants a long enough game for multiple future summons to justify the setup. Godfather Kazakus gives the class a powerful standalone source of flexibility, but the dedicated Imp-formant archetype may require considerably more refinement before its ideal curve is understood. Early competitive community discussion has already been divided between players intrigued by the disruption and others concerned that the package may be too internally dependent. Those reactions are preliminary rather than evidence of actual win rate.
Priest sits somewhere between those extremes. Reborn and Deathrattle are established concepts, but cards such as Haunt dramatically enlarge the pool of minions that can participate in the strategy. Raith Van Geist provides an obvious payoff without forcing every earlier Reborn card to survive. Warrior, meanwhile, has perhaps the clearest linear win condition: create Cannoneers and make them fire as often and as hard as possible.
Azeroth’s Most Wanted succeeds at making seven cards feel like an actual set
The most compelling aspect of Escape From Violet Hold Class Sets is ultimately the amount of mechanical identity Blizzard has packed into only 29 new collectible cards. Every featured class receives a Legendary that clearly explains what the surrounding six cards are trying to accomplish, while the lore and mechanics reinforce each other unusually well.
Mathias Shaw’s spies remain hidden until they strike, and every successful Stealth attack produces another tactical advantage. Kazakus plants evidence, manipulates the enemy deck and ultimately lets Warlock construct a completely fraudulent trial. Raith Van Geist follows ghosts through the Witchwood while Priest creates a board that literally refuses to stay dead. Captain Crowley brings artillery to Shadowfang Keep, and Warrior transforms tiny pirate Cannoneers into a chain of increasingly dangerous bombardments.
That cohesion is exactly what Blizzard said Class Sets were supposed to accomplish when the company announced the format in April. Mini-Sets were good at changing Hearthstone broadly, but individual classes sometimes received cards that barely related to one another. Class Sets sacrifice breadth for focus: seven cards can be designed as a functioning ecosystem and released simultaneously.
Azeroth’s Most Wanted is available now following Patch 36.4’s August 25 release. The four Class Sets contain 28 unique Priest, Rogue, Warlock and Warrior cards, with Wanted Poster raising the release to 29. Players can buy the complete standard package for 2,500 Gold or $19.99, purchase individual class packages for 1,200 Gold or $9.99, open the cards through Escape from Violet Hold packs or craft them directly. Rulebreaker Revelry remains active through September 15 with Class Packs and additional expansion rewards available for free.
Escape from Violet Hold was about breaking Hearthstone’s rules to escape prison. Azeroth’s Most Wanted now tells the other half of the story: how those criminals ended up behind bars.
And judging by these four new archetypes, getting arrested may have been the easy part.
<div class="embed-responsive embed-responsive-16by9">
<iframe class="embed-responsive-item" src="https://www.youtube.com/embed/RBOIoJYn8i8?si=0pXH3mASV-prJyqZ"></iframe>
</div>