Jungle Moonkin - The dream is dropping this then playing a Swipe. I think that dream is going to be too slow to really matter and the free boosted counter swipe from your opponent will make this card next to useless. I don't think it'll see play in constructed or arena. If the effect had been for you only it still might have been a hard card to fit in a deck, as it stands it's just begging for a double fireball to your face. 1/5
Mounted Raptor - It's an improved Harvest Golem. And that's pretty good right there. But, it's also a Beast. So much versatility here. Should find a way into the standard combo decks as is, and Beast Druid will be a thing someday. Maybe now, maybe later, but it's clear that Blizz is gonna push it. Will see play in constructed and be a top tier card in Arena. 5/5
Raven Idol - It's the Swiss Army Knife of cards. Cycling for 1 is decent. Getting a good chance to get what you need when you need it for an extra 1 mana is great. However, I think it's one of those cards that folks will overlook as not having room in their decks to include. The RNG nature of Discover, even when you have 3 options, will be frowned upon in constucted. Other than some strange Miracle Druid varient I don't see this getting much run in constructed once the meta settles. I think it's still a very good pick in Arena though. Not top tier, but, being offered 3 different spells is very strong. 3/5
Hunter Cards
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Explorer's Hat - Too slow? I don't know, I think it's decent, and the potential for synergy is through the roof with cards like Echoing Ooze, Dragonkin Sorcerer, the the Lightbane twins. Not to mention Lock and Load. I think it'll be a lot like Dreadsteed, a niche deck, but one you build around. You might see it once in a blue moon, but I doubt it really cracks constructed. In Arena I think it's very good. Minion battles in Arena are the order of the day and an extra 1/1 can mean the difference between a free kill or an even trade. Plus it's virtural card draw every turn in the late game to soak up some unused mana. Quite efficient there. 3/5
Desert Camel - I think this card is amazing. Almost, but not quite, Mad Scientist good. I think the drawback of having your opponent pull a 1 drop is managable, most likely they will be mulliganing for 1 drops and even if they have them in their deck might not have one in their deck. And that's not even talking 'bout the decks that dont' use 1 drops. I like Webspinner best as my pull, but, if you are going aggro Leper Gnome is good. If you want Tempo Injured Kvaldir is nice. I could even see the never seen Young Priestess getting a shot at the big leagues. Just depends on how you want to use this very flexible card. I think it's a bit better in constructed than Arena, much like Mad Scientist. 4/5
Dart Trap - I think the best thing about this card is that it exists. It'll make your opponent think about testing with his hero power. But, that's only if it sees some play. I'm not sure we will see much of it once the meta shakes out. The random nature and the trigger are both problems and make it much less reliable than other Hunter options. Not liking it any better in Arena. 2/5
Mage Cards
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Animated Armor - I love the mechanic. I hope we see a half dozen cards with this text as time goes on. A very nice tech for face damage/burn. However, with only 4 health it's not going to be very impactful. And Mage doesn't have a whole lot of ways to buff it up. Sadly, I think it's one of those cases where the stats just don't match the mechanic. I'll wait for 'Highly Animated Armor' to come out instead, and I think most other folks will too. In Arena everyone is playing Mid-Range as a general rule, so this card is even worse there. 2/5
Etheral Conjurer - Another card I just love. And another where the stats are lacking, this time in distribution. In Arena this card is godly IMHO. Play this and draw a Flamestrike? Yes please. Not getting a flamestrike every time? No worries. I'll be ok with a Fireball, Icebolt, Polymorph, Blizzard, etc, etc... Long story short, you'll be getting a good to great card out of this 80?? percent of the time. (colon numer) Fantastic card there. In constructed it's not as good. The 3 health is an issue and access to spells isn't as big of a deal. Still, it's card draw, and while the stats aren't well distributed I think you can make due with them in the right deck/situation. I think this card SHOULD see some play in constructed. But, I am not totally confident on that point. I'll be using it though, so at least someone will. 4/5
Forgotten Torch - So... What did we learn from Fel Reaver? We learned that taking cards out of your library is a pretty weak effect. I think likewise putting cards into your library, even an undercosted fireball will generally be a weak effect. Folks will try this card and quickly have the reaction, 'man, I wish I would have had a Fireball instead' quite quickly I think. So, I don't see this becoming a staple card like Fireball. I DO see it seeing play though. It's an excellent card for Fatigue Mage. Will let you use 1 card to remove 2 cards in a lot of cases and in the long run towards fatigue that matters a lot. In Arena any removal is good removal and this is no different. 3/5
Anyfin Can Happen - I guess they wanted to give Paladin a trash card. If you are playing Murloc you are playing fast and hope to never get to 10 mana. You draw this and you are that much closer to losing. And if you aren't playing Murloc you draw this are are that much closer to losing. It's a card to be tried and quickly abandoned, everywhere. 1/5
Keeper of Uldaman - Blizz loves Paladin in Arena. They must. Why else give Paladin ANOTHER fantastic card for Arena. I laugh at your Force Tank Max. Paladin always had a problem dealing with fatties. This solves that problem. It's a top tier card that you can save as removal or use to buff your own dudes. It's a win win and being common will flood the Arena. If it's not in constructed it's only because Paladin's 4 drop is all ready so crowded. Still a card that can bring any oppsing minion down to Truesilver range will be appreciated and I think will see plenty of constructed play. 5/5
Sacred Trial - I don't like this at all. Super easy to play around. Just a wasted card IMHO. I dont' think it's good enough to run as a 1 of in Secret Pally, I don't think you'll draft this over a Wisp in Arena. (Well, maybe a Wisp...) It's not like Paladin needed another good secret though, so no big loss. I'm a little curious why they even bothered making a secret though. Would have been better as a spell that just does the MCT effect without the body. 1/5
Excavated Evil - I guess the dream here is that you force your opponent to not get the draw they wanted and get this pile of crap instead. But, like I said before, adding a card to a library is a pretty weak effect. Essentially this is a 5 mana Hellfire. And you all ready have Holy Nova. So, no. I don't think so. No love from me for this one. Even in Arena, it's still lackluster if you ask me. You'll suffer more from hitting your own minions and suffer more from giving it to your opponent as he can probably make as good of use of it as you can in Arena unlike Constructed where you can assemble a deck to minimize the drawback. 1/5
Entomb Lots of construction work for Priest in this adventure. Dig a hole, fill it back up, reminds me of my days in the Army. Anyway, Entomb will find it's way into a few constructed decks. Great in Fatigue Priest. Ok in Control. Gives you a nice out for that opposing Ysera/Malygos/Sylvanas without a tempo loss. Still good in Arena where removal of any kind is premium. However, it's quite costly for what it does, I don't think it'll be more than a 1 of for most decks. Sort of a Panic Button for Priest and a nice tool if planning on Fatigue. 3/5 Museum Curator - I'd like to like this card. But, I can't. The stats are just too poor. It will be a very rare constructed deck that would run this over the card they'd like to discover instead. It'll die to anything and kill nothing most of the time. In Arena it's a bit better. Still terrible stats but the chance to discover a shredder or Sylvanas offsets it a bit more than in constructed where you can just put them in your deck to begin with. 2/5
Rogue Cards ---------------------------- Tomb Pillager - The dream.. Coin this out turn 3. Trade it in turn 4 and coin out a Shado-Pan. OK, maybe not your dream. But, coins are to Rogue as fire is to gasoline. Folks will bitch and whine about the 4 health. I see this card as a potential staple Rogue card. It's just the perfect death rattle. Am I saying this is better than Shredder. Not necessarily. I can envision decks choosing to run this over shredder in the future. (Side note: I can see Blizz stealth nerfing Shredder for 2 solid releases now, there will come a time when it's not the defacto 4 drop it is now) Also fantastic in Arena. 5/4s are quite good there and coins are still helpful (not as much, but, still good). 5/5
Unearthed Raptor - Pretty awesome in constructed where you can almost guarantee there will be at least a Haunted Creeper or Nerubian Egg to target. And if not a 3/4 for 3 is still very respectable. Even vanilla. Of course you might get a Sylvanas or Sneeds to target, so there very good upside. I think this could be the card that pushes Rogue to a Zoolike build. Have to wait and see on that one, Rogue hasn't really shown the ability to move into new archetypes very well, so I won't hold my breath, but, it's a hell of a nice start. In Arena it's less good as you won't often have a target, but, 3/4 is great and if you happen to have a target it's a bad day for your opponent. 5/5
Pit Snake - To be honest I dont' know what the designers are doing with this one. Other than a play on, 'Snakes, why did it have to be snakes' I don't see any reason to build this card. On turn 1 it can barely kill anything a Murloc Raider can't kill and dies just as easily. And it's not like Murloc Raider is a power card. And after turn 1 it's just about dead as soon as it hits the board. I guess it forces your opponent to use hero power instead of dropping a minion. Maybe someone can turn that into an advantage. I'm sure it wont' be me though. 1/5
Shaman Cards ---------------------------------
Everyfin is Awesome - Great in a Murloc deck. But, I haven't faced a Murloc deck in a year or so now. So, not sure how impressive that is. I guess the question becomes does this make Murloc decks viable? Doubtful. Maybe if the meta changes enough so that aggro is less expected you might get a Murloc deck off the ground, but, as of now I think every deck out there is well equipped to deal with your fish flood. Could the card be useful in a non-Murloc deck? I guess if you figure out how to have the board full of minions it could. But, then Bloodlust works better and cheaper anyway. Garbage in Arena. 1/5
Rumbling Elemental - I think this could be a useful card. Seems like a lot of trouble for a face hunter deck. You don't kill it and it pings off all your minions. You do kill it and it takes a couple of your guys out with it. Either way it's bad for you. Vs. larger targets Shaman has a few ways to buff this up. One could easily imagine the swing this could make when paired with a Dark Iron Dwarf or a couple of Abusive Sergeants. I think Shaman has all the tools to make this card shine. Will they? I dunno. I don't feel like I really know where Shaman is right now, so it's hard to say how this fits. Not as good in arena where battlecries will be a bit less reliable. 3/5
Tunnel Trogg - Exactly what the doctor ordered if you ask me. Shaman NEEDS more cards that synergize with Overload. Great to see that they realize it. Should be a staple in Overload centric decks. Again, not as good in Arena where overload is less reliable. Still decent as a 1/3 though. 5/5
Warlock Cards --------------------------- Reliquary Seeker - Last year Warren Buffet offered a Billion dollars to anyone that could get a perfect NCAA bracket. This card is a lot like that. But, with a much smaller payout. EVEN if you manage to meet it's almost impossible trigger teh payout is a 5/5 for 1. Hardly game changing. Would have been a much more fun cars as a 5/5 that became a 1/1 on battlecry if you didn't have 6 other minions. As it is it just total garbage/dumpster fire. 0/5
Curse of Rafaam - So, you use a card and 2 mana to trade for 2 health and 2 mana from your opponent. Isn't that card worth more than 2 health? I think so. And if you draw this late it's even worse. I don't see much use for this myself. Can't even throw it in a Malygos deck. Bad card is bad. Just as worthless in Arena. 1/5
Dark Peddler On turn 3 this is a 2/2 and probably a 2/1 or 1/2 for 3. 7 stats for 3 is fair. The potential is there to be quite a bit better though. I think with the discover mechanic you are going to often get 4 stats worth of value out of the 1cc minion. So, you are getting 8 stats for 3. Taht's above normal and makes this card quite good if you view it as a 3 drop. Warlock allready has an amazing 3 drop though. so it's a bit crowded. I think this is a good card, quite playable in both formats. But, it's got some pretty good competition for the slot. As such I don't know how played it'll be. I'll draft it in Arena though, and maybe it works in constructed, but, I kinda doubt it works well enough. 4/5
Warrior Cards -----------------------------------
Cursed Blade - It's the Zombie Chow of weapons. But, not nearly as good. Bad in fact. Actually, if you can get your opponent to draw this from Blingtron it's a very good card. Could win you games. But, that's not as reliable as one would like. I don't think I play this in any format unless there is a version where you are trying to die first. Then I might depending. 1/5
Obsidian Destroyer - Ben Brode was labled a wife beater for how badly Warrior is in Arena after the Warsong nerf. So, we all expected this expansion to do wonders for Warrior in Arena. Well, the Cursed Blade didn't, but, at least it's rare so it won't be offered THAT often. This is ok for arena. I think it's slightly worse than Ironbark Protector, but, still a worthy draft. I can't see anyone using it in constructed that has 1600 dust though. 3/5
Fierce Monkey I'm hoping that 'Fierce Monkey' wasn't the name folks at the Blizz design team were calling ADWCTA, but, I can certainly imagine that was the case. Jokes aside, pretty solid card. Fits right into Blizz's trying to shoehorn Warrior into a taunt class. Should see some play, maybe even a lot of play. Good in Arena. 4/5
Neutral Cards -----------------------------------
Arch-Thief Rafaam - Astral Communion topdeck anyone? Card just screams RAMP to me. Still, not much board impact, BGH vulnerable, Artifacts are good but not totally better than other options you might have for 10 mana. Long story short, I don't see this as a finisher, more of a member of a group of fatties in a ramp deck. That makes it pretty niche if you ask me. I think it's very good in Arena though, less BGH, less great options late game, more top decking. 3/5
Reno Jackson - If you are playing fatigue and you can afford to let this clog up your hand until the very end of days, it's a finisher. But, can you afford to have a card just sit there til fatigue? I think playtesting is in order. At any rate I see this more used in normal decks where the trigger is met by having an empty (or 1 card) deck than I see a slew of 1of decks being built to support it. Not sure how good it is in Arena, I guess if you draft it you can focus on not taking duplicates... 3/5
Elise Starseeker - Funnest card in the game. Not very useful for constructed as a bunch of random legendaries isn't that impressive most of the time. RNG be RNG. Still if you see this in constructed give you opponent a Well Met! as they have a sense of fun. A 3/5 for 4 in Arena is decent and if it eventually does trigger that's fantastic. 5/5 (just for the fun factor 3/5 otherwise)
Brann Bronzebeard - The cream of the Legendary crop here. A 2/4 for 3 is poor, but, playable. But, they happily made Brann cheap enough to be played with another card with Battlecry. So, you are almost always going to get value out of this guy, and often will be able to milk a 2nd use or more. Decks will be built for him. Battle won. Salty posts begging for nerfs made. Will be interesting to see how the mechanics work with other cards, could be some unexpected results. Sadly less good in Arena. 5/5
Sir Finley Mrrgglton - Seems cool. But, I can't really grok why I want a random hero power other than my own. Might be one of those times when sharper minds than mine find the perfect use, but, I'm not seeing it. If it let you choose any basic hero power, sure. But, a 3in 8 chance? Not worth dealing with. I guess if I'm a Warrior in Arena I'm drafting this. So, not a total waste. 2/5
Djinn of Zephers - One of those hard trigger abilities. YOu need another minion in play, you need a creature enchantment in hand, you need the mana to cast it... It's a bit of a big setup. But, the body on this thing is pretty fair for the cost even if you don't trigger the ability, and if you manage to get it to trigger with something decent it's very impressive. Less good in Arena, but only slightly because 90% of the value is from the base stats anyway. 3/5
Naga Sea Witch Imagine the possibilities. You coin this out turn 4 and on turn 5 you can totally play a 5 mana creature for 5 mana! Ok, you can also drop a Varian Wyrnn. 5/5 for 5 is extremely good in any format. And this card has the potential to be AMAZING in any deck with a lot of high cost minions. On the downside your Innervate now costs 5, so use sparingly. I love it in Druid. Innervate it out turn 3 and see if your opponent can deal with a 5/5 then. If he can't lets see if he can deal with a Dr. Balance on turn 4. I think this card will be one of the top decks of the set. Not as good in Arena, but, still a 5/5 for 5. Speaking of 5/5 for 5, I give it a 5/5
Summoning Stone - a 5/5 with an amazing abilty for 5 is good. A 0/6 with an amazing ability for 6 is terribad. It's too costly to combo with other things on the same turn and too weak to stay on the board. A fun card to be sure, but, rather useless. Just as bad in Arena. 1/5
Eerie Statue I personally didn't think Handlock needed a boost. Apparently I was wrong. Great card for Handlock and fits right into any deck trying to abuse Wailing Soul. Fun card. Not much use in Arena though as you really need a deck built around this. 4/5
Ancient Shade Terrible stat distribution, but, it's a very nice pile of stats for 4 mana. And the drawback isn't nearly as threatening as it sounds. Fits into some madhouse YOLO deck where you drop this turn 4 followed by a Fel Reaver turn 5. I think it will find a home in a smattering of decks much like Fel Reaver. Even better in Arena. Less removal there and if you have control of the board you probably just win. 4/5
Fossilized Devilsaur - Not much to say about this one. Better options in constructed. Your basic 8/8 for 8 in Arena. 2/5
Wobbling Runts - I can't lie, I love me some deathrattle sticky minions. Just a lot of competition at 6 mana. Sylvanas and Piloted Sky Golem are both 6 drops with deathrattle. (and Carne?) As such I don't really think it's going to make an impact in constructed. But, it'll be fun for folks with small libraries to craft and combo with a Crazed Alchemist or some such. Great in Arena. 3/5
Anubisath Sentinel - Notice a lot of Deathrattle in this set? I sure do. I think we should see some more use of cards like Feign Death, Reincarnate, and Baron Rivendale. Imagine if this triggers with Baron on the board. Say hello to 7/13 Baron. I think it'll be somewhat hard to get the deathrattle to trigger when and how you want, my Dark Cultists have the same problem. But, when it does it's very good and this is the same. I don't expect it to be in any tier 1 decks myself, but, some niche deathrattle decks you might see on the ladder, sure. Probably a bit better in Arena. 3/5
Gorillabot A-3 - Helps Mech Decks not run out of steam. A little anti-tempo though with those stats. And I'm not terribly sure how those 2 things will balance. Even worse has a trigger that is not guaranteed even with a deck built around it. Personally I think this is less good than most. Even worse in Arena. 2/5
Tomb Spider - Didn't I just review this card? Oh wait, one less health and always triggers. Hmmm. I like this one better. Just having the piece of mind that you can drop it onto an empty board or one with no beasts and still get the effect is good. I'll trade one health for that. 3 random mechs are probably better than 3 random beasts, but, beast synergy is probably better, so still taking the spider over the filthy ape. Good in Arena. 3/5
Jeweled Scarab - Seriously? All in a row? Ok. I don't care for this one. I don't care if it ensures you have a 3 drop. I'm not that confident I get a good card to play turn 3 anyway. I don't think the 3 drop is especially rich as drops go. And the stats on this are just pathetic. Just have a good curve to your deck if it's that big of a worry. I don't like it for all the same reasons in Arena. About the same there. 1/5
Huge Toad - I can't see this making an impact in constructed. A very good pick in Arena though. 3/5
Murloc Tinyfin - Wisp sheads a tear. Bad in Arena. Possible synergy with Anyfin is possible in Constructed, but, even then, meh. 1/5
Desert camel : 0/5 it's just a 3 mana hungry dragon
Excavated evil : you're right but it's a 5/5 in shadow/fatigue priest
Sacred trial : 3/5, not that easy to play around (kinda like mirror entity, sometimes you know it's this secret but you just can't play around safely no matter what)
Entomb : 5/5 it's just super powerful, one of the best removals in the game
Curse of rafaam : 2.5/5 this card has potential, a deck that uses it will eventually come out
Reno jackson : 0/5 fatigue decks can't afford a deckslot for this guy imo, unplayable in non-fatigue decks
Elise starseeker : 1/5 not playable and not even that fun (most legendaries are boring as f*ck and good luck finding that golden monkey before you win/lose the game)
Sir finley : 4/5, i have great hopes with this guy in murloc shaman and control rogue
Eerie statue : 2/5 don't know what to say, it's just not a 4/5
Ancient shade : 0/5 no comment
Gorillabot : 4/5, super powerful with mechwarper
im just gonna do a little comment on your corrections because im to lazy to do every card lol
desert camel: not all decks run 1 drops, and hunter always does. so it could see some play in a more midrange style hunter. and curving this into a houndmaster could be very strong
excavated evil: its just bad hellfire and priests have so many better aoe clears than this
sacred trial: this one has potential but if they have that many minions on the board against a tempo deck you might just lose anyways
entomb: it is a great removal but its hard to fit in super slow cards like this in the fast meta game. it will probably see some play if the meta slows down
curse of rafaam: useless as of right now, but maybe one day it could be interesting
reno jackson: i really think there could be viable decks that run just 1 of copies for the heal factor. it might be a little inconsistant but a full heal would absolutely destroy aggro decks.
elise starseeker: as a 3/5 body for 4 mana it makes it a reasonable minion on its own. but its probably only going to be used for fun decks and f2p players. f2p players can get a lot of benefits out of this card because of the lack of dust when you first start
sir finley: this is going to make murloc decks viable. and honestly a 1 mana 1/3 that gives you a new hero power.. that could be used in alot of decks effectively
eerie statue: i think it could work in some kind of absurd taunt/wailing soul deck but its not going to be meta breaking
ancient shade: a salty dog for 1 less mana isn't that great. but hey maybe if u curve this into a fel reaver on turn 5 the discarded cards might discard the ancient curse. but i feel like this should of been at least a 7/5 if they wanted it to work
gorillabot: mech decks aren't really a thing anymore because of the superior tempo decks that exist now, and i dont think this is enough to bring it back
Druid Cards
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Jungle Moonkin - The dream is dropping this then playing a Swipe. I think that dream is going to be too slow to really matter and the free boosted counter swipe from your opponent will make this card next to useless. I don't think it'll see play in constructed or arena. If the effect had been for you only it still might have been a hard card to fit in a deck, as it stands it's just begging for a double fireball to your face. 1/5
Mounted Raptor - It's an improved Harvest Golem. And that's pretty good right there. But, it's also a Beast. So much versatility here. Should find a way into the standard combo decks as is, and Beast Druid will be a thing someday. Maybe now, maybe later, but it's clear that Blizz is gonna push it. Will see play in constructed and be a top tier card in Arena. 5/5
Raven Idol - It's the Swiss Army Knife of cards. Cycling for 1 is decent. Getting a good chance to get what you need when you need it for an extra 1 mana is great. However, I think it's one of those cards that folks will overlook as not having room in their decks to include. The RNG nature of Discover, even when you have 3 options, will be frowned upon in constucted. Other than some strange Miracle Druid varient I don't see this getting much run in constructed once the meta settles. I think it's still a very good pick in Arena though. Not top tier, but, being offered 3 different spells is very strong. 3/5
Hunter Cards
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Explorer's Hat - Too slow? I don't know, I think it's decent, and the potential for synergy is through the roof with cards like Echoing Ooze, Dragonkin Sorcerer, the the Lightbane twins. Not to mention Lock and Load. I think it'll be a lot like Dreadsteed, a niche deck, but one you build around. You might see it once in a blue moon, but I doubt it really cracks constructed. In Arena I think it's very good. Minion battles in Arena are the order of the day and an extra 1/1 can mean the difference between a free kill or an even trade. Plus it's virtural card draw every turn in the late game to soak up some unused mana. Quite efficient there. 3/5
Desert Camel - I think this card is amazing. Almost, but not quite, Mad Scientist good. I think the drawback of having your opponent pull a 1 drop is managable, most likely they will be mulliganing for 1 drops and even if they have them in their deck might not have one in their deck. And that's not even talking 'bout the decks that dont' use 1 drops. I like Webspinner best as my pull, but, if you are going aggro Leper Gnome is good. If you want Tempo Injured Kvaldir is nice. I could even see the never seen Young Priestess getting a shot at the big leagues. Just depends on how you want to use this very flexible card. I think it's a bit better in constructed than Arena, much like Mad Scientist. 4/5
Dart Trap - I think the best thing about this card is that it exists. It'll make your opponent think about testing with his hero power. But, that's only if it sees some play. I'm not sure we will see much of it once the meta shakes out. The random nature and the trigger are both problems and make it much less reliable than other Hunter options. Not liking it any better in Arena. 2/5
Mage Cards
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Animated Armor - I love the mechanic. I hope we see a half dozen cards with this text as time goes on. A very nice tech for face damage/burn. However, with only 4 health it's not going to be very impactful. And Mage doesn't have a whole lot of ways to buff it up. Sadly, I think it's one of those cases where the stats just don't match the mechanic. I'll wait for 'Highly Animated Armor' to come out instead, and I think most other folks will too. In Arena everyone is playing Mid-Range as a general rule, so this card is even worse there. 2/5
Etheral Conjurer - Another card I just love. And another where the stats are lacking, this time in distribution. In Arena this card is godly IMHO. Play this and draw a Flamestrike? Yes please. Not getting a flamestrike every time? No worries. I'll be ok with a Fireball, Icebolt, Polymorph, Blizzard, etc, etc... Long story short, you'll be getting a good to great card out of this 80?? percent of the time. (colon numer) Fantastic card there. In constructed it's not as good. The 3 health is an issue and access to spells isn't as big of a deal. Still, it's card draw, and while the stats aren't well distributed I think you can make due with them in the right deck/situation. I think this card SHOULD see some play in constructed. But, I am not totally confident on that point. I'll be using it though, so at least someone will. 4/5
Forgotten Torch - So... What did we learn from Fel Reaver? We learned that taking cards out of your library is a pretty weak effect. I think likewise putting cards into your library, even an undercosted fireball will generally be a weak effect. Folks will try this card and quickly have the reaction, 'man, I wish I would have had a Fireball instead' quite quickly I think. So, I don't see this becoming a staple card like Fireball. I DO see it seeing play though. It's an excellent card for Fatigue Mage. Will let you use 1 card to remove 2 cards in a lot of cases and in the long run towards fatigue that matters a lot. In Arena any removal is good removal and this is no different. 3/5
Paladin Cards
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Anyfin Can Happen - I guess they wanted to give Paladin a trash card. If you are playing Murloc you are playing fast and hope to never get to 10 mana. You draw this and you are that much closer to losing. And if you aren't playing Murloc you draw this are are that much closer to losing. It's a card to be tried and quickly abandoned, everywhere. 1/5
Keeper of Uldaman - Blizz loves Paladin in Arena. They must. Why else give Paladin ANOTHER fantastic card for Arena. I laugh at your Force Tank Max. Paladin always had a problem dealing with fatties. This solves that problem. It's a top tier card that you can save as removal or use to buff your own dudes. It's a win win and being common will flood the Arena. If it's not in constructed it's only because Paladin's 4 drop is all ready so crowded. Still a card that can bring any oppsing minion down to Truesilver range will be appreciated and I think will see plenty of constructed play. 5/5
Sacred Trial - I don't like this at all. Super easy to play around. Just a wasted card IMHO. I dont' think it's good enough to run as a 1 of in Secret Pally, I don't think you'll draft this over a Wisp in Arena. (Well, maybe a Wisp...) It's not like Paladin needed another good secret though, so no big loss. I'm a little curious why they even bothered making a secret though. Would have been better as a spell that just does the MCT effect without the body. 1/5
Priest Cards
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Excavated Evil - I guess the dream here is that you force your opponent to not get the draw they wanted and get this pile of crap instead. But, like I said before, adding a card to a library is a pretty weak effect. Essentially this is a 5 mana Hellfire. And you all ready have Holy Nova. So, no. I don't think so. No love from me for this one. Even in Arena, it's still lackluster if you ask me. You'll suffer more from hitting your own minions and suffer more from giving it to your opponent as he can probably make as good of use of it as you can in Arena unlike Constructed where you can assemble a deck to minimize the drawback. 1/5
Entomb Lots of construction work for Priest in this adventure. Dig a hole, fill it back up, reminds me of my days in the Army. Anyway, Entomb will find it's way into a few constructed decks. Great in Fatigue Priest. Ok in Control. Gives you a nice out for that opposing Ysera/Malygos/Sylvanas without a tempo loss. Still good in Arena where removal of any kind is premium. However, it's quite costly for what it does, I don't think it'll be more than a 1 of for most decks. Sort of a Panic Button for Priest and a nice tool if planning on Fatigue. 3/5
Museum Curator - I'd like to like this card. But, I can't. The stats are just too poor. It will be a very rare constructed deck that would run this over the card they'd like to discover instead. It'll die to anything and kill nothing most of the time. In Arena it's a bit better. Still terrible stats but the chance to discover a shredder or Sylvanas offsets it a bit more than in constructed where you can just put them in your deck to begin with. 2/5
Rogue Cards
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Tomb Pillager - The dream.. Coin this out turn 3. Trade it in turn 4 and coin out a Shado-Pan. OK, maybe not your dream. But, coins are to Rogue as fire is to gasoline. Folks will bitch and whine about the 4 health. I see this card as a potential staple Rogue card. It's just the perfect death rattle. Am I saying this is better than Shredder. Not necessarily. I can envision decks choosing to run this over shredder in the future. (Side note: I can see Blizz stealth nerfing Shredder for 2 solid releases now, there will come a time when it's not the defacto 4 drop it is now) Also fantastic in Arena. 5/4s are quite good there and coins are still helpful (not as much, but, still good). 5/5
Unearthed Raptor - Pretty awesome in constructed where you can almost guarantee there will be at least a Haunted Creeper or Nerubian Egg to target. And if not a 3/4 for 3 is still very respectable. Even vanilla. Of course you might get a Sylvanas or Sneeds to target, so there very good upside. I think this could be the card that pushes Rogue to a Zoolike build. Have to wait and see on that one, Rogue hasn't really shown the ability to move into new archetypes very well, so I won't hold my breath, but, it's a hell of a nice start. In Arena it's less good as you won't often have a target, but, 3/4 is great and if you happen to have a target it's a bad day for your opponent. 5/5
Pit Snake - To be honest I dont' know what the designers are doing with this one. Other than a play on, 'Snakes, why did it have to be snakes' I don't see any reason to build this card. On turn 1 it can barely kill anything a Murloc Raider can't kill and dies just as easily. And it's not like Murloc Raider is a power card. And after turn 1 it's just about dead as soon as it hits the board. I guess it forces your opponent to use hero power instead of dropping a minion. Maybe someone can turn that into an advantage. I'm sure it wont' be me though. 1/5
Shaman Cards
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Everyfin is Awesome - Great in a Murloc deck. But, I haven't faced a Murloc deck in a year or so now. So, not sure how impressive that is. I guess the question becomes does this make Murloc decks viable? Doubtful. Maybe if the meta changes enough so that aggro is less expected you might get a Murloc deck off the ground, but, as of now I think every deck out there is well equipped to deal with your fish flood. Could the card be useful in a non-Murloc deck? I guess if you figure out how to have the board full of minions it could. But, then Bloodlust works better and cheaper anyway. Garbage in Arena. 1/5
Rumbling Elemental - I think this could be a useful card. Seems like a lot of trouble for a face hunter deck. You don't kill it and it pings off all your minions. You do kill it and it takes a couple of your guys out with it. Either way it's bad for you. Vs. larger targets Shaman has a few ways to buff this up. One could easily imagine the swing this could make when paired with a Dark Iron Dwarf or a couple of Abusive Sergeants. I think Shaman has all the tools to make this card shine. Will they? I dunno. I don't feel like I really know where Shaman is right now, so it's hard to say how this fits. Not as good in arena where battlecries will be a bit less reliable. 3/5
Tunnel Trogg - Exactly what the doctor ordered if you ask me. Shaman NEEDS more cards that synergize with Overload. Great to see that they realize it. Should be a staple in Overload centric decks. Again, not as good in Arena where overload is less reliable. Still decent as a 1/3 though. 5/5
Warlock Cards
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Reliquary Seeker - Last year Warren Buffet offered a Billion dollars to anyone that could get a perfect NCAA bracket. This card is a lot like that. But, with a much smaller payout. EVEN if you manage to meet it's almost impossible trigger teh payout is a 5/5 for 1. Hardly game changing. Would have been a much more fun cars as a 5/5 that became a 1/1 on battlecry if you didn't have 6 other minions. As it is it just total garbage/dumpster fire. 0/5
Curse of Rafaam - So, you use a card and 2 mana to trade for 2 health and 2 mana from your opponent. Isn't that card worth more than 2 health? I think so. And if you draw this late it's even worse. I don't see much use for this myself. Can't even throw it in a Malygos deck. Bad card is bad. Just as worthless in Arena. 1/5
Dark Peddler On turn 3 this is a 2/2 and probably a 2/1 or 1/2 for 3. 7 stats for 3 is fair. The potential is there to be quite a bit better though. I think with the discover mechanic you are going to often get 4 stats worth of value out of the 1cc minion. So, you are getting 8 stats for 3. Taht's above normal and makes this card quite good if you view it as a 3 drop. Warlock allready has an amazing 3 drop though. so it's a bit crowded. I think this is a good card, quite playable in both formats. But, it's got some pretty good competition for the slot. As such I don't know how played it'll be. I'll draft it in Arena though, and maybe it works in constructed, but, I kinda doubt it works well enough. 4/5
Warrior Cards
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Cursed Blade - It's the Zombie Chow of weapons. But, not nearly as good. Bad in fact. Actually, if you can get your opponent to draw this from Blingtron it's a very good card. Could win you games. But, that's not as reliable as one would like. I don't think I play this in any format unless there is a version where you are trying to die first. Then I might depending. 1/5
Obsidian Destroyer - Ben Brode was labled a wife beater for how badly Warrior is in Arena after the Warsong nerf. So, we all expected this expansion to do wonders for Warrior in Arena. Well, the Cursed Blade didn't, but, at least it's rare so it won't be offered THAT often. This is ok for arena. I think it's slightly worse than Ironbark Protector, but, still a worthy draft. I can't see anyone using it in constructed that has 1600 dust though. 3/5
Fierce Monkey I'm hoping that 'Fierce Monkey' wasn't the name folks at the Blizz design team were calling ADWCTA, but, I can certainly imagine that was the case. Jokes aside, pretty solid card. Fits right into Blizz's trying to shoehorn Warrior into a taunt class. Should see some play, maybe even a lot of play. Good in Arena. 4/5
Neutral Cards
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Arch-Thief Rafaam - Astral Communion topdeck anyone? Card just screams RAMP to me. Still, not much board impact, BGH vulnerable, Artifacts are good but not totally better than other options you might have for 10 mana. Long story short, I don't see this as a finisher, more of a member of a group of fatties in a ramp deck. That makes it pretty niche if you ask me. I think it's very good in Arena though, less BGH, less great options late game, more top decking. 3/5
Reno Jackson - If you are playing fatigue and you can afford to let this clog up your hand until the very end of days, it's a finisher. But, can you afford to have a card just sit there til fatigue? I think playtesting is in order. At any rate I see this more used in normal decks where the trigger is met by having an empty (or 1 card) deck than I see a slew of 1of decks being built to support it. Not sure how good it is in Arena, I guess if you draft it you can focus on not taking duplicates... 3/5
Elise Starseeker - Funnest card in the game. Not very useful for constructed as a bunch of random legendaries isn't that impressive most of the time. RNG be RNG. Still if you see this in constructed give you opponent a Well Met! as they have a sense of fun. A 3/5 for 4 in Arena is decent and if it eventually does trigger that's fantastic. 5/5 (just for the fun factor 3/5 otherwise)
Brann Bronzebeard - The cream of the Legendary crop here. A 2/4 for 3 is poor, but, playable. But, they happily made Brann cheap enough to be played with another card with Battlecry. So, you are almost always going to get value out of this guy, and often will be able to milk a 2nd use or more. Decks will be built for him. Battle won. Salty posts begging for nerfs made. Will be interesting to see how the mechanics work with other cards, could be some unexpected results. Sadly less good in Arena. 5/5
Sir Finley Mrrgglton - Seems cool. But, I can't really grok why I want a random hero power other than my own. Might be one of those times when sharper minds than mine find the perfect use, but, I'm not seeing it. If it let you choose any basic hero power, sure. But, a 3in 8 chance? Not worth dealing with. I guess if I'm a Warrior in Arena I'm drafting this. So, not a total waste. 2/5
Djinn of Zephers - One of those hard trigger abilities. YOu need another minion in play, you need a creature enchantment in hand, you need the mana to cast it... It's a bit of a big setup. But, the body on this thing is pretty fair for the cost even if you don't trigger the ability, and if you manage to get it to trigger with something decent it's very impressive. Less good in Arena, but only slightly because 90% of the value is from the base stats anyway. 3/5
Naga Sea Witch Imagine the possibilities. You coin this out turn 4 and on turn 5 you can totally play a 5 mana creature for 5 mana! Ok, you can also drop a Varian Wyrnn. 5/5 for 5 is extremely good in any format. And this card has the potential to be AMAZING in any deck with a lot of high cost minions. On the downside your Innervate now costs 5, so use sparingly. I love it in Druid. Innervate it out turn 3 and see if your opponent can deal with a 5/5 then. If he can't lets see if he can deal with a Dr. Balance on turn 4. I think this card will be one of the top decks of the set. Not as good in Arena, but, still a 5/5 for 5. Speaking of 5/5 for 5, I give it a 5/5
Summoning Stone - a 5/5 with an amazing abilty for 5 is good. A 0/6 with an amazing ability for 6 is terribad. It's too costly to combo with other things on the same turn and too weak to stay on the board. A fun card to be sure, but, rather useless. Just as bad in Arena. 1/5
Eerie Statue I personally didn't think Handlock needed a boost. Apparently I was wrong. Great card for Handlock and fits right into any deck trying to abuse Wailing Soul. Fun card. Not much use in Arena though as you really need a deck built around this. 4/5
Ancient Shade Terrible stat distribution, but, it's a very nice pile of stats for 4 mana. And the drawback isn't nearly as threatening as it sounds. Fits into some madhouse YOLO deck where you drop this turn 4 followed by a Fel Reaver turn 5. I think it will find a home in a smattering of decks much like Fel Reaver. Even better in Arena. Less removal there and if you have control of the board you probably just win. 4/5
Fossilized Devilsaur - Not much to say about this one. Better options in constructed. Your basic 8/8 for 8 in Arena. 2/5
Wobbling Runts - I can't lie, I love me some deathrattle sticky minions. Just a lot of competition at 6 mana. Sylvanas and Piloted Sky Golem are both 6 drops with deathrattle. (and Carne?) As such I don't really think it's going to make an impact in constructed. But, it'll be fun for folks with small libraries to craft and combo with a Crazed Alchemist or some such. Great in Arena. 3/5
Anubisath Sentinel - Notice a lot of Deathrattle in this set? I sure do. I think we should see some more use of cards like Feign Death, Reincarnate, and Baron Rivendale. Imagine if this triggers with Baron on the board. Say hello to 7/13 Baron. I think it'll be somewhat hard to get the deathrattle to trigger when and how you want, my Dark Cultists have the same problem. But, when it does it's very good and this is the same. I don't expect it to be in any tier 1 decks myself, but, some niche deathrattle decks you might see on the ladder, sure. Probably a bit better in Arena. 3/5
Gorillabot A-3 - Helps Mech Decks not run out of steam. A little anti-tempo though with those stats. And I'm not terribly sure how those 2 things will balance. Even worse has a trigger that is not guaranteed even with a deck built around it. Personally I think this is less good than most. Even worse in Arena. 2/5
Tomb Spider - Didn't I just review this card? Oh wait, one less health and always triggers. Hmmm. I like this one better. Just having the piece of mind that you can drop it onto an empty board or one with no beasts and still get the effect is good. I'll trade one health for that. 3 random mechs are probably better than 3 random beasts, but, beast synergy is probably better, so still taking the spider over the filthy ape. Good in Arena. 3/5
Jeweled Scarab - Seriously? All in a row? Ok. I don't care for this one. I don't care if it ensures you have a 3 drop. I'm not that confident I get a good card to play turn 3 anyway. I don't think the 3 drop is especially rich as drops go. And the stats on this are just pathetic. Just have a good curve to your deck if it's that big of a worry. I don't like it for all the same reasons in Arena. About the same there. 1/5
Huge Toad - I can't see this making an impact in constructed. A very good pick in Arena though. 3/5
Murloc Tinyfin - Wisp sheads a tear. Bad in Arena. Possible synergy with Anyfin is possible in Constructed, but, even then, meh. 1/5
Galavant Animation
Where do you think I got em wrong?
Galavant Animation
duude i didnt read a thing, but this looks like a lot of effort. so im giving you a +1.. thanks