Da Undatakah (4): Draft dependent. If you have a lot of deathrattles, this will obviously skyrocket in value, but in an average deck, meh.
Mosh'Ogg Announcer (1): Aggressively stated and with a built-in protection mechanism, this card seems quite scary tbh.
Snapjaw Shellfighter (3): Im not exactly sure how to evaluate this card, i suppose it acts kinda as a +8 Health buff for 5 mana? Not rly, but close enough? I will have to see it in action to form a proper opinion, but i can see this being annoying af, especially if it is put next to a big taunt minion and you have no hard removal, that can very well be a game winning move.
Splitting Image (3): Can be insane, can be lackluster, depends on the situation. One thing it will be is friggin annoying.
Mark of the Loa (1): Very good and versatile card, not quite BoK, but the choose one options more than makes up for it.
Regenerate (5): Too weak. I guess if you get 4 auchenais, you can consider this lel.
Sand Drudge (3): Basically aViolet Teacher with a worse statline for its cost, but spawns taunts in return. Seems like a decent enough card, tho i wouldnt expect to get too much mileage out of it.
Gonk, the Raptor - 3 - The stats are fair, for the cost, but you will rarely get to use his effect (and even then it's not all that incredible).
Mark of the Loa - 2 - This is one of those choose one cards that I can see both choices being almost equaly valid. Both are worth the mana cost and you can either develop a board or buff something up.
HUNTER
Bloodscalp Strategist - 3 - Almost all hunter weapons are around the same cost as this, so if you have weapons (which you kinda need to have if you want to pick this), you will probably get the discover (which is very powerful). The thing is, you are not always guaranteed a weapon, and while a 2/4 for 3 isn't the worst thing, it is very meh.
MAGE
Splitting Image - 2 - As others have already said, this will be one hell of a annoying card. Since unlike the paladin's Redemption you get a completely healthy minion, you will get your mana's worth most of the time (and a little plus is that unlike paladins you don't need to worry about all the small dudes). I'm not sure if this is better than Explosive Runes but it is certainly in the top 2 mage secrets.
Elemental Evocation - 4.5 - Even the pre-nerf Innervate wasn't that spectacular in arena. Sure, you could sometimes pull a crazy combo, but most of the time it was a pretty standard card. And now you limit it to only one type of minions? Nope.
PRIEST
Sand Drudge - 2 - Priests have a fair number of cheap spells, and allot of them buff the minion, making this even tougher to kill. If it summoned only standard 1/1 minions this could be quite annoying but not a huge threat. But with taunt? You can setup a nice board, while your opponent will probably need to go through all those 1/1's.
Seance - 3 - I usually think that such cards are unnecessary most of the time, but this does have a nice bonus of being able to target any minion. And it is cheap.
Regenerate - 5 - You can make as many cheap heal spells as you want, they will still be useless in arena, unless you have some very specific cards.
ROGUE
Captain Hooktusk - 5 - I will acknowledge this: atleast a nice ammount of the cards for this expansion so far, that require allot of specific cards and combos that simply aren't aviable in arena, are legendary, which means you won't have to pick them most of the time.
Which is really nice, since this will simply be a 8 mana 6/3 vanilla most of the time, which is abysmal.
SHAMAN
Bog Slosher - 2.5 - Now this is a way to make all the pandas butthurt. While you sometimes still won't want to return a minion to the hand, a cheap minion can become a nice little threat in the next turn while you play something else, and +2/+2 is always welcome.
NEUTRAL
Da Undatakah -3 - If you have some (atleast somewhat good) deathrattles, then this can be a real deal.
Linecracker - 1 - Oh joy, a big pile of stats that can grow even bigger! Even if this was just a boring 5/10 for 7, it would still be a very decent pick, but with the overkill, he can snowball beyond control quite quickly.
Snapjaw Shellfighter - 3 - You can make this a sort of a taunt for 2 of your valuable minions, and her stats are nice, but she is really bad to play on a board of weak minions.
Mosh'Ogg Announcer - 1.5 - Oh wow, a 50% chance ability that is only bad for your opponent? Not only are the stats a bit better for what we nowadays expect from 5 mana minions, but having a soft built in protection will cause allot of headaches (again, for your opponent).
Seance - 2.5 - I usually think that such cards are unnecessary most of the time, but this does have a few nice perks. You can use it on any minion, and since it adds a copy, it will also keep any buffs it might have had.
It will most certainly not keep any buffs :D It gives you a "fresh" copy, as any other such card does ;-)
Seance - 2.5 - I usually think that such cards are unnecessary most of the time, but this does have a few nice perks. You can use it on any minion, and since it adds a copy, it will also keep any buffs it might have had.
It will most certainly not keep any buffs :D It gives you a "fresh" copy, as any other such card does ;-)
Yea true, I was constantly thinking how copies are the exact same as the minion you copy, so I just automatically assumed the buffs will stay...
Mojomaster Zihi Rating 4(Poor): This seems more like a delay tactic for Constructed, but it doesn't look like it would do much good in Arena unless you were already ahead on the board.
Zul'jin Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw.
Splitting Image Rating 2(Good): This Secret is right up there with Mosh'Ogg Announcer on the annoyance factor scale. This could cause a lot of trouble, especially if it's a Taunt minion they're dealing with.
Bloodsail Howler Rating 4(Poor): This is very deck-specific and most of the time will be junk unless you've got a load of Pirates.
Spirit of the Rhino Rating 4(Poor): It's another deck-specific card, that could certainly prove useful in a deck with a decent supply of Rush minions, but otherwise lackluster.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
Krag'wa, the Frog (1) Going to be really hard to pass up if you've already drafted an Unstable Evolution, even if you haven't it's still pretty solid. A lot of people are going to rate this lower because they worry too much about top decking or not drafting enough spells. I tend to pick cards like this all day because of the game winning potential.
Mojomaster Zihi - (4) - Could do stuff in your favor. It's at least going to disrupt the flow of the game, hopefully to your advantage.
Zul'jin - (1) - As far as heroes are concerned, this feels a bit weak. For Arena I don't think we'll see this card often. More so a constructed card.
Krag'wa, the Frog - (2) - Requires some set up but feels like a nice value engine. For a class that lacks card draw, having your powerful spells returned to your hand for a small price while dropping a body, feels quite good.
The Beast Within - (4) - Some instances where the random attack might be good such as bypassing a taunt, but relying on it just isn't a good strategy.
Treespeaker - (4) - Needs one hit on a Treant for this to be good, but it's just something that doesn't happen often. Haven't seen a lot of playable Treant cards right now.
Bloodsail Howler - (4) - 1/1 rush pirate. It's pretty fair if you have 1 Pirate on the board, but right now I'm not expecting a lot of Pirates to be drafted.
Mass Hysteria - (3) - This card looks like a hot mess. Would work well if you had 2 big minions next to each other or a poisonous minion that can kill a big minion. Very situational, but potentially really high value board clear.
Spirit of the Rhino - (2) - I actually think this is pretty good. There are some nice draftable Rush minions in this expansion and for a 1 mana investment you have full immune on those minions is just insane. It's very situational and deck dependent but Warrior is a great class for Rush synergy to work well in.
Krag'wa, the Frog Rating 2(Good): The stats are passable even if you don't get anything from the Battlecry, but when you do you're going to get some amazing value.
Treespeaker Rating 4(Poor): This is definitely situational, but if you've got lots of Treants it could be huge.
Scorch Rating 3(Average): If you've got a deck heavy with Elementals then it probably bumps up in rating slightly. Either way, it's still removal.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
Mojomaster Zihi (4): Understated and not even good on-curve play. Only good to get weird in the late game.
Krag'wa, the Frog (2): Not the best body, but pretty insane value generator. Even if it returns just one decent spell back, this will be good. Obviously you have to get some spell first, which isnt always easy nowadays. Cant wait for that one game when my opponent gets 6 Unstable Evolutions, yaaaay.
The Beast Within (5): I mean it can have potential, but it is so fringe, just dont pick it.
Treespeaker (4): I mean Landscaping and Force of Nature are pretty ok arena cards, but even those you dont get offered that often and you cant rly guarantee to be able to combo Treespeaker into it either. This card might be good in a very specific deck, but thats about it.
Bloodsail Howler (4): Solely draft dependent. Not sure if a pirate rogue will be a thing in arena. I guess we will see.
Mass Hysteria (3): Feels very much like Brawl, very situational but potentially very high value. Im sure this card will make us swear a lot. Mby more likeVolcano than brawl, if only the enemy board is filled.
Scorch (3): It shouldnt be too hard to get a few elementals in your draft as a mage, so this card might be super good one, but lets operate with an average scenario, 4 dmg for 4 mana is pretty bad, but it still removal, even then.
Spirit of the Rhino (4): This will probably be just a Hand of Protection on average. Im not sure you will get that many Rush minions and even then you will have to get into the right situation.
Halazzi, the Lynx Rating 2(Good): This is awesome if played late game, since you fill your hand up, but it should still be useful even if played earlier.
Auchenai Phantasm Rating 3(Average): This is one of those that could be better for the mid-late game, but works just fine as a two-drop without worrying about the Battlecry.
Drakkari Trickster Rating 3(Average): I love the stats, but I hate the effect. I consider it similar to how I looked at Griftah and how I hate giving my opponent anything. In this case you've both told each something about what's left in your deck and I don't like that.
Gurubashi Offering Rating 4(Poor): This seems like an annoyance in Arena, but might buy you an extra turn if your opponent can't kill you immediately and have to divert their attention to this speed bump.
Ice Cream Peddler Rating 3(Average): I doubt the Battlecry will trigger, but it's fine as a straight-up 3/5 minion.
Arena Patron Rating 4(Poor): It's nice to see Grim Patron's cousin, but he's probably not doing any crazy stunts in Arena.
Booty Bay Bookie Rating 3(Average): The stats are great, but you risk giving your opponent a significant advantage, especially in the early game.
Serpent Ward Rating 4(Poor): It's cool to see another Totem, but this won't last long unless you're able to hide it behind a Taunt.
Shieldbreaker Rating 3(Average): Pretty situational, but powerful for the late game when your opponent tosses up a wall.
Spirit of the Lynx Rating 2(Good): Hunter has Beasts running out their ears, so they should have absolutely no trouble in buffing numerous minions. It will be bad news if this thing is hidden behind a Taunt and a complete nightmare if they play Unleash the Hounds!
Arena Fanatic Rating 3(Average): I think I got spoiled by Grimestreet Outfitter, but it's nice to see that every class will have access to this effect now. If you don't see it in the early game it's probably gonna be disappointing when you do draw it.
Arena Treasure Chest Rating 4(Poor): Unless you have a way to pop this chest it's going to be a dead card most of the time.
Banana Buffoon Rating 3(Average): This could certainly be annoying. Especially if drawn in the early game.
Bloodclaw Rating 3(Average): I'm not wild about the 5 damage, but it is still a cheap Weapon. It's really going to depend on your draft to decide if this would fit in your deck.
Blood Troll Sapper Rating 1(Excellent): I love the stats and it will make choices more difficult for your opponent while they are trying to clear the board. Obviously this minion will have a huge target on it, but it's large enough to survive most single attacks.
Cheaty Anklebiter Rating 3(Average): Seems fine for a standard two-drop, especially with the Battlecry.
Demonbolt Rating 2(Good): I love that you can get this for 1 mana if you've got a full board, but it's worse the further behind you are.
Devastate Rating 2(Good): It's cheap removal that can easily substitute for Execute in most cases.
Dozing Marksman Rating 3(Average): Most opponents can just ignore this, but could be interesting in Mage.
Dragonmaw Scorcher Rating 2(Good): That is a really nice built-in AOE, even if it hits your own minions.
Dragon Roar Rating 2(Good): Marsh Drake and Ebon Dragonsmith are probably the least desirable, but you've got a great chance at getting something huge or a board clear - or both!
Flash of Light 3(Average): The heal is decent, but the card draw is what interests me the most.
Former Champ Rating 1(Excellent): 6/6 worth of combined stats for only 5 mana? Yep, I'll take it!
Half-Time Scavenger Rating 3(Average): The Armor gain isn't a huge deal, but Stealth could prove useful in making it easier to set up for the Overkill.
Headhunter's Hatchet Rating 2(Good): I think it's good even if you don't get the additional Durability.
Helpless Hatchling Rating 4(Poor): He's cute, but sadly will be "Worthless" Hatchling in Arena most of the time.
Mosh'ogg Enforcer Rating 3(Average): This is one large, annoying wall. It's got so much Health that it's going to probably take your opponent a couple of turns to hack through, and they could be dead by that point.
Ornery Tortoise Rating 4(Poor): This is really going to depend on your deck and the class you're playing. For most situations taking 5 damage is not something to take lightly.
Pounce Rating 3(Average): This seems fine compared to Claw.
Regeneratin' Thug Rating 2(Good): This basically comes with a soft Taunt, cause your opponent can't ignore it unless they want to let you continue picking off smaller minions only to be healed up your next turn.
Rumbletusk Shaker Rating 3(Average): You're basically spending the mana up front to get another two-drop when this one dies. It's not bad, but not amazing either.
Scarab Egg Rating 4(Poor): Like several other minions, if you can't bust this it's just a dead card.
Serrated Tooth Rating 2(Good): It's a cheap Weapon with an impactful Deathrattle.
Spellzerker Rating 3(Average): I think it's fine as a 2-drop, but can wreak havoc if you get some Spell Power shenanigans started.
Stolen Steel Rating 3(Average): Being able to Discover a Weapon is pretty strong. However, I'm not sure if it would be any stronger than if you had just drafted a Weapon, cause you're adding two mana to whatever you get.
Wartbringer Rating 3(Average): I wouldn't expect to trigger the Battlecry most of the time, but it's fine as a 1-drop.
Zul'jin Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw
How is this excellent ? 10 mana do nothing is a good way to instantly lose the game in arena. The random spells you'll be offered in arena won't be consistent enough to make this any good, especially for HUNTER, an archetype that is meant to be agressive, even in arena.
Halazzi, the Lynx - (1) - Draw 3x 1/1s to come up on top, you'll likely get way more then that as Hunter. This card offers tons of value and initiative.
Auchenai Phantasm - (2) - This is a cheap alternative to the better 4 mana Auchenai Soulpriest. You can never have too much of that card and this is slightly cheaper to combo with your Squashling
Drakkari Trickster - (2) - Good stat line with potential draw card into an out. The problem is the card is reciprocated and a potential random card from your opponents deck is probably scarier then a random 2-drop from say Tanglefur Mystic. I'm not a huge fan of that level of variance so it's slightly lower then the Mystic for me.
Ice Cream Peddler - (3) - 3/5 almost always which is fine. The armor even if gained isn't even that impactful most of the time.
Arena Patron - (4) - Needs the right board to get value and it needs multiple kills to get overwhelming. Feels bad. Much worse then original.
Booty Bay Bookie - (3) - The coin is too impactful in the early game, and the 3/3 stat line is just not that powerful on turn 2 against all the 3/4 or better 3 drops.
Scorch - (2) - Nice removal for Mage with high likelihood of getting reduced with Elemental synergy.
Serpent Ward - (5) - An upgraded Leper Gnome, still bad though, not sure what you would take this over.
Spirit of the Lynx - (3) - Card seems good and potentially has a lot of synergy with the class, but i'm wary of a 3 mana 0/3 for a Hunter class that prioritizes aggressive cards.
Arena Fanatic - (3) - Hardly ever be insane, but a 2x minion hit is the bare minimum for this card to be worth playing. I can see it doing okay in some slower match ups, but it's not overwhelming the turn it's played and the 4 mana slot is too important to play a 3/2 usually, so this is a late game card, so it potentially doesn't work out well (low hand size in late game occasionally)
Arena Treasure Chest - (4) - You need the right deck for you to get value from the body and 4hp. The delayed draw 2 cards is not worth the initial 4 mana, so you'll need to utilize the body somehow.
Bloodclaw - (3) - This card feels really punishing really early. It's a weapon too so it will promote more attacking. I don't it's worth while, but its still a weapon and early control.
Blood Troll Sapper - (1) - Great stat line and really annoying ability that converts your minions into additional damage even after attacking.
Cheaty Anklebiter - (2) - I'm actually a fan of this card. It's decent value for a 2 mana card and pings and heals will be premium judging by the cards in this set.
Demonbolt - (1) - 3 Minions makes this an Assassinate. Anything less makes this insane. It's also another large removal for Warlock, something they seriously lack, so it's value increases even more.
Devastate - (2) - Decent removal for 1 mana. It's nice to have cheap minion reach thru taunts instead of always relying on face.
Dozing Marksman - (3) - This card has some potential actually, especially in the early game where it really benefits from any minion buff and instantly becomes an early threat.
Dragonmaw Scorcher - (1) - Card is insane. A Neutral AOE ping and a mini Dread Infernal. It's a Dragon which has good / bad things about it, but seems mostly good now since Dragonslayer is diluted among the new cards.
Dragon Roar - (1) - Another insane card for Warrior. The new Dragons from this set are mid sized or bigger, while even the "bad" Dragons have some uses in Warrior. (Ex. Nightmare Amalgam for mech synergy, Ebon Weaponsmith for weapon reduction) Temporus is still the worse Dragon, but this card will more then likely produce a high value minion that might synergize with each other.
Flash of Light - (3) - Cycle and heal seems okay. It's worse then Rocket Boots most likely but still not bad.
Half-Time Scavenger - (2) - Stealth makes this good. The overkill isn't as useful, and since it remains stealth until you attack with it makes it a card that potentially can take advantage of better trading situations. The problem with this stat line in general is that 3 attack most likely will not be enough for minions in the early game.
Headhunter's Hatchet - (1) - Really strong weapon for Hunter on turn 2, and with lots of beasts at their disposal this is often a 2 mana non overloaded Ironforged axe
Helpless Hatchling - (5) - The reduction can potentially work out, but a 1/1 with a situational deathrattle doesn't really scream draftable.
Mosh'ogg Enforcer - (4) - Let me change your mind. Smashy! List goes on. It's a huge wall to help you stall, but 2 attack is so brutal especially for an 8 cost minion. This is something that needs to fill a need in your deck for you to take this otherwise i'd stay away from this.
Ornery Tortoise - (3) - Nice tempo early, but it does feel a bit underwhelming with only 3 attack on turn 3 which won't take care of all the 3/4s floating around.
Pounce - (3) - Seems okay and has synergies with some of the new cards in the set. Should perform fine.
Regeneratin' Thug - (2) - It's a bit annoying and makes for good value trades. Still wary about the 3/5 stat line for turn 4.
Rumbletusk Shaker - (4) - 4 mana for a delayed double 2 drop? Compare this card to Cursed Disciple and you'll see how bad it is.
Scarab Egg - (4) - Needs an activator for 3/3 worth of stats. Sure it's okay, but needs some help. Not even as good as the old Nerubian Egg
Serrated Tooth - (3) - Not really something Rogue needs, but sure it works and has a pretty powerful death rattle on command basically for 2 mana.
Spellzerker - (3) - Not that bad and potentially really solid in Rogue where they can ping and boost their spells.
Stolen Steel - (2) - Rogue with weapons potentially stronger then 3 attack? Seems really good. Can high roll into something dumb too.
Wartbringer - (3) - It's a fine 1 drop with potential to sneak in some damage, although unlikely.
Halazzi, the Lynx (1): Very good card for hunter who desperately hurts for pings. But it costs quite a lot of tempo.
Auchenai Phantasm (1): One of the better 2-drops which added effect can be very strong. Can act as a Fire Plume Phoenix on T4 for example, rly a good card.
Drakkari Trickster (4): As good as the stats r, this is just way too random and potentially dangerous. Generally you try to mitigate a risk like this and vanilla stats r just not worth it. Yeah, you get a card too, but that doesnt rly matter in the end, if the opponent got your aoe or removal did it? Think hard on how many times priest steals the exact thing they need to punish you from your deck. Now you want to give a card from your deck to your opponent yourself? ahaha.
Gurubashi Offering (5): The 8 Armor is decent amount for 2 mana, but it has to survive a turn and you might very well be dead anyway until your next turn even starts. This card looks decent, but is just horrible.
Ice Cream Peddler (3): Good 4-drop with regular stat line and bonus effect.
Arena Patron (5): Literally a worse version of Grim Patron and that card was already bad. No thanks.
Booty Bay Bookie (3): If i was hurting for 2-drops, i would probably take it, but again even a stupid The Coin is givin resources to your opponent that can very well bait you in your ass and is 1 hp rly worth it? Might be, or might not.
Shieldbreaker (3): Sometimes you can use a silence on taunt, when you rly dont want to deal with it, but is the low stats on this worth it? I suppose it is a pre-nerf owl with a specific target ... yeah, i guess it might be just fine.
Spirit of the Lynx (3): I mean it shouldnt be too hard to get a decent value out of this, but it is still pretty slow for 3 mana. We will see if it turns out to actually be broken af or just ok. The Stealth part in particular might just tip the scales, forcing aoe or huge swing turn.
Arena Fanatic (3): I absolutely hate that this card exists, some cards will make better use of it than others, but this will be such a pain to deal with when it buffs many minions in your hand, especially cards like Saronite Chain Gang.
Arena Treasure Chest (5): Too slow and no guarantee you can actually break it. Only saving grace is that your opponent will not want to kill it either, leaving you with a body to buff, but that is still a pretty bad value for sacrificing 4 mana.
Banana Buffoon (3): Pretty decent value card. Bananas will help your minions trade up or dodge pings. Seems good.
Bloodclaw (3): Taking 5 face damage is no joke, but it might be worth it. I suppose i would pick one of these, if the other two options were terrible, but thats about it.
Blood Troll Sapper (1): Seems like a pretty strong minion, can be dishing out face dmg while trading and can make your opponent question his plays.
Cheaty Anklebiter (3): I like this card a lot. Seems totally innocent, but the Lifesteal is just so nice. You are guaranteed at least a +1 heal while pinging something and then mby a little more (vs non-mages). Nice little cushion.
Demonbolt (3): I think its gonna be just an Assassinate in most situations at best, dont get me wrong, that is still pretty good. Def a heavy win more card the more in control of the board you are.
Devastate (2): Looks like an amazing removal, tho to target anything, that anything already had to eat up one of your cards, so even tho the dmg seems high, it probably wont be as card efficient of a trade in the end. Still good tho.
Dozing Marksman (4): Mage can ping it, making it a 4 mana 4-3, other classes cant even do nothing. Yeah, it can be a sleeper for a buff, but thats wishful thinking.
Dragon Roar (1): I absolutely hate this card exists. It will be just fine in constructed, but it will bring and insane amount of swing RNG to arena. At worst, you get a 2 midrange dragons for 2 mana, pretty good. At best you get stuff like Deathwing or Ysera that can literally win you the game on their own. Disgusting. I rly hope this card is placed in a top tier bucket and it is very rare to draft it, but i have a bad feeling this will not be the case. Mark my words, this card is gonna make you cry.
Flash of Light (3): Nice heal, heal is always nice to have. And it cycles itself, pretty good.
Former Champ (1): Very good 5-drop for its stats and cards like these are especially good in giving a very low value to certain secrets, which is a nice bonus.
Half-Time Scavenger (2): Amazing 4-drop. BDP showed us how good Coppertail Imposter in getting back on the board when you lose it early, this will be very similar and you might even get some armor out of this.
Helpless Hatchling (5): Can make for some cute plays in like hunter or druid, but only if you get it via random effects, i dont think you will ever draft this.
Mosh'ogg Enforcer (3): This is one big meatshield, holy hell. Priest will have a field day with this lel. Im not too sure if this will actually trade with anything, but the sheer stopping power due to the high health and divine shield is real. This card very well might perform a lot better than we give it credit for.
Ornery Tortoise (4): Taking 5 dmg is no joke and the stats r not very worth it. Will be class and draft dependent. Tho i think this can be for priest what Silithid Swarmer was for rogue.
Regeneratin' Thug (2): Rly good 4-drop. Your opponent might have to invest a bit more resources to kill this than he would have liked.
Rumbletusk Shaker (3): Perfectly fine 4-drop. Give it some hand buffs and make your opponent cry.
Scarab Egg (5): So not worth it. It should have been 1 mana and even then it would not be worth it.
Serrated Tooth (2): This card is actually quite amazing for rogue. It frees up some pressure of hero powering and the deathrattle is rly powerful for taking back the board or just trading.
Spellzerker (3): Average 2-drop with an interesting effect which is giving it a soft-taunt. You can be certain that your opponent will not want to leave this up, damaged or not.
Stolen Steel (2): This card will be a bit slow, but will have an amazing power and value potential. There arent even that many bad weapons, so having to choose from three, you should get a rly good one most of the time.
Wartbringer (3): Its an average 1-drop with a potential do do something more than to look pretty (in this case ugly xaxa) later on, seems fine to me.
Zul'jin Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw
How is this excellent ? 10 mana do nothing is a good way to instantly lose the game in arena. The random spells you'll be offered in arena won't be consistent enough to make this any good, especially for HUNTER, an archetype that is meant to be agressive, even in arena.
Animal Companion is a great example of something you might have cast during your game and any of Hunter's numerous direct damage spells, although the RNG could always come back to haunt you (and don't forget The Coin). Even if you only played 2 spells that's still likely 4-5+ mana worth that you get for free and I'd say that's pretty good along with the Armor and permanent targetable damage for your Hero Power.
At any rate, it's a moot point now because it won't be available in Arena anyway.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
Dragon Roar (2) If my history with getting random dragons stays consistent Temporus will be given to me 90% of the time. Giving it a good rating because I PROBABLY won't get Temporus twice... right?... .
Zul'jin Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw
How is this excellent ? 10 mana do nothing is a good way to instantly lose the game in arena. The random spells you'll be offered in arena won't be consistent enough to make this any good, especially for HUNTER, an archetype that is meant to be agressive, even in arena.
Animal Companion is a great example of something you might have cast during your game and any of Hunter's numerous direct damage spells, although the RNG could always come back to haunt you (and don't forget The Coin). Even if you only played 2 spells that's still likely 4-5+ mana worth that you get for free and I'd say that's pretty good along with the Armor and permanent targetable damage for your Hero Power.
At any rate, it's a moot point now because it won't be available in Arena anyway.
Yes but you could damage your own minions and there's no guarantee you would get an animal companion. You need to build your deck around it to make it work.
Anyway, as you said it doesn't matter because it won't be available.
Got allot of catching up to do (college can be a bitch).
DRUID
Treespeaker - 3.5 - I am usually more favorable to effects that are good even if they hit one thing, and hitting one treant with this is good, anything more and it becomes amazing, but the chances of you doing that are (too) small. While there are few good treant cards, most of the time I pick something else. The only really great card this could work with is Living Mana, and that goes away in the next expansion.
Pounce - 3 - This really depends in which bucket this card lands. While the effect itself is nice, it doesn't seem all that impactful.
HUNTER
Halazzi, the Lynx - 1.5 - The body is weak, but the battlecry will be worth it in the next few turns.
The Beast Within - 4.5 - Even if you have beasts, I think this is simply too unreliable.
Spirit of the Lynx - 4 - Again, very dependant on you having beasts, and again, you need to hit atleast 3 beasts with this to make it worth it. Not too hard, but not easy enough for a better score.
Headhunter's Hatchet - 2 - Worth it even if you don't get the extra durability. This will make life allot easier for hunters.
PALADIN
Flash of Light - 3 - I recently mentioned that cheap heal spells are not worthy in arena. While this isn't great, anything can become atleast a little bit better with card draw.
Bloodclaw - 2.5 - It's nice we get another (good) early weapon, but 5 damage isn't as low as you might think (especially since you will probably take more face damage with the weapon).
PRIEST
Auchenai Phantasm - 2 - Not allot of heroes got a solid 2 drop, and for priest that's even better. And any low cost minion that can still be quite useful in the late game is a minion I want.
Mass Hysteria - 3.5 - It has it's uses, but I'd pick something more dependable.
Bloodsail Howler - 4.5 - I'd pick Bluegill Warrior over this any day (and bluegill is far from a great card). Having 2 health instead of 1 is very rarely a deal breaker on a rushing minion. That means you need to have 2 pirates, at which point this becomes a 3/3 rusher for 2 mana, which is very decent, but having 2 pirates on the board (even having 1 pirate is not a guarantee).
Stolen Steel - 2.5. - You're not exactly starving for weapons as a rogue, but paladin and warrior have a few really big weapons you would certainly want, but there's also some not so great weapons.
Serated Tooth - 3 - Needs a bit of a set-up, but you can also make some very nice combos with it.
SHAMAN
Krag'wa, the Frog - 2 - Even if it gets you 1 spell it's good enough, any more and it's great.
Wartbringer - 3.5 - It is usable in the late turns, which is very nice, but the chances of getting the battlecry are kinda weak.
WARLOCK
Demonbolt - 2.5 - Hard removal is still hard removal, but if we are being realistic, the best result you can except a reasonable ammount of times is 5 mana. So about 35% of the time this is Assassinate for warlocks (obviously good), 15% it can be cheaper (really good), and 50% it's 6 or more. Removal is removal but you might not get your mana's worth all the time.
Blood Troll Sapper - 2 - A very nicely stated minion that can't be easily ignored. I like.
WARRIOR
Dragon Roar - 2 - There are more than enough good dragons for this to be worth it, and even if you don't get the best one, since there are 2 of them, you will never feel too bad.
Devastate - 2 - A bit restrictive but warriors can certainly use more cheap removal.
Ice Cream Peddler - 3 - You will very rarely get the armor (and if you do it's nice but not groundbreaking), but the stats are fine enough.
Drakkari Trickster - 3.5 - Here we go again with giving stuff to your opponent. This time you can't even control it to some degree. The stats are good enough though and since you also get a card it probably won't be too bad.
Gurubashi Offering - 5 - Cards that only give you armor are already bad in arena. And getting that armor a turn late while you hope a 2 health minion survives? Nu uh.
Arena Patron - 4.5 - With a few buffs this can become legit, but way too unreliable. Atleast he looks more badass than his cousin.
Booty Bay Bookie - 3 - There will be times where you own the early game because of this, but a coin is a very bad thing to give to your opponent.
Serpent Ward - 5 - Needs allot of protection for a mediocre effect.
Shieldbreaker - 3 - Can be very useful in the late game, but it's another one of those cards whose quality depends (even more than allot of other cards) on the bucket it's placed in.
Mosh'Ogg Enforcer - 2.5 - This guy does one job, protect your face and your stuff, and he is really good at that (and being annoying).
Dragonmaw Scorcher - 2 - For a neutral card with a good effect like this, he also has some perfectly fine stats aswell.
Former Champ - 2 - In a meta where there are a bunch of 5 mana 5/5 minions, this guy really makes some noise.
Half-Time Scavenger - 2.5 - The overkill isn't that impressive, but combined with nice stats and stealth, this is one good package.
Arena Fanatic - 3 - I really like buffs like this, but you do need to have atleast a few minions for her to be of real value.
Arena Treasure Chest - 5 - Just no. Drawing 2 cards is really nice, but this actually has too much health, since the opponent will need some really big AOE for this to die. And buffing it can be an option, but you shouldn't rely on that.
Rumbletusk Shaker - 3.5 - Fair enough for the cost, but nothing special.
Regeneratin' Thug - 2 - With 3 attack this can turn from something annoying to a real threat for your opponent in the earlier stages of the game
Banana Buffoon - 4 - Probably not worth it, unless you have cards that interact with spells.
Ornery Tortoise - 2.5 - Getting out a minion with stats for 4 mana a turn earlier is certainly one hell of a tempo play. Late game though, one less mana won't be a huge deal, but 5 damage to the face certainly will be allot of times.
Dozing Marksman - 4 - Might have some potential in mage, but otherwise not worth bothering with.
Cheaty Anklebiter - 3.5 - Has enough things to make him atleast decent, but he probably won't be too impactful.
Scarab Egg - 4.5 - We have enough of zero attack deathrattle cards thank you very much. Atleast here the deathrattle is somewhat decent for the cost.
Spellzerker - 3, 2 - Plus 2 spell damage is not something to be overlooked. While you can sometimes pull off allot of great stuff with all of the classes, this can be really dangerous in mage.
Da Undatakah (4): Draft dependent. If you have a lot of deathrattles, this will obviously skyrocket in value, but in an average deck, meh.
Mosh'Ogg Announcer (1): Aggressively stated and with a built-in protection mechanism, this card seems quite scary tbh.
Snapjaw Shellfighter (3): Im not exactly sure how to evaluate this card, i suppose it acts kinda as a +8 Health buff for 5 mana? Not rly, but close enough? I will have to see it in action to form a proper opinion, but i can see this being annoying af, especially if it is put next to a big taunt minion and you have no hard removal, that can very well be a game winning move.
Splitting Image (3): Can be insane, can be lackluster, depends on the situation. One thing it will be is friggin annoying.
Mark of the Loa (1): Very good and versatile card, not quite BoK, but the choose one options more than makes up for it.
Regenerate (5): Too weak. I guess if you get 4 auchenais, you can consider this lel.
Sand Drudge (3): Basically aViolet Teacher with a worse statline for its cost, but spawns taunts in return. Seems like a decent enough card, tho i wouldnt expect to get too much mileage out of it.
- Click Here To Join Us On Discord! -
DRUID
Gonk, the Raptor - 3 - The stats are fair, for the cost, but you will rarely get to use his effect (and even then it's not all that incredible).
Mark of the Loa - 2 - This is one of those choose one cards that I can see both choices being almost equaly valid. Both are worth the mana cost and you can either develop a board or buff something up.
HUNTER
Bloodscalp Strategist - 3 - Almost all hunter weapons are around the same cost as this, so if you have weapons (which you kinda need to have if you want to pick this), you will probably get the discover (which is very powerful). The thing is, you are not always guaranteed a weapon, and while a 2/4 for 3 isn't the worst thing, it is very meh.
MAGE
Splitting Image - 2 - As others have already said, this will be one hell of a annoying card. Since unlike the paladin's Redemption you get a completely healthy minion, you will get your mana's worth most of the time (and a little plus is that unlike paladins you don't need to worry about all the small dudes). I'm not sure if this is better than Explosive Runes but it is certainly in the top 2 mage secrets.
Elemental Evocation - 4.5 - Even the pre-nerf Innervate wasn't that spectacular in arena. Sure, you could sometimes pull a crazy combo, but most of the time it was a pretty standard card. And now you limit it to only one type of minions? Nope.
PRIEST
Sand Drudge - 2 - Priests have a fair number of cheap spells, and allot of them buff the minion, making this even tougher to kill. If it summoned only standard 1/1 minions this could be quite annoying but not a huge threat. But with taunt? You can setup a nice board, while your opponent will probably need to go through all those 1/1's.
Seance - 3 - I usually think that such cards are unnecessary most of the time, but this does have a nice bonus of being able to target any minion. And it is cheap.
Regenerate - 5 - You can make as many cheap heal spells as you want, they will still be useless in arena, unless you have some very specific cards.
ROGUE
Captain Hooktusk - 5 - I will acknowledge this: atleast a nice ammount of the cards for this expansion so far, that require allot of specific cards and combos that simply aren't aviable in arena, are legendary, which means you won't have to pick them most of the time.
Which is really nice, since this will simply be a 8 mana 6/3 vanilla most of the time, which is abysmal.
SHAMAN
Bog Slosher - 2.5 - Now this is a way to make all the pandas butthurt. While you sometimes still won't want to return a minion to the hand, a cheap minion can become a nice little threat in the next turn while you play something else, and +2/+2 is always welcome.
NEUTRAL
Da Undatakah -3 - If you have some (atleast somewhat good) deathrattles, then this can be a real deal.
Linecracker - 1 - Oh joy, a big pile of stats that can grow even bigger! Even if this was just a boring 5/10 for 7, it would still be a very decent pick, but with the overkill, he can snowball beyond control quite quickly.
Snapjaw Shellfighter - 3 - You can make this a sort of a taunt for 2 of your valuable minions, and her stats are nice, but she is really bad to play on a board of weak minions.
Mosh'Ogg Announcer - 1.5 - Oh wow, a 50% chance ability that is only bad for your opponent? Not only are the stats a bit better for what we nowadays expect from 5 mana minions, but having a soft built in protection will cause allot of headaches (again, for your opponent).
It will most certainly not keep any buffs :D It gives you a "fresh" copy, as any other such card does ;-)
- Click Here To Join Us On Discord! -
Yea true, I was constantly thinking how copies are the exact same as the minion you copy, so I just automatically assumed the buffs will stay...
Mojomaster Zihi Rating 4(Poor): This seems more like a delay tactic for Constructed, but it doesn't look like it would do much good in Arena unless you were already ahead on the board.
Zul'jin Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw.
Splitting Image Rating 2(Good): This Secret is right up there with Mosh'Ogg Announcer on the annoyance factor scale. This could cause a lot of trouble, especially if it's a Taunt minion they're dealing with.
Bloodsail Howler Rating 4(Poor): This is very deck-specific and most of the time will be junk unless you've got a load of Pirates.
Spirit of the Rhino Rating 4(Poor): It's another deck-specific card, that could certainly prove useful in a deck with a decent supply of Rush minions, but otherwise lackluster.
"To build or destroy...only you decide which joy." - Last Crack
The Beast Within Rating 5(Terrible): This is too situational to even be playable.
Mass Hysteria Rating 4(Poor): This might be alright as a last ditch effort if you're behind, but otherwise, it could do more harm than good.
"To build or destroy...only you decide which joy." - Last Crack
Krag'wa, the Frog (1) Going to be really hard to pass up if you've already drafted an Unstable Evolution, even if you haven't it's still pretty solid. A lot of people are going to rate this lower because they worry too much about top decking or not drafting enough spells. I tend to pick cards like this all day because of the game winning potential.
Mojomaster Zihi - (4) - Could do stuff in your favor. It's at least going to disrupt the flow of the game, hopefully to your advantage.
Zul'jin - (1) - As far as heroes are concerned, this feels a bit weak. For Arena I don't think we'll see this card often. More so a constructed card.
Krag'wa, the Frog - (2) - Requires some set up but feels like a nice value engine. For a class that lacks card draw, having your powerful spells returned to your hand for a small price while dropping a body, feels quite good.
The Beast Within - (4) - Some instances where the random attack might be good such as bypassing a taunt, but relying on it just isn't a good strategy.
Treespeaker - (4) - Needs one hit on a Treant for this to be good, but it's just something that doesn't happen often. Haven't seen a lot of playable Treant cards right now.
Bloodsail Howler - (4) - 1/1 rush pirate. It's pretty fair if you have 1 Pirate on the board, but right now I'm not expecting a lot of Pirates to be drafted.
Mass Hysteria - (3) - This card looks like a hot mess. Would work well if you had 2 big minions next to each other or a poisonous minion that can kill a big minion. Very situational, but potentially really high value board clear.
Spirit of the Rhino - (2) - I actually think this is pretty good. There are some nice draftable Rush minions in this expansion and for a 1 mana investment you have full immune on those minions is just insane. It's very situational and deck dependent but Warrior is a great class for Rush synergy to work well in.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Krag'wa, the Frog Rating 2(Good): The stats are passable even if you don't get anything from the Battlecry, but when you do you're going to get some amazing value.
Treespeaker Rating 4(Poor): This is definitely situational, but if you've got lots of Treants it could be huge.
Scorch Rating 3(Average): If you've got a deck heavy with Elementals then it probably bumps up in rating slightly. Either way, it's still removal.
"To build or destroy...only you decide which joy." - Last Crack
Mojomaster Zihi (4): Understated and not even good on-curve play. Only good to get weird in the late game.
Krag'wa, the Frog (2): Not the best body, but pretty insane value generator. Even if it returns just one decent spell back, this will be good. Obviously you have to get some spell first, which isnt always easy nowadays. Cant wait for that one game when my opponent gets 6 Unstable Evolutions, yaaaay.
The Beast Within (5): I mean it can have potential, but it is so fringe, just dont pick it.
Treespeaker (4): I mean Landscaping and Force of Nature are pretty ok arena cards, but even those you dont get offered that often and you cant rly guarantee to be able to combo Treespeaker into it either. This card might be good in a very specific deck, but thats about it.
Bloodsail Howler (4): Solely draft dependent. Not sure if a pirate rogue will be a thing in arena. I guess we will see.
Mass Hysteria (3): Feels very much like Brawl, very situational but potentially very high value. Im sure this card will make us swear a lot. Mby more likeVolcano than brawl, if only the enemy board is filled.
Scorch (3): It shouldnt be too hard to get a few elementals in your draft as a mage, so this card might be super good one, but lets operate with an average scenario, 4 dmg for 4 mana is pretty bad, but it still removal, even then.
Spirit of the Rhino (4): This will probably be just a Hand of Protection on average. Im not sure you will get that many Rush minions and even then you will have to get into the right situation.
- Click Here To Join Us On Discord! -
Halazzi, the Lynx Rating 2(Good): This is awesome if played late game, since you fill your hand up, but it should still be useful even if played earlier.
Auchenai Phantasm Rating 3(Average): This is one of those that could be better for the mid-late game, but works just fine as a two-drop without worrying about the Battlecry.
Drakkari Trickster Rating 3(Average): I love the stats, but I hate the effect. I consider it similar to how I looked at Griftah and how I hate giving my opponent anything. In this case you've both told each something about what's left in your deck and I don't like that.
Gurubashi Offering Rating 4(Poor): This seems like an annoyance in Arena, but might buy you an extra turn if your opponent can't kill you immediately and have to divert their attention to this speed bump.
Ice Cream Peddler Rating 3(Average): I doubt the Battlecry will trigger, but it's fine as a straight-up 3/5 minion.
Arena Patron Rating 4(Poor): It's nice to see Grim Patron's cousin, but he's probably not doing any crazy stunts in Arena.
Booty Bay Bookie Rating 3(Average): The stats are great, but you risk giving your opponent a significant advantage, especially in the early game.
Serpent Ward Rating 4(Poor): It's cool to see another Totem, but this won't last long unless you're able to hide it behind a Taunt.
Shieldbreaker Rating 3(Average): Pretty situational, but powerful for the late game when your opponent tosses up a wall.
Spirit of the Lynx Rating 2(Good): Hunter has Beasts running out their ears, so they should have absolutely no trouble in buffing numerous minions. It will be bad news if this thing is hidden behind a Taunt and a complete nightmare if they play Unleash the Hounds!
Arena Fanatic Rating 3(Average): I think I got spoiled by Grimestreet Outfitter, but it's nice to see that every class will have access to this effect now. If you don't see it in the early game it's probably gonna be disappointing when you do draw it.
Arena Treasure Chest Rating 4(Poor): Unless you have a way to pop this chest it's going to be a dead card most of the time.
Banana Buffoon Rating 3(Average): This could certainly be annoying. Especially if drawn in the early game.
Bloodclaw Rating 3(Average): I'm not wild about the 5 damage, but it is still a cheap Weapon. It's really going to depend on your draft to decide if this would fit in your deck.
Blood Troll Sapper Rating 1(Excellent): I love the stats and it will make choices more difficult for your opponent while they are trying to clear the board. Obviously this minion will have a huge target on it, but it's large enough to survive most single attacks.
Cheaty Anklebiter Rating 3(Average): Seems fine for a standard two-drop, especially with the Battlecry.
Demonbolt Rating 2(Good): I love that you can get this for 1 mana if you've got a full board, but it's worse the further behind you are.
Devastate Rating 2(Good): It's cheap removal that can easily substitute for Execute in most cases.
Dozing Marksman Rating 3(Average): Most opponents can just ignore this, but could be interesting in Mage.
Dragonmaw Scorcher Rating 2(Good): That is a really nice built-in AOE, even if it hits your own minions.
Dragon Roar Rating 2(Good): Marsh Drake and Ebon Dragonsmith are probably the least desirable, but you've got a great chance at getting something huge or a board clear - or both!
Flash of Light 3(Average): The heal is decent, but the card draw is what interests me the most.
Former Champ Rating 1(Excellent): 6/6 worth of combined stats for only 5 mana? Yep, I'll take it!
Half-Time Scavenger Rating 3(Average): The Armor gain isn't a huge deal, but Stealth could prove useful in making it easier to set up for the Overkill.
Headhunter's Hatchet Rating 2(Good): I think it's good even if you don't get the additional Durability.
Helpless Hatchling Rating 4(Poor): He's cute, but sadly will be "Worthless" Hatchling in Arena most of the time.
Mosh'ogg Enforcer Rating 3(Average): This is one large, annoying wall. It's got so much Health that it's going to probably take your opponent a couple of turns to hack through, and they could be dead by that point.
Ornery Tortoise Rating 4(Poor): This is really going to depend on your deck and the class you're playing. For most situations taking 5 damage is not something to take lightly.
Pounce Rating 3(Average): This seems fine compared to Claw.
Regeneratin' Thug Rating 2(Good): This basically comes with a soft Taunt, cause your opponent can't ignore it unless they want to let you continue picking off smaller minions only to be healed up your next turn.
Rumbletusk Shaker Rating 3(Average): You're basically spending the mana up front to get another two-drop when this one dies. It's not bad, but not amazing either.
Scarab Egg Rating 4(Poor): Like several other minions, if you can't bust this it's just a dead card.
Serrated Tooth Rating 2(Good): It's a cheap Weapon with an impactful Deathrattle.
Spellzerker Rating 3(Average): I think it's fine as a 2-drop, but can wreak havoc if you get some Spell Power shenanigans started.
Stolen Steel Rating 3(Average): Being able to Discover a Weapon is pretty strong. However, I'm not sure if it would be any stronger than if you had just drafted a Weapon, cause you're adding two mana to whatever you get.
Wartbringer Rating 3(Average): I wouldn't expect to trigger the Battlecry most of the time, but it's fine as a 1-drop.
"To build or destroy...only you decide which joy." - Last Crack
How is this excellent ? 10 mana do nothing is a good way to instantly lose the game in arena. The random spells you'll be offered in arena won't be consistent enough to make this any good, especially for HUNTER, an archetype that is meant to be agressive, even in arena.
Halazzi, the Lynx - (1) - Draw 3x 1/1s to come up on top, you'll likely get way more then that as Hunter. This card offers tons of value and initiative.
Auchenai Phantasm - (2) - This is a cheap alternative to the better 4 mana Auchenai Soulpriest. You can never have too much of that card and this is slightly cheaper to combo with your Squashling
Drakkari Trickster - (2) - Good stat line with potential draw card into an out. The problem is the card is reciprocated and a potential random card from your opponents deck is probably scarier then a random 2-drop from say Tanglefur Mystic. I'm not a huge fan of that level of variance so it's slightly lower then the Mystic for me.
Gurubashi Offering - (5) - Total garbage
Ice Cream Peddler - (3) - 3/5 almost always which is fine. The armor even if gained isn't even that impactful most of the time.
Arena Patron - (4) - Needs the right board to get value and it needs multiple kills to get overwhelming. Feels bad. Much worse then original.
Booty Bay Bookie - (3) - The coin is too impactful in the early game, and the 3/3 stat line is just not that powerful on turn 2 against all the 3/4 or better 3 drops.
Scorch - (2) - Nice removal for Mage with high likelihood of getting reduced with Elemental synergy.
Serpent Ward - (5) - An upgraded Leper Gnome, still bad though, not sure what you would take this over.
Shieldbreaker - (3) - Pre nerf Ironbeak Owl laughs at this card. It's still okay though.
Spirit of the Lynx - (3) - Card seems good and potentially has a lot of synergy with the class, but i'm wary of a 3 mana 0/3 for a Hunter class that prioritizes aggressive cards.
Arena Fanatic - (3) - Hardly ever be insane, but a 2x minion hit is the bare minimum for this card to be worth playing. I can see it doing okay in some slower match ups, but it's not overwhelming the turn it's played and the 4 mana slot is too important to play a 3/2 usually, so this is a late game card, so it potentially doesn't work out well (low hand size in late game occasionally)
Arena Treasure Chest - (4) - You need the right deck for you to get value from the body and 4hp. The delayed draw 2 cards is not worth the initial 4 mana, so you'll need to utilize the body somehow.
Banana Buffoon - (4) - It is a much worse Shattered Sun Cleric. A 3 mana 2/2 is a sure fire way to lose the early board.
Bloodclaw - (3) - This card feels really punishing really early. It's a weapon too so it will promote more attacking. I don't it's worth while, but its still a weapon and early control.
Blood Troll Sapper - (1) - Great stat line and really annoying ability that converts your minions into additional damage even after attacking.
Cheaty Anklebiter - (2) - I'm actually a fan of this card. It's decent value for a 2 mana card and pings and heals will be premium judging by the cards in this set.
Demonbolt - (1) - 3 Minions makes this an Assassinate. Anything less makes this insane. It's also another large removal for Warlock, something they seriously lack, so it's value increases even more.
Devastate - (2) - Decent removal for 1 mana. It's nice to have cheap minion reach thru taunts instead of always relying on face.
Dozing Marksman - (3) - This card has some potential actually, especially in the early game where it really benefits from any minion buff and instantly becomes an early threat.
Dragonmaw Scorcher - (1) - Card is insane. A Neutral AOE ping and a mini Dread Infernal. It's a Dragon which has good / bad things about it, but seems mostly good now since Dragonslayer is diluted among the new cards.
Dragon Roar - (1) - Another insane card for Warrior. The new Dragons from this set are mid sized or bigger, while even the "bad" Dragons have some uses in Warrior. (Ex. Nightmare Amalgam for mech synergy, Ebon Weaponsmith for weapon reduction) Temporus is still the worse Dragon, but this card will more then likely produce a high value minion that might synergize with each other.
Flash of Light - (3) - Cycle and heal seems okay. It's worse then Rocket Boots most likely but still not bad.
Former Champ - (1) - Excellent split body on turn 5. I prefer this distribution compared to Silver Hand Knight
Half-Time Scavenger - (2) - Stealth makes this good. The overkill isn't as useful, and since it remains stealth until you attack with it makes it a card that potentially can take advantage of better trading situations. The problem with this stat line in general is that 3 attack most likely will not be enough for minions in the early game.
Headhunter's Hatchet - (1) - Really strong weapon for Hunter on turn 2, and with lots of beasts at their disposal this is often a 2 mana non overloaded Ironforged axe
Helpless Hatchling - (5) - The reduction can potentially work out, but a 1/1 with a situational deathrattle doesn't really scream draftable.
Mosh'ogg Enforcer - (4) - Let me change your mind. Smashy! List goes on. It's a huge wall to help you stall, but 2 attack is so brutal especially for an 8 cost minion. This is something that needs to fill a need in your deck for you to take this otherwise i'd stay away from this.
Ornery Tortoise - (3) - Nice tempo early, but it does feel a bit underwhelming with only 3 attack on turn 3 which won't take care of all the 3/4s floating around.
Pounce - (3) - Seems okay and has synergies with some of the new cards in the set. Should perform fine.
Regeneratin' Thug - (2) - It's a bit annoying and makes for good value trades. Still wary about the 3/5 stat line for turn 4.
Rumbletusk Shaker - (4) - 4 mana for a delayed double 2 drop? Compare this card to Cursed Disciple and you'll see how bad it is.
Scarab Egg - (4) - Needs an activator for 3/3 worth of stats. Sure it's okay, but needs some help. Not even as good as the old Nerubian Egg
Serrated Tooth - (3) - Not really something Rogue needs, but sure it works and has a pretty powerful death rattle on command basically for 2 mana.
Spellzerker - (3) - Not that bad and potentially really solid in Rogue where they can ping and boost their spells.
Stolen Steel - (2) - Rogue with weapons potentially stronger then 3 attack? Seems really good. Can high roll into something dumb too.
Wartbringer - (3) - It's a fine 1 drop with potential to sneak in some damage, although unlikely.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Halazzi, the Lynx (1): Very good card for hunter who desperately hurts for pings. But it costs quite a lot of tempo.
Auchenai Phantasm (1): One of the better 2-drops which added effect can be very strong. Can act as a Fire Plume Phoenix on T4 for example, rly a good card.
Drakkari Trickster (4): As good as the stats r, this is just way too random and potentially dangerous. Generally you try to mitigate a risk like this and vanilla stats r just not worth it. Yeah, you get a card too, but that doesnt rly matter in the end, if the opponent got your aoe or removal did it? Think hard on how many times priest steals the exact thing they need to punish you from your deck. Now you want to give a card from your deck to your opponent yourself? ahaha.
Gurubashi Offering (5): The 8 Armor is decent amount for 2 mana, but it has to survive a turn and you might very well be dead anyway until your next turn even starts. This card looks decent, but is just horrible.
Ice Cream Peddler (3): Good 4-drop with regular stat line and bonus effect.
Arena Patron (5): Literally a worse version of Grim Patron and that card was already bad. No thanks.
Booty Bay Bookie (3): If i was hurting for 2-drops, i would probably take it, but again even a stupid The Coin is givin resources to your opponent that can very well bait you in your ass and is 1 hp rly worth it? Might be, or might not.
Serpent Ward (5): Id rather have Wisp than this. Pass.
Shieldbreaker (3): Sometimes you can use a silence on taunt, when you rly dont want to deal with it, but is the low stats on this worth it? I suppose it is a pre-nerf owl with a specific target ... yeah, i guess it might be just fine.
Spirit of the Lynx (3): I mean it shouldnt be too hard to get a decent value out of this, but it is still pretty slow for 3 mana. We will see if it turns out to actually be broken af or just ok. The Stealth part in particular might just tip the scales, forcing aoe or huge swing turn.
Arena Fanatic (3): I absolutely hate that this card exists, some cards will make better use of it than others, but this will be such a pain to deal with when it buffs many minions in your hand, especially cards like Saronite Chain Gang.
Arena Treasure Chest (5): Too slow and no guarantee you can actually break it. Only saving grace is that your opponent will not want to kill it either, leaving you with a body to buff, but that is still a pretty bad value for sacrificing 4 mana.
Banana Buffoon (3): Pretty decent value card. Bananas will help your minions trade up or dodge pings. Seems good.
Bloodclaw (3): Taking 5 face damage is no joke, but it might be worth it. I suppose i would pick one of these, if the other two options were terrible, but thats about it.
Blood Troll Sapper (1): Seems like a pretty strong minion, can be dishing out face dmg while trading and can make your opponent question his plays.
Cheaty Anklebiter (3): I like this card a lot. Seems totally innocent, but the Lifesteal is just so nice. You are guaranteed at least a +1 heal while pinging something and then mby a little more (vs non-mages). Nice little cushion.
Demonbolt (3): I think its gonna be just an Assassinate in most situations at best, dont get me wrong, that is still pretty good. Def a heavy win more card the more in control of the board you are.
Devastate (2): Looks like an amazing removal, tho to target anything, that anything already had to eat up one of your cards, so even tho the dmg seems high, it probably wont be as card efficient of a trade in the end. Still good tho.
Dozing Marksman (4): Mage can ping it, making it a 4 mana 4-3, other classes cant even do nothing. Yeah, it can be a sleeper for a buff, but thats wishful thinking.
Dragonmaw Scorcher (1): Neutral Dread Infernal or Ravaging Ghoul with a pretty decent statline? Hell yes!
Dragon Roar (1): I absolutely hate this card exists. It will be just fine in constructed, but it will bring and insane amount of swing RNG to arena. At worst, you get a 2 midrange dragons for 2 mana, pretty good. At best you get stuff like Deathwing or Ysera that can literally win you the game on their own. Disgusting. I rly hope this card is placed in a top tier bucket and it is very rare to draft it, but i have a bad feeling this will not be the case. Mark my words, this card is gonna make you cry.
Flash of Light (3): Nice heal, heal is always nice to have. And it cycles itself, pretty good.
Former Champ (1): Very good 5-drop for its stats and cards like these are especially good in giving a very low value to certain secrets, which is a nice bonus.
Half-Time Scavenger (2): Amazing 4-drop. BDP showed us how good Coppertail Imposter in getting back on the board when you lose it early, this will be very similar and you might even get some armor out of this.
Headhunter's Hatchet (2): Very nice weapon, even without the battlecry.
Helpless Hatchling (5): Can make for some cute plays in like hunter or druid, but only if you get it via random effects, i dont think you will ever draft this.
Mosh'ogg Enforcer (3): This is one big meatshield, holy hell. Priest will have a field day with this lel. Im not too sure if this will actually trade with anything, but the sheer stopping power due to the high health and divine shield is real. This card very well might perform a lot better than we give it credit for.
Ornery Tortoise (4): Taking 5 dmg is no joke and the stats r not very worth it. Will be class and draft dependent. Tho i think this can be for priest what Silithid Swarmer was for rogue.
Pounce (2): Not quite Backstab, but decently close.
Regeneratin' Thug (2): Rly good 4-drop. Your opponent might have to invest a bit more resources to kill this than he would have liked.
Rumbletusk Shaker (3): Perfectly fine 4-drop. Give it some hand buffs and make your opponent cry.
Scarab Egg (5): So not worth it. It should have been 1 mana and even then it would not be worth it.
Serrated Tooth (2): This card is actually quite amazing for rogue. It frees up some pressure of hero powering and the deathrattle is rly powerful for taking back the board or just trading.
Spellzerker (3): Average 2-drop with an interesting effect which is giving it a soft-taunt. You can be certain that your opponent will not want to leave this up, damaged or not.
Stolen Steel (2): This card will be a bit slow, but will have an amazing power and value potential. There arent even that many bad weapons, so having to choose from three, you should get a rly good one most of the time.
Wartbringer (3): Its an average 1-drop with a potential do do something more than to look pretty (in this case ugly xaxa) later on, seems fine to me.
- Click Here To Join Us On Discord! -
Animal Companion is a great example of something you might have cast during your game and any of Hunter's numerous direct damage spells, although the RNG could always come back to haunt you (and don't forget The Coin). Even if you only played 2 spells that's still likely 4-5+ mana worth that you get for free and I'd say that's pretty good along with the Armor and permanent targetable damage for your Hero Power.
At any rate, it's a moot point now because it won't be available in Arena anyway.
"To build or destroy...only you decide which joy." - Last Crack
Dragon Roar (2) If my history with getting random dragons stays consistent Temporus will be given to me 90% of the time. Giving it a good rating because I PROBABLY won't get Temporus twice... right?... .
Yes but you could damage your own minions and there's no guarantee you would get an animal companion. You need to build your deck around it to make it work.
Anyway, as you said it doesn't matter because it won't be available.
Got allot of catching up to do (college can be a bitch).
DRUID
Treespeaker - 3.5 - I am usually more favorable to effects that are good even if they hit one thing, and hitting one treant with this is good, anything more and it becomes amazing, but the chances of you doing that are (too) small. While there are few good treant cards, most of the time I pick something else. The only really great card this could work with is Living Mana, and that goes away in the next expansion.
Pounce - 3 - This really depends in which bucket this card lands. While the effect itself is nice, it doesn't seem all that impactful.
HUNTER
Halazzi, the Lynx - 1.5 - The body is weak, but the battlecry will be worth it in the next few turns.
The Beast Within - 4.5 - Even if you have beasts, I think this is simply too unreliable.
Spirit of the Lynx - 4 - Again, very dependant on you having beasts, and again, you need to hit atleast 3 beasts with this to make it worth it. Not too hard, but not easy enough for a better score.
Headhunter's Hatchet - 2 - Worth it even if you don't get the extra durability. This will make life allot easier for hunters.
PALADIN
Flash of Light - 3 - I recently mentioned that cheap heal spells are not worthy in arena. While this isn't great, anything can become atleast a little bit better with card draw.
Bloodclaw - 2.5 - It's nice we get another (good) early weapon, but 5 damage isn't as low as you might think (especially since you will probably take more face damage with the weapon).
PRIEST
Auchenai Phantasm - 2 - Not allot of heroes got a solid 2 drop, and for priest that's even better. And any low cost minion that can still be quite useful in the late game is a minion I want.
Mass Hysteria - 3.5 - It has it's uses, but I'd pick something more dependable.
Bloodsail Howler - 4.5 - I'd pick Bluegill Warrior over this any day (and bluegill is far from a great card). Having 2 health instead of 1 is very rarely a deal breaker on a rushing minion. That means you need to have 2 pirates, at which point this becomes a 3/3 rusher for 2 mana, which is very decent, but having 2 pirates on the board (even having 1 pirate is not a guarantee).
Stolen Steel - 2.5. - You're not exactly starving for weapons as a rogue, but paladin and warrior have a few really big weapons you would certainly want, but there's also some not so great weapons.
Serated Tooth - 3 - Needs a bit of a set-up, but you can also make some very nice combos with it.
SHAMAN
Krag'wa, the Frog - 2 - Even if it gets you 1 spell it's good enough, any more and it's great.
Wartbringer - 3.5 - It is usable in the late turns, which is very nice, but the chances of getting the battlecry are kinda weak.
WARLOCK
Demonbolt - 2.5 - Hard removal is still hard removal, but if we are being realistic, the best result you can except a reasonable ammount of times is 5 mana. So about 35% of the time this is Assassinate for warlocks (obviously good), 15% it can be cheaper (really good), and 50% it's 6 or more. Removal is removal but you might not get your mana's worth all the time.
Blood Troll Sapper - 2 - A very nicely stated minion that can't be easily ignored. I like.
WARRIOR
Dragon Roar - 2 - There are more than enough good dragons for this to be worth it, and even if you don't get the best one, since there are 2 of them, you will never feel too bad.
Devastate - 2 - A bit restrictive but warriors can certainly use more cheap removal.
NEUTRAL
Mojomaster Zihi - 4 - This card screams constructed.
Ice Cream Peddler - 3 - You will very rarely get the armor (and if you do it's nice but not groundbreaking), but the stats are fine enough.
Drakkari Trickster - 3.5 - Here we go again with giving stuff to your opponent. This time you can't even control it to some degree. The stats are good enough though and since you also get a card it probably won't be too bad.
Gurubashi Offering - 5 - Cards that only give you armor are already bad in arena. And getting that armor a turn late while you hope a 2 health minion survives? Nu uh.
Arena Patron - 4.5 - With a few buffs this can become legit, but way too unreliable. Atleast he looks more badass than his cousin.
Booty Bay Bookie - 3 - There will be times where you own the early game because of this, but a coin is a very bad thing to give to your opponent.
Serpent Ward - 5 - Needs allot of protection for a mediocre effect.
Shieldbreaker - 3 - Can be very useful in the late game, but it's another one of those cards whose quality depends (even more than allot of other cards) on the bucket it's placed in.
Mosh'Ogg Enforcer - 2.5 - This guy does one job, protect your face and your stuff, and he is really good at that (and being annoying).
Dragonmaw Scorcher - 2 - For a neutral card with a good effect like this, he also has some perfectly fine stats aswell.
Former Champ - 2 - In a meta where there are a bunch of 5 mana 5/5 minions, this guy really makes some noise.
Half-Time Scavenger - 2.5 - The overkill isn't that impressive, but combined with nice stats and stealth, this is one good package.
Arena Fanatic - 3 - I really like buffs like this, but you do need to have atleast a few minions for her to be of real value.
Arena Treasure Chest - 5 - Just no. Drawing 2 cards is really nice, but this actually has too much health, since the opponent will need some really big AOE for this to die. And buffing it can be an option, but you shouldn't rely on that.
Rumbletusk Shaker - 3.5 - Fair enough for the cost, but nothing special.
Regeneratin' Thug - 2 - With 3 attack this can turn from something annoying to a real threat for your opponent in the earlier stages of the game
Banana Buffoon - 4 - Probably not worth it, unless you have cards that interact with spells.
Ornery Tortoise - 2.5 - Getting out a minion with stats for 4 mana a turn earlier is certainly one hell of a tempo play. Late game though, one less mana won't be a huge deal, but 5 damage to the face certainly will be allot of times.
Dozing Marksman - 4 - Might have some potential in mage, but otherwise not worth bothering with.
Cheaty Anklebiter - 3.5 - Has enough things to make him atleast decent, but he probably won't be too impactful.
Scarab Egg - 4.5 - We have enough of zero attack deathrattle cards thank you very much. Atleast here the deathrattle is somewhat decent for the cost.
Spellzerker - 3, 2 - Plus 2 spell damage is not something to be overlooked. While you can sometimes pull off allot of great stuff with all of the classes, this can be really dangerous in mage.
Arena is back to who is offered the most epics.
I'm seeing people winning due to being offered multiples of prime epics. I'm seeing lots of high-rolling random card generation.