• 2

    posted a message on Clownfish

    Mistermath's Card Ratings for Voyage to the Sunken City:

    7/10

    Being specific to murlocs keeps this in check, but the effect is just honestly insane, as it's not just powerful but also flexible. Gorloc Ravager ensures that murloc shaman can keep their hands full enough for this effect to always discount mana.

    Posted in: Clownfish
  • 2

    posted a message on Tidelost Burrower

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    Unsurprisingly, this and Clownfish pull murloc shaman back into the meta. Note that this is not just a 4/4 and 2/2 with murloc tags - this can get, on the high end, Murloc Warleader for the attack buff, or on the low end, Spawnpool Forager for a sticky 1/1. 

    Posted in: Tidelost Burrower
  • 2

    posted a message on Inkveil Ambusher

    Mistermath's Card Ratings for Voyage to the Sunken City:

    7/10

    This card theoretically has downside because the 1/2 body is weak when attacked into. In reality, the combination of stealth and this doing 4 damage when it first attacks for free means that your opponent will have real trouble holding on to the board if you're tempo-based. However, it does have a notable weakness to both rush minions and spells.

    Posted in: Inkveil Ambusher
  • 2

    posted a message on Herald of Light

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    The holy spell requirement is harder than just casting a spell, but you're still getting a Divine Hymn (which saw play) for free when you meet it. Not at all a bad card, as the 3/4 naga is already a 4.5/10. 

    Posted in: Herald of Light
  • 2

    posted a message on Disarming Elemental

    Mistermath's Card Ratings for Voyage to the Sunken City:

    5/10

    An interesting disruption tool. This isn't quite denying them a card, but you're likely to pick something cheap with this, meaning their next draw will be pretty bad regardless of the situation. That said, a 4/4 for 4 just is really slow, and I think this card is mostly just fair.

    Posted in: Disarming Elemental
  • 2

    posted a message on Lightray

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    On one hand, Kabal Crystal Runner and Thing from Below show just how powerful free 5/5s can be, even when they require lots of setup. On the other hand, Lightray costs far more to start with, making it extremely difficult to get this to be good for the cost on curve. This limits it to extremely low-curve decks running mostly paladin cards (quest paladin) and control decks that can take their time and wait for a free 5/5. 

    Posted in: Lightray
  • 2

    posted a message on Front Lines

    Mistermath's Card Ratings for Voyage to the Sunken City:

    3/10

    What a flashy card this is. Unfortunately, though, paying 9 mana for a symmetrical effect is pretty bad, and your opponent even gets the first attacks in the case of all vanilla minions. Thus, for this card to be played successfully, one needs to really build their entire deck around this. This means running extremely large minions, minions with end-of-turn effects or rush/charge, and cost-reducing cards to cheat this out earlier. Since it's a theoretically bad card that requires extreme synergy, I'm going to give it a low rating, but that certainly isn't a death sentence to this card's viability.

    Posted in: Front Lines
  • 2

    posted a message on Polymorph: Jellyfish

    Mistermath's Card Ratings for Voyage to the Sunken City:

    5/10

    While the theoretical flexibility of being able to transform one of your own minions into a jellyfish is interesting, note that a 4/1 with spell damage +2 would not see play by itself, meaning this card's offensive capability is pretty much limited to combo decks. Thus, this is mainly a Polymorph with slight downside in exchange for costing 1 less mana, as the jellyfish is way more threatening than a sheep to deal with.

    Posted in: Polymorph: Jellyfish
  • 2

    posted a message on K9-0tron

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    A 2/3 mech with dredge is about a 5/10, and you seriously have to warp your deck to be able to consistently find a 1-drop, which means its power is synergy-focused and not inherent. I can't think of any use for it right now in standard, but this may be fun with 1-drop quest hunter in wild (not that that's anywhere near strong enough).

    Posted in: K9-0tron
  • 0

    posted a message on Shellshot

    Mistermath's Card Ratings for Voyage to the Sunken City:

    7/10

    It turns out that this repeats until it hits 1 damage, making this extremely potent both by itself and alongside spell damage effects. The randomness is a downside, but repeated shots mean that it'll probably get what it has to get done done. Of course, this is a solid card in quest hunter.

    Posted in: Shellshot
  • 0

    posted a message on Ancient Krakenbane

    Mistermath's Card Ratings for Voyage to the Sunken City:

    7/10

    Once again, we've seen that in any control or spell-focused deck, casting 3 spells really isn't a large requirement. Like Queen Azshara and Handmaiden, this card is extremely strong once its effect is triggered, and is a solid choice in quest hunter. It also potentially enables some sort of slower combo-based control hunter with Brann Bronzebeard as well.

    Posted in: Ancient Krakenbane
  • 0

    posted a message on Moonbeam

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    This is mostly just a better version of Arcane Shot, which is a 5/10. The bonuses are not limited just to spell damage, but also to 1 damage synergy, popping divine shields, and being one of the few arcane spells in druid.

    Posted in: Moonbeam
  • 0

    posted a message on Herald of Nature

    Mistermath's Card Ratings for Voyage to the Sunken City:

    7/10

    Casting a nature spell is harder than just casting a spell, but when so many critical token cards are also nature spells anyway (Ex: Living Roots, Thorngrowth Sentries) it's not really hard to put this in a deck and trigger it consistently, making it extremely good.

    Posted in: Herald of Nature
  • 0

    posted a message on Fossil Fanatic

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    This is no Cutlass Courier, but it's still pretty solid. At the very least, you can play this on turn 3 and hero power to tutor a fel spell, making this a 3 mana 2/2 that gave you +1 attack and drew a card. When you have a weapon equipped, it's even better.

    Posted in: Fossil Fanatic
  • 0

    posted a message on Herald of Chaos

    Mistermath's Card Ratings for Voyage to the Sunken City:

    6/10

    Acolyte of Agony was a 4/10. Plus one health brings it to 5/10, and the naga tag and fel synergy brings it to a 6/10. In decks where this can consistently get rush (mostly Fel Demon Hunter[/card], this is a pretty strong card.

    Posted in: Herald of Chaos
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