Hello! It's me again, that irrelevant teenager, and over the next month I am going to rate and review ALL THE CARDS. Even though only one person actually commented on my thread, and they were just complaining that priest and paladin (ha) were going to be overtuned, I learned a lot about rating cards. Like nothing is viable. Thus, I have revamped my system.
Horrible
Bad
Not Good
Not Competitive
Fringe
Good
Great
"T" stands for tech.
Just because a card is not bad, definently does not mean it will see play. However, it would be really boring if I rated every card a 1 while rating all the other cards 6 or 7. Thus, I want to make it clear that a card in number 4, will not see any competitive play. Anyways, let us begin.
DRUID
Zoo - 2/7 Jade - 6/7 Ramp - 5/7 Beast - 4/7
Tyrantus - 4/7 Seems... excessive. I don't think this is a bad card, if you want a big card, but like, there are more impactful big cards.
Jungle Giants - 4/7 Reward is a guaranteed Aviana/ It pretty much wins you the game instantly once you get it. Problem is, the effect is difficult to successfully proc, and you need to run cheap 5 attack minions. I don't think this card will be amazing, as midrange or faster will just eat this deck alive.
Giant Anaconda -2/7 I don't think better ramping of cards is what druid wanted. This is definently excessive and win-more.
Living Mana - 6/7 You can't float mana if you don't have it. *roll safe meme here* Yeah, flood druid floats mana @ around turn 6, so this will help close the game out by forcing answers or forcing a ton of damage into your opponent's face. However, rotations hurt zoo druid a lot.
Earthen Scales - 6/7 Remedies one of the problems of ramp and jade druid, and that is susceptability to being beat to death. This won't stop the aggressive decks, but it will help. This card is powerful, and can close games against aggro if timed correctly.
Evolving Spores - 2/7 Too risky. Also, doesn't fix zoo druid's biggest weakness, which is inconsistency. Already plenty of pay-off cards.
Shellshifter - 5/7 This is good and flexible, but I don't think that it'll fit into a competitive druid deck.
Verdant Longneck - 4/7 Surprsingly to me, there wasn't much push for beast druid. However, this is a good card that has 5 attack that is also, very importantly, cheap (in the context of ramp druid).
Elder Longneck - 3/7 Good against midrange and control, but bad against aggro, which is the main problem. However, it is a cheap 5-attack minion, so it might be run just because the lack of alternate choices (Infested Tauren).
Tortollan Forager - 6/7 A good card! Has big late game but does not sacrifice early pressure. Even with this card, ramp will probably still suck.
HUNTER
Marsh Queen - 6/7 Dinomancy - 6/7 Midrange - 7/7
Swamp King Dred - 3/7 This is the first minion that has better stats then what its curve would allow! Better than Giant Sand Worm but is very vulnerable to removal, is weak when behind, and will lose to the inevitable low-cost adapt minion that picks poisonous. Frankly, it just does not make much sense in hunter.
The Marsh Queen - 6/7 The new hunter cards give enough value so that the deck will not just run out of steam in the late game. Stampede, maybe a single copy of Dinomancy, and Tol'vir Warden will keep you playing stuff in the midgame.
Dinomancy - 6/7 Creates a new archetype for hunter where they can get long-term value by buffing up their beasts and running down the opponent, albeit, more slowly this time. Will probably not be run with the quest, but will still demand a large amount of 1-drop beasts.
Stampede - 7/7 Card draw for hunter! Or at least huge value. This card is crazy, and will generate huge amounts of value in the late game. Likely will fit in both Dinomancy and The Marsh Queen decks.
Terrorscale Stalker - 2/7 (Standard) 7/7 (Wild) Contrary to popular belief, I think that this card actually makes Princess Huhuran even better! More consistency is always good. However, there's a surprising lack of 2 mana deathrattles in standard, with only Loot Hoarder and Kindly Grandmother being good.
Tol'vir Warden - 6/7 5 drops tend to suck, and this card is not too sucky, so it is good. Also, even though it is low value draw, as a top-deck reliant class, it lowers the chance of low-rolling draws by deck-thinning.
Crackling Razormaw - 7/7 Good stats, useful ability, and beast tag! \(owo)/
Grievous Bite - 6/7 Allows a slower deck for hunter. This card does not fit in previous hunter decks. It will be used with Dinomancy to make up for the tempo loss of paying 2 mana.
Jeweled Macaw - 7/7 Just a good card? I don't wanna talk about the strength of 1 mana 1/1s that cycle, so I'll just assume you know why.
Pyros - 5/7 (Standard) This card is unironically really good when resurrected by Kazakus. It also wrecks control warrior, which Reno Mage will need help beating with the abscense of Brann Bronzebeard + Kazakus + Manic Soulcaster. Plus, it is not that sucky when played on turn 2! Will be cut in an aggro meta, especially if pirates are too unmanageable, which is why it will get a fringe rating.
Open the Waygate - 5/7 I think there's two paths with this card. Either you put this in a slightly modified tempo mage in wild, and reap the rewards of having a free turn with Flamewaker, or you go the giants OTK route. I do not think its worth altering your deck for the quest though.
Primordial Glyph - 7/7 Looks amazing! Ramp your board clears to deal with aggro, get two spell procs for the price of one, and you don't even fall behind on mana usage. Definently used.
Steam Surger - 6/7 Gives you a simple way to proc elemental effects and allows you to be more proactive in the early game.
Mana Bind - 2/7 I feel like spells from other classes are usually not good against themselves, e.g. flood decks don't run board clears, aggro doesn't run heal. Counterspell is better 90% of the time.
Molten Reflection - 4/7 Will be run in the new OTK deck.Only other use I can see for this is in either a tempo deck running Arcane Giants. This is fine being used on Flamewaker, but that card is being rotated out.
Arcanologist - 5/7 Secret mage is not good enough, so I do not think this is going to see wide play. However, this card might see play even if you are running just a few secrets., like Ice Block or Ice BarrierEven then, it might be a one-of in freeze mage in wild. It's not better than Mad Scientist but why not use both? [insert meme here]
Flame Geyser - 7/7 Mages can make use of just two damage, as they can easily bump it up to three with the use of their hero power. Elementals deck with have trouble early game, and this card helps alleviate that while not sacraficing late game power.
Shimmering Tempest - 6/7 Is an elemental, does something early, and gives value later.
PALADIN
Kaleidosaur - 6/7 Midrange - 3/7 Eboladin - 4/7
Sunkeeper Tarim - 7/7 Will be run in every single paladin deck that isn't aggro. People just say "Oh, it's unreliable for buffing your board", or "Eadric the Pure is better for stopping aggro", but the beauty of the card is the flexibility. It can double as removal, as a threat, and even just as a taunt. If you clear the board by turn 6, playing this will easily take some hits from an Arcanite Reaper, pretty much securing the game for you. I really don't see how people could think this card is bad.
The Last Kaleidosaur - 6/7 Galvadon is devastating. People don't understand the power behind him. However, the way to trigger this quest is rightfully hard, requiring the running of many buff cards. I feel this card is going to surprisingly competitive.
Dinosize - 3/7 This card is very, very dangerous and gives paladin a lot of burst. The problem is, it is useless from behind and is expensive, meaning that it is too slow for aggro. I have a feeling this card will be like King Krush. You won't put him in a deck, but when you pull him from a Webspinner, you don't really mind. ;)
Primalfin Champion - 6/7 Necessary for the new quest. Allows you to get more mileage out of your small spells.
Lightfused Stegodon - 3/7 (Standard) 5/7 (Wild) Hero powering is overrated. You can't make a dedicated palamen deck in standard.
Spikeridged Steed - 6/7 It's cost limits it because it requires you to maintain a board by turn 6. If you do though, you are rewarded with a value overload. Also, the taunt makes it a super strong card against aggro decks without spell burn. They have to make through +12 health worth of taunt! That's insane!
Vinecleaver - 4/7 It's so slow, it is going be punished. Never underestimate the power of clearing the enemy's board while building your own though.
Adaptation - 6/7 Good in aggro decks. I think the stronger options will be +3 attack, summon 2 1/1s, and poisonous. The medium options will be +3 health, windfury, divine shield, and +1/+1. The weakest options will be taunt, can't be targeted by spells or hero powers, and stealth. This means that you have less than a 1% chance of getting all the ones that don't effect the board immediately. I think adapt in general is underestimated, as getting a good option is easier than it seems.
Hydrologist - 4/7 Severely misinterpreted card. Playing hydrologist on turn 2, and then a secret the turn after, or playing the secret and it on turn 3 is almost always wrong, with the exception of pulling Noble Sacrifice. This card is a way to get value secrets like Redemption or Getaway Kodo, or removal likeRepentance, without diluting your deck with 1-drops. In fact, the low quantity of paladin secrets allow you to have great control on what you get. However, this card will not have an archetype to fit in, which is why I gave it a low score.
Lost in the Jungle - 7/7 It's a decent one drop, and that doesn't exist for paladin right now apart from Argent Squire. It doesn't fit into handbuff, but it does fit into normal buff! It allows to recharge board quickly, by giving a cheap body to put a buff onto.
Lyra the Sunshard - 6/7 Fits into elemental decks and gives crazy value in the late game. Severely underestimated card.
Awaken the Makers - 2/7 (Standard) 5/7 (Wild) There is not enough deathrattle minions to awaken these makers in standard. I'm not sure if the reward is even quite good enough for wild either. I think this is one of the weaker quests.
Curious Glimmerroot - 7/7 Assuming that you always guess right, this card is really good. It gives you info, has an okay body for its cost, and does not lose much value. Will probably replace Thoughtsteal , as if it was run anymore.
Shadow Visions - 5/7 Has a lot flexiblity, but is also rather expensive. I'm not sure if priests will be able to pass away their early turns with the loss of Excavated Evil, but maybe Auchenai Soulpriest and Circle of Healing will see a comeback. I think the deck needs to be more proactive to be successful.
Crystalline Oracle - 6/7 Strange card. This card is weaker then the other 1/1s that generate value, because it is in priest. Rogue uses Swashburglar because of Patches the Pirate, combo, and the ability to use their hero power to deal two damage. Mage uses Babbling Book because of Brann Bronzebeard and the ability to use their hero power to deal two damage in total. Hunter uses Webspinner because it is a cheap beast that "cycles" itself (for Houndmaster and Kill Command) and for Glaivezooka. Why would priest want a 1/1? Well, an opponent's card will likely help them fight off the aggro they face. Honestly, this card's source of generation is likely the strongest of all of the 1/1s, because decks tend to have cards that help fight their own decks. And, it is a cheap elemental, which is super dooper.
Free From Amber - 3/7 More likely than not, you will discover a vanilla statted minion, and hopefully get taunt. I feel that Forbidden Shaping, although not as reliable, is better in its delta of power. Of course, you won't mind pulling this card from Lyra the Sunshard.
Mirage Caller - 4/7 Not an early game card, despite its low cost. Only incredibly descent combo in standards is [/card]Cairne Bloodhoof. I feel this card is just too greedy.
Radiant Elemental - 7/7 Play this card early and use Power Word: Shield and get a 2/5 for 2! Makes Lyra the Sunshard insane in the late game. Allows you to squeeze in more healing spells in the late game while also being proactive. This is a powerful card.
Tortollan Shellraiser - 3/7 Poor stat distribution and conditional deathrattle. 2 attack is usually not enough, and priest lacks an easy way to ping. I feel it'll still be run out of desparation for taunts with deathrattle though.
Sherazin, Corpse Flower - 3/7 Its effect is too hard to proc and it is slow. Not a good idea to build around one bad legendary (that isn't a guaranteed draw of course). BUT, it finds hope in the fact that this card is very tenacious. Also, it only needs to be proc'ed once to actually be "worth" it.
The Caverns Below - 5/7 The effect of this card is outrageously powerful in the right deck, but out of all of the quests, this card is by far the hardest to complete. If I had to guess, it will go in a very low curve, high cycle deck filled with cheap anti-aggro cards. The quest will be tossed in aggro match-ups, and kept in control match-ups, as the deck will need more value to beat the more valuable decks.
Biteweed - 3/7 Looks redundant. Maybe as a one-of for more consistency, but Questing Adventurer works just fine.
Vilespine Slayer - 7/7 Its generous stats allows it to be okay even when used on a 2-drop! Amazing tool for control, and still amazing tool for not control. Best comparison to show its bonker-ness is Blade of C'Thun, which costs 4 more mana with pretty much the same effect.
Envenom Weapon - 4/7 You don't find rogues weaponing up much anymore. This card is fine, but Rogue doesn't have the healing for a control deck.
Mimic Pod - 4/7 It's not going to be played in miracle, so there must be more cards to support either duplicate rogue, or to support control/midrange rogue. In a vacuum, it's pretty useful, but not amazing.
Obsidian Shard - 4/7 Assassin's Blade shows that this card is not as bad as it seems. But it is too slow, rogue's don't care about weapons anymore, and midrange rogue is not good enough.
Hallucination - 5/7 Better than Journey Below because deathrattle minions are not flexible. Will probably be run if there was ever a control deck, as it needs healing and board clears, which it will just steal from other classes.
Razorpetal Lasher - 5/7 Razorpetals are good because they are amazing with spell damage. Too bad Azure Drake is rotating out. This also helps fit off the aggression.
Spirit Echo - 5/7 Normal shaman doesn't need card value, but murloc shaman does! Will probably only be a one-of, and you'll be fine without running one.
Fire Plume Harbinger - 4/7 This card allows you to play elementals more easily on curve. However, it is pretty weak, body-wise. I don't really trust the effectiveness of this card.
Primalfin Totem - 6/7 Combos nicely with Flametongue Totem. If you get board early, this card can just have you run away with the game.
Volcano - 6/7 Will be used as a one-of in mega control shaman, as it will clear almost any board if your own side is empty. Problem is, is that mega control shaman is not always having an empty board, and also that Lightning Storm is vastly preferable, except that you can only put two copies of that card in your deck.
Tidal Surge - 6/7 Good for control N'Zoth, but I am still doubtful of such as deck being good.
Hot Spring Guardian - 6/7 Good for elemental deck survival, but also helps other control decks like N'Zoth Shaman.
Air Elemental - 2/7 Looks too low-impact to actually be played. A 2/1 that can't be pinged isn't good enough still.
Clutchmother Zavas - 7/7 This card means that you can discard without actually discarding. Wow! It takes away the downside of discard, and it becomes a great minion itself! It's not as much tempo as Silverware Golem but you would probably run three Silverware Golems in that deck. Thinking about it, this card is not much better than SG, but SG is a pretty good card!
Lakkari Sacrifice - 7/7 The effect is very strong, albeit slow. However, discard is very fast, and loses you value. This card regains the value you lost. I don't imagine this to be played in a typical aggressive variant. I think this will see play in a slower warlock deck, with Lakkari Felhound.
Bloodbloom - 5/7 A lot better than Cho'gall, because you still have to pay 7 mana. This card makes any spell cost only 2 mana. Frankly, this spell makes DOOM! a lot more attractive, as it makes up for the loss of card value for playing this card. Clear the board, and the rebuilding it on the same turn is really insane.
Chittering Tunneler - 3/7 Warlock has lost way too much healing, so I sincerely doubt this card will be played. Plus, the high-impact warlock spells are usually really expensive.
Corrupting Mist - 2/7 Too slow. Cards these days can squeeze so much value out of just one turn of living. There is a big difference between 2 mana and 1 mana, and Corruption will trump every time. Plus, this card hits your own minions!
Cruel Dinomancer - 7/7 Control discard here we come! Gone are the days of going "Oh damn! I just discarded my Doomguard!" Now it'll be like "LUL 6 mana 5/5 summon a doomguard when it dies is pretty good! SeemsGood"
Feeding Time - 4/7 This is slower for a zoo deck. Bane of Doom starts to compete with this card, with a much higher ability for good rolls. I think this card is a bit too expensive.
Lakkari Felhound - 6/7 First reaction: This is garbage! Why would you lose two cards for two more health on a taunt! Second reaction: But wait, if you're playing aggro, your hand will be empty and you get a 3/8 taunt to protect your small minions. Amazing! Third reaction: But wait, isn't Doomguard better? I don't imagine running all 4 copies of these cards in my deck. Fourth reaction: Wait, the portal summons two imps?! That's crazy! Actual fourth reaction: Wait, if there was such a thing as a control-oriented discard deck, this would be it! So my final opinion: Will only see play in a control Lakkari Sacrifice deck.
Ravenous Pterrordax - 7/7 Real question is, will zoolock come back? I'm also really freaking excited for this card.
Tar Lurker - 3/7 Will be run in reno decks, but reno decks are frankly dead.
King Mosh - 6/7 Might be the card to beat jade decks for control warrior! The biggest weakness of this card is that it requires set up, unless you use Whirlwind, or Death's Bite. But imagine this, you clear your opponent's board, then slam down a 9/7. Get you a (dino)man who can answer and develop a board!
Fire Plume's Heart - 4/7 I think the biggest problem with this deck is clearing the board to take advantage of your hero power. I think more typical variants of control warrior will be better.
Explore Un'Goro - 1/7 Elise Starseeker does it better. The only advantage of this card over Elise is that you can more reliably get removal. Of course, she is rotating out, but so is Justicar Trueheart and Jade decks are here to stay. This type of deck won't be competitive.
Sudden Genesis - 6/7 This card makes a new archetype. It gives a reason to run Whirlwind so you can proc this effect easily. Put in big chargers and taunts, like Charged Devilsaur and Ornery Direhorn. This is the pay-off card for running a controlly deck.
Cornered Sentry - 6/7 Versatile. Ruins Kazakus potions, boosts up Brawl, emergency taunt, Armorsmith synergy. Not really a card that you can just slam down though and be satisfied, just like Dirty Rat. It also fits nicely with Sudden Genesis.
Direhorn Hatchling - 6/7 Delays fatigue, gives protection, has an okay body.
Molten Blade - 1/7 Warrior has the best weapons. Why would he want to use ones from other classes? Also, Shifter Zerus is inflexibly flexible, as in, you cannot control when you have to play the card, and weapons usually have to generate immediate value, so having this card change to what you want is incredibly rare.
Iron Hide - 3/7 There are better ways to regain armor.
Ornery Direhorn - 6/7 Super nice body. Adapt does a lot, with the worst options being taunt, poisonous, and stealth.
Tar Lord - 1/7 I prefer Bog Creeper. Reminds me of Maexxna , where you sacrifice threat for just a tiny bit more value in fringe cases.
NEUTRAL
Elise the Trailblazer - 5/7 Probably my favorite card so far. As a person who hasn't spent any money on the game (f2p btw) I love opening packs, and this card will allow me to open packs much more often. 5 drops are crappy, so a 5 drop that is okay is usually good enough. Don't let the lull of the free pack trick you! This is only a 5 mana 5/5. Until you draw your pack, that is what this card is! I can see this card being played in grindy decks, but otherwise, there'll probably be better options (competitively).
Elise the Trailblazer is quickly becoming one of my favorite cards. It's just so positive and generous. Practically costs nothing at all at five mana you drop her on the board and that chill ass motherfucker gives you a pack to use later in the game. And you also get this adorable little 5/5 that can ping things but usually is too harmless to be removed.
But more than the Elise is just so positive. She comes on the board like "do you want to find the golden monkey?" and I'm like "yeah Elise i do want to find the golden monkey" and when she attacks she's like "GET BACK" and I'm like "yeah get away plebians." She doesn't say some bullshit macho shit like "I will destroy you" she's just like "nah spells are fun." And she looks so happy. I mean this is a night elf leading a pack of little kids to the Un'Goro crater. She understands that they probably going to be eaten by dinosaurs and the dude is just fucking loving it. I mean look at her face she's just so happy.
I am literally never sad when Elise is on board. IDK if she's gonna make it into the metagame or not but for now she (or he ( ͡° ͜ʖ ͡°)) is a pretty chill card
(Elise is ultimate waifu. Back off Aya scrubs. \(❤w❤)/)
Hemet, Jungle Hunter - 4/7 In my opinion, just not worth building your deck around, as it is a legendary that does not have a gigantic payoff. Just okay. Fits best into midrange decks.
Ozruk - 2/7 Would you run a 9 mana 5/20 taunt? Maybe even not, and that is why I think this card is weak. At a certain point, the threat value of the card is so high that it's just a matter of removing it with an answer or having enough burn to go face. And a card that is super vulnerable to removal is not very good.
Spiritsinger Umbra - 6/7 Not as good as Brann Bronzebeard. Will see play mainly in N'Zoth priest and hunter, as I don't think the other decks have enough proactive deathrattles.
The Voraxx - 4/7 A combination of Djinni of Zephyrs and Violet Teacher. However, its stats are weak and has to be comboed because of the riskyness of having such low stats.
Bright-Eyed Scout - 6/7 Even if you draw a cheap card, it isn't that bad, because this card is actually over-costed for draw. If you draw something big, it is actually quite crazy!
Emerald Hive Queen - 4/7 You can't support this card with minions, so you have to support it with heals from priest. I think the downside is significant enough to prevent this card from being played.
Gentle Megasaur - 7/7 Gives murlocs a lot of power. Has amazing stats.
Primordial Drake - 6/7 Good card once you reach 8 mana. It has good stats, especially with taunt, and it has dragon synergy.
Tortollan Primalist - ?/7 Such a hard-to-predict card. It's very random, but discover lets you choose the random path you take. Obviously, mage can use this card well as they have good and expensive secrets, as well as board clears, and value generators. Priest is also a good contender, as although they have many bad situational cards, they also have many game changing powerful swing cards. Druid has a surprising amount of cards that are not bad from being pulled from this, and has descent draw options. However, I think the most surprising class that can use this card is Rogue. They have amazing draw that is just too expensive, along with Vanish, Assassinate, and Sap to slow the game down. I'm too lazy to do the math, but if you can get at least one good choice, then this card is actually rather powerful. Otherwise, it is rather weak.
Golakka Crawler - T(5)/7 One expansion too soon, my friend. Too soon... :'(
Humongous Razorleaf - 4/7 Doesn't offer anything new or different from Ancient Watcher, which has fallen out of the meta. More consistency is always good though!
Volcanosaur - 5/7 A big scary, dinosaur! z(X_X)> Good finisher for control decks, and can be a flex between the most aggressive, to the most defensive cards. Biggest weakness is its lack of synergy.
Eggnapper - 2/7 It is too fair of a card to be good.
Fire Fly - 5/7 Even though it is a really simple card, there is a lot of applications behind it. The most obvious is a way to reliably trigger your elemental cards. Then there is usage in flood decks, who may already appreciate usage of 2 mana for two 1/2s. Discolock may enjoy having a 1/2 that gives a discardable card. It also helps make cards like Sherazin, Corpse Flower, Edwin VanCleef, and to some extent, Hobgoblin, as they want to play a lot of cheap cards fast, and without losing too much value. However, I'm concerned that maybe elemental decks don't want to play bad cards to activate good cards.
Fire Plume Phoenix - 4/7 It is an SI:7 Agent but as an elemental and costs 1 more without the combo. I think it is okay, but will be outclassed.
Giant Wasp - 3/7 The only class I could possible see this card being played in is druid, as they are losing their only hard removal, Mulch.
Glacial Shard - T(5)/7 Aggro or midrange tech against midrange decks. They stop the singular big minions from kiling your minions, allowing them to generate additional value. It probably will see play in decks that are searching for 1-drops, like eboladin or the new hunter archetype.
Igneous Elemental - 6/7 Necessary for elemental decks. It is the support or glue of the archetype, like Fire Fly
Nesting Roc - 2/7 Discrepency between the condition and the effect. Its stats are okay.
Primalfin Lookout - 6/7 It's a good card for murloc decks. ¯\_(ツ)_/¯
Stormwatcher - 1/7 No reason to run it, but it is the best statted windfury neutral so far!
Stubborn Gastropod - 5/7 Always kills 2-drops, and the 2 health makes it very hard to deal with. It can also be used against big creatures in the later stages of the game.
Tar Creeper - T(7)/7 Really amazing card! 3 attack is the sweet spot right now, and decks don't usually run silence. Might be good enough to run in fast minion-based lists even! Also great for priest because it is very sticky, both literally and figuratively!
Thunder Lizard - 3/7 I think this card confirms it. There will be very few, or at least, very weak elemental card synergy in the early game. Elementals are for huge swings in the mid-late game. This card is weak, in comparison to the other "reward" cards, but there might not be any better options! :/
Volatile Elemental - 4/7 This effect can be played around, but usually kills at least something in the early game. Really weak against pirates and zoo decks, and the high-point isn't even that high.
And that is all of the cards in Un'Goro! It was fun writing down my thoughts, and I hope you write down your thoughts too! (In the comments)
7 bins is too many for subjective ranking. I highly recommend recalibrating to a 5 point scale. And don't forget arena, where Pyros will be better than 75% of legendaries.
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Anger is the punishment we give ourselves for someone else's mistake.
We've only seen 4 out of 135 cards. There's surely going to be new Elemental and Deathrattle synergy later (as confirmed when they moved Sylvanas to the Hall of Fame set). In addition to that, we should probably wait until all of the adaptations are revealed before we can evaluate the keyword.
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Click the image to go to my custom Time Traveler class.
We've only seen 4 out of 135 cards. There's surely going to be new Elemental and Deathrattle synergy later (as confirmed when they moved Sylvanas to the Hall of Fame set). In addition to that, we should probably wait until all of the adaptations are revealed before we can evaluate the keyword.
I tried to make clear in the description that my rating could change as the expansion continued. Truth be told, I assumed that this thread would get no views, and I haven't even realized that people have commented on it! On the previous thread, I just kinda edited things on a whim. ¯\_(ツ)_/¯ Personally, I feel like elemental and deathrattle synergy should be more costed on the synergy cards rather then on the support cards, so I am not really taking too much in account for its tribe. (Murloc and mech cards are designed around the existance of support cards.) I'll probably just change the rating if such a synergy card was released n(^_^)z
7 bins is too many for subjective ranking. I highly recommend recalibrating to a 5 point scale. And don't forget arena, where Pyros will be better than 75% of legendaries.
I'm not very smart. Why would having a more detailed scoring system be bad for a personal view of cards? I don't really care about arena. It's too stressful for me. <:-( No doubt though, Pyros is the bomb in arena. Gives you a reliable curve and plenty of value just for one card.
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Hello! It's me again, that irrelevant teenager, and over the next month I am going to rate and review ALL THE CARDS. Even though only one person actually commented on my thread, and they were just complaining that priest and paladin (ha) were going to be overtuned, I learned a lot about rating cards. Like nothing is viable. Thus, I have revamped my system.
"T" stands for tech.
Just because a card is not bad, definently does not mean it will see play. However, it would be really boring if I rated every card a 1 while rating all the other cards 6 or 7. Thus, I want to make it clear that a card in number 4, will not see any competitive play. Anyways, let us begin.
DRUID
Zoo - 2/7 Jade - 6/7 Ramp - 5/7 Beast - 4/7
HUNTER
Marsh Queen - 6/7 Dinomancy - 6/7 Midrange - 7/7
MAGE
Unadulterated Elementals - 6/7 Reno (with Elementals) - 7/7 Time Warp OTK - 4/7
PALADIN
Kaleidosaur - 6/7 Midrange - 3/7 Eboladin - 4/7
PRIEST
N'Zoth - 5/7 Classic Control - 3/7 Elemental - 6/7 Kazakus - 3/7
ROGUE
Miracle - 6/7 Aggro (With Water Package) - 6/7 Crystal Core - 5/7
SHAMAN
Elemental - 6/7 Murloc -7/7 N'Zoth - 5/7 Jade - 6/7
WARLOCK
Discolock (w/o quest) - 5/7 Lakkari - 7/7 Control - 2/7
WARRIOR
Control - 5/7 Sudden Genesis - 6/7 RAGNAROS! - 6/7, Pirates - 6/7
NEUTRAL
Elise the Trailblazer is quickly becoming one of my favorite cards. It's just so positive and generous. Practically costs nothing at all at five mana you drop her on the board and that chill ass motherfucker gives you a pack to use later in the game. And you also get this adorable little 5/5 that can ping things but usually is too harmless to be removed.
But more than the Elise is just so positive. She comes on the board like "do you want to find the golden monkey?" and I'm like "yeah Elise i do want to find the golden monkey" and when she attacks she's like "GET BACK" and I'm like "yeah get away plebians." She doesn't say some bullshit macho shit like "I will destroy you" she's just like "nah spells are fun." And she looks so happy. I mean this is a night elf leading a pack of little kids to the Un'Goro crater. She understands that they probably going to be eaten by dinosaurs and the dude is just fucking loving it. I mean look at her face she's just so happy.
I am literally never sad when Elise is on board. IDK if she's gonna make it into the metagame or not but for now she (or he ( ͡° ͜ʖ ͡°)) is a pretty chill card
(Elise is ultimate waifu. Back off Aya scrubs. \(❤w❤)/)
And that is all of the cards in Un'Goro! It was fun writing down my thoughts, and I hope you write down your thoughts too! (In the comments)
7 bins is too many for subjective ranking. I highly recommend recalibrating to a 5 point scale. And don't forget arena, where Pyros will be better than 75% of legendaries.
Anger is the punishment we give ourselves for someone else's mistake.
We've only seen 4 out of 135 cards. There's surely going to be new Elemental and Deathrattle synergy later (as confirmed when they moved Sylvanas to the Hall of Fame set). In addition to that, we should probably wait until all of the adaptations are revealed before we can evaluate the keyword.
Click the image to go to my custom Time Traveler class.
Card reveals means more reviews! \('_')/
Sorry for the belated responses that you don't care about in advance! I just really like typing. ;)