The quest does not look easy to fulfill, but this will be a pretty significant win condition for control mage decks. In wild this will be nuts with reno; in standard I have to imagine people will also find a way to make this work.
Standard Impact: 5; Wild Impact: 5; Overall impact: 10
Even with the currently announced and existing cards, I don't think it would be too uncommon to be able to get out Amara, Warden of Hope. In Wild, Amara will be very strong since there are stronger deathrattles. In standard, turn 9 is 3 turns later than Reno, and I am not sure how consistently priest can get out 7 deathrattles before turn 8. Still Amara has a fantastic stat line in an already popular archetype and will have an immediate game impact in terms of buffing priests who already want the game to go longer.
This might seem like a very unusual choice to be placed this highly, but I put it this high since it is the only legendary that stands a chance of impacting the biggest meta threat right now, Pirate Warrior. Pirate Warrior already does not want to go to fatigue, and removing the chance of N'Zoth's First Mate or Small-Time Buccaneer and instead only drawing Arcanite Reaper or Kor'kron Elite means this might be worthwhile in pirate-warrior decks and may make the deck even stronger than it was with Sir Finley Mrrglton
This is going to be essential for control warrior to deal with jade decks and might be an ingredient that could actually make the archetype playable again.
This is one of the best stat lines in the game for mana cost. Although the risk of poisonous is of course there, gaining lategame board control or threating 9 damage to face is going to be significant, Wild or Standard. Although not as archetype-shaping as some of the other legends, I feel like there's practically no hunter deck that would not run this guy.
This feels like a very weird card to me, but even though I think it will be a bit awkward in the aggro discolock list that is popular right now, it seems to have way too much potential to put any further down the list in a mid-range discolock list that might emerge in this expansion.
Kalimos would not be that exciting if Ragnaros the Firelord was not rotating out. As it is, though, a 7/7 body that can consistently finish your opponent with a 6-damage fireball to their face seems pretty good.
With the elemental deathrattles announced, I've moved this up almost to the top 10. Activating the quest will not be too bad. It's like a weird zoo variant.
My inclination is that this will be much more playable than The Marsh Queen by comparison, since the biggest issue with murloc tribal decks was running out of steam before fatal was possible. Still there's a lot of board wipes right now so it is hard to say how competitive this will be.
Djinni of Zephyrs never really took off for a few reasons; to activate his effect you needed a second minion, which meant you needed to play him with a board and a spell in hand or two extra mana for a tap on paladin (paladin being his main class friend). So Voraxx isn't just one mana cheaper than Djinni, he's kinda three mana cheaper (if you think of the tap) which makes him much more playable, particularly in wild where you could play them together ;)
This Elise seems solid as a card-advantage mechanic. Although control warrior isn't super popular right now, I can see this getting tried in other decks.
Only worthwhile for elemental tribe synnergy, which we don't know what will be in Mage, but I'm assuming they will release some other cards that will make this seem ok once we know how mage elemental synergy will work.
Hard to say whether the splash will go toward murlocs or pirates (or both) but it shouldn't be too hard to build a deck to actually get Queen Carnassa out by turn 7. The problem is that then on turn 8 you only have a 15/38 chance (about 40%) of drawing a raptor, which means you will tend to continue to draw your 1-drops since they will likely be a significant chunk of your deck. Your deck still could very easily run out of steam. This seems significantly worse than Lakkari Sacrifice to me.
Galvadon can get stealth and windfury, so that with stat boosts of either +3 attack or +1/+1 it might end up as high as 14/5 or more commonly 12/6 for a threat of between 28 or 24 damage. That's cool. The problem is that 6 spells on your own minions is a pretty tall order. Even if all 4 of the remaining cards in this set are minion buffs it will still be a tall order, and I doubt that will be the case. On the other hand maybe I'm wrong and someone will make a baws Djinni of Zephyrs deck. (Djinii is rotating pogchamp) On the whole though this strikes me as the hardest quest to fulfill since the deck type necessary to complete it is so likely to lose the early game.
I'm going to weight this as a 5/12.5, which is a 17.5 total statline compared to a hoped for 18 statline at 9 mana. That may seem bad, but honestly, there's not a lot of 9-drops in standard. On the whole though I think this is outclassed by Soggoth the Slitherer
While this is a mana-efficient pile of stats and being untargetable isn't that bad, this is overall pretty meh for its lack of board impact and synnergy. Even with Jungle Giants this is still not a great card.
Seems unlikely to ever see play in wild since avenge uber minions is such a big part of paladin. In standard, having a way to die slower to jades isn't that bad, but this seems so bad against pirate warrior that I don't see it seeing that much play there either.
I'm sorry to be this clueless guy, but I'm not sure I get how to read your chart (--->Standard Impact: X / Wild Impact: Y / Overall Impact: Z) What does it mean? Could you please give me a crash course ? :)
I'm sorry to be this clueless guy, but I'm not sure I get how to read your chart (--->Standard Impact: X / Wild Impact: Y / Overall Impact: Z) What does it mean? Could you please give me a crash course ? :)
Yeah, you are rigth, the classification is just for standard impact and, even if im pretty sure cards like awaken the makers will have a great impact in wild too, i dont know the wild meta well enought to do an objective ranking ^^
Just a question: does Hemet, jungle hunter trigger deathrattle effect of minion that he destroys? it might seem a stupid question but it is not so clear from the description
For your question about Hemet, Jungle Hunter it is still too early to be 100% certain, but I don't think it is likely to trigger any effect, other than trimming your deck down of a few cards. My rational being Fel Reaver and Deathwing mecanic, that simply destroys your cards. Hope this help :)
As a wild player, priest, shaman, and hunter quests all look terrifyingly powerful. Priest gets absurd taunts to work with, shaman gets tinyfin, old murkeye, so on. Hunter gets cards like webspinner, mad scientist, shredder. The decks kind of build themselves, and I would be unsurprised if any of these quests destroy the meta. King mosh is currently the only legendary minion I see having an impact on wild, as control warriors needed something like it. Kalimos is crazy too, but wild shaman will probably be faster than that. There are many mediocre, but not technically bad legendaries in this set. Rogue quest looks fun, clutch mother looks fun, lakarri sacrifice looks fun, most of them look fun. I hope this set does manage to deal with the aggro/jade meta though, because it does not currently look like it will
By standard impact and wild impact, I mean how much the card is likely to impact the game in terms of value in crafting. Since the point of this thread was to rate the legends partly in terms of crafting value, I did not want to break them into two lists since ultimately the dust to craft a quest is going to be the same as a dust to craft a minion.
While pirate warrior might not seem to want to use any six drops right now, I disagree that there won't be a point where pirate warrior does want a way to win if the game advances to turn 7.
Updating for Tyrantus, which isn't hard since it is pretty clearly on the weaker side of things.
They did also announce another minion buff spell for paladin; it seems good for the mana cost, and seems to be reinforcing the sense that they're expecting galvadon to be a very late game minion. I just don't see how you can build around what to me seems like a turn 11 minion, so my rating for the last kaleidosaur hasn't changed still.
what a horrid list. ranking a 5 mana 5/5 that comes with so much card advantage so low because it isnt good in the meta. news flash the meta wont be the same. how do you evaluate these cards when you guys make these threads.
what a horrid list. ranking a 5 mana 5/5 that comes with so much card advantage so low because it isnt good in the meta. news flash the meta wont be the same. how do you evaluate these cards when you guys make these threads.
Is it a "horrid list" just because you disagree with Elise's placement? It's not like I'm saying she's bad, I just don't see her as a priority for crafting. And I don't see why you would think the meta would drastically shift when the two most popular archetypes, jade and pirate, are losing literally nothing. Elise might fit well into a variety of control decks, but she will not be the win condition or the defining feature in any of them. The order is where I would prioritize crafting. What would you put Elise over and why?
Added the new legends announced today and rearranged a few others.
There's definitely some very powerful legends in this set. From those today, Waygate and Jungle Giants both seem like top five crafts. Fire Ploom's heart also makes top 10 to me.
I moved The Caverns Below up several spots since elemental rogue will make the quest pretty easy it seems.
Although paladin got some new tools for buffing minions I still don't see it as enough to make kaleidosaur reliable.
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There are 23 legends coming with the Journey to Un'Goro, 18 class legends and 5 neutral legends. All have now been revealed.
1. Open the Waygate
The quest does not look easy to fulfill, but this will be a pretty significant win condition for control mage decks. In wild this will be nuts with reno; in standard I have to imagine people will also find a way to make this work.
Standard Impact: 5; Wild Impact: 5; Overall impact: 10
2. Awaken the Makers
Even with the currently announced and existing cards, I don't think it would be too uncommon to be able to get out Amara, Warden of Hope. In Wild, Amara will be very strong since there are stronger deathrattles. In standard, turn 9 is 3 turns later than Reno, and I am not sure how consistently priest can get out 7 deathrattles before turn 8. Still Amara has a fantastic stat line in an already popular archetype and will have an immediate game impact in terms of buffing priests who already want the game to go longer.
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
3. Hemet, Jungle Hunter
This might seem like a very unusual choice to be placed this highly, but I put it this high since it is the only legendary that stands a chance of impacting the biggest meta threat right now, Pirate Warrior. Pirate Warrior already does not want to go to fatigue, and removing the chance of N'Zoth's First Mate or Small-Time Buccaneer and instead only drawing Arcanite Reaper or Kor'kron Elite means this might be worthwhile in pirate-warrior decks and may make the deck even stronger than it was with Sir Finley Mrrglton
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
4. Jungle Giants
Summon, so this buffs Jade in a big way, and will be better than Aviana.
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
5. Spiritsinger Umbra
Although a mana more than brann, this is going to be a very important card in wild decks and will almost certainly be playable in standard as well.
Standard impact: 4 / Wild Impact: 5 -- Overall Impact: 9
6. Fire Plume's Heart
This is going to be essential for control warrior to deal with jade decks and might be an ingredient that could actually make the archetype playable again.
Standard impact: 5 / Wild Impact: 4 -- Overall impact: 9
7. Clutchmother Zavas
Honestly this looks like a bigger part of Discolock than Lakkari Sacrifice, and will fit into both aggro and midrange version of discolock.
Standard Impact: 5 / Wild Impact: 4 -- Overall Impact: 9
8. Swamp King Dred
This is one of the best stat lines in the game for mana cost. Although the risk of poisonous is of course there, gaining lategame board control or threating 9 damage to face is going to be significant, Wild or Standard. Although not as archetype-shaping as some of the other legends, I feel like there's practically no hunter deck that would not run this guy.
Standard Impact: 4 / Wild Impact: 4 / Overall Impact: 8
9. Lakkari Sacrifice
This feels like a very weird card to me, but even though I think it will be a bit awkward in the aggro discolock list that is popular right now, it seems to have way too much potential to put any further down the list in a mid-range discolock list that might emerge in this expansion.
Standard Impact: 4 / Wild Impact: 3 / Overall Impact: 7
10. Kalimos, Primal Lord
Kalimos would not be that exciting if Ragnaros the Firelord was not rotating out. As it is, though, a 7/7 body that can consistently finish your opponent with a 6-damage fireball to their face seems pretty good.
Standard Impact: 4 / Wild Impact: 2 / Overall Impact: 6
11. The Caverns Below
With the elemental deathrattles announced, I've moved this up almost to the top 10. Activating the quest will not be too bad. It's like a weird zoo variant.
12. Unite the Murlocs
My inclination is that this will be much more playable than The Marsh Queen by comparison, since the biggest issue with murloc tribal decks was running out of steam before fatal was possible. Still there's a lot of board wipes right now so it is hard to say how competitive this will be.
Standard Impact: 3 / Wild Impact: 2 / Overall Impact: 5
13. King Mosh
Seems almost objectively better than Deathwing since you keep your hand and only require 1 spell to combo.
Standard Impact: 2 / Wild Impact: 2 / Overall Impact: 4
14. The Voraxx
Djinni of Zephyrs never really took off for a few reasons; to activate his effect you needed a second minion, which meant you needed to play him with a board and a spell in hand or two extra mana for a tap on paladin (paladin being his main class friend). So Voraxx isn't just one mana cheaper than Djinni, he's kinda three mana cheaper (if you think of the tap) which makes him much more playable, particularly in wild where you could play them together ;)
15. Elise the Trailblazer
This Elise seems solid as a card-advantage mechanic. Although control warrior isn't super popular right now, I can see this getting tried in other decks.
16. Pyros
Only worthwhile for elemental tribe synnergy, which we don't know what will be in Mage, but I'm assuming they will release some other cards that will make this seem ok once we know how mage elemental synergy will work.
17. The Marsh Queen
Hard to say whether the splash will go toward murlocs or pirates (or both) but it shouldn't be too hard to build a deck to actually get Queen Carnassa out by turn 7. The problem is that then on turn 8 you only have a 15/38 chance (about 40%) of drawing a raptor, which means you will tend to continue to draw your 1-drops since they will likely be a significant chunk of your deck. Your deck still could very easily run out of steam. This seems significantly worse than Lakkari Sacrifice to me.
18. Lyra the Sunshard
Although priest doesn't cast lots of small spells, some card generation is never bad.
19. The Last Kaleidosaur
Galvadon can get stealth and windfury, so that with stat boosts of either +3 attack or +1/+1 it might end up as high as 14/5 or more commonly 12/6 for a threat of between 28 or 24 damage. That's cool. The problem is that 6 spells on your own minions is a pretty tall order. Even if all 4 of the remaining cards in this set are minion buffs it will still be a tall order, and I doubt that will be the case.
On the other hand maybe I'm wrong and someone will make a baws Djinni of Zephyrs deck.(Djinii is rotating pogchamp) On the whole though this strikes me as the hardest quest to fulfill since the deck type necessary to complete it is so likely to lose the early game.20. Ozruk
I'm going to weight this as a 5/12.5, which is a 17.5 total statline compared to a hoped for 18 statline at 9 mana. That may seem bad, but honestly, there's not a lot of 9-drops in standard. On the whole though I think this is outclassed by Soggoth the Slitherer
21. Tyrantus
While this is a mana-efficient pile of stats and being untargetable isn't that bad, this is overall pretty meh for its lack of board impact and synnergy. Even with Jungle Giants this is still not a great card.
22. Sunkeeper Tarim
Seems unlikely to ever see play in wild since avenge uber minions is such a big part of paladin. In standard, having a way to die slower to jades isn't that bad, but this seems so bad against pirate warrior that I don't see it seeing that much play there either.
23. Sherazin, Corpse Flower
The reanimated flower has summoning sickness, which makes this whole card seem rather pointless.
There's also the possibility of putting Lakkari Sacrifice in combination with Deathwing for a control heavy warlock.
Djinni rotates, it's LoE. And from testing with Yogg and Djinni, it apparently counts only one spell trigger.
I'm sorry to be this clueless guy, but I'm not sure I get how to read your chart (--->Standard Impact: X / Wild Impact: Y / Overall Impact: Z) What does it mean? Could you please give me a crash course ? :)
"What have you got there,
PinocchioMalygos?"Have an upvote ^^
"What have you got there,
PinocchioMalygos?"Elise will be absolutely everywhere though.
Hello.
"No king rules forever, my son."
http://www.hearthpwn.com/decks/907312-wild-kft-control-reno-demonlock
For your question about Hemet, Jungle Hunter it is still too early to be 100% certain, but I don't think it is likely to trigger any effect, other than trimming your deck down of a few cards. My rational being Fel Reaver and Deathwing mecanic, that simply destroys your cards. Hope this help :)
"What have you got there,
PinocchioMalygos?"Thank you! so we just have to wait for it, but probably you're right
"No king rules forever, my son."
http://www.hearthpwn.com/decks/907312-wild-kft-control-reno-demonlock
As a wild player, priest, shaman, and hunter quests all look terrifyingly powerful. Priest gets absurd taunts to work with, shaman gets tinyfin, old murkeye, so on. Hunter gets cards like webspinner, mad scientist, shredder. The decks kind of build themselves, and I would be unsurprised if any of these quests destroy the meta. King mosh is currently the only legendary minion I see having an impact on wild, as control warriors needed something like it. Kalimos is crazy too, but wild shaman will probably be faster than that. There are many mediocre, but not technically bad legendaries in this set. Rogue quest looks fun, clutch mother looks fun, lakarri sacrifice looks fun, most of them look fun. I hope this set does manage to deal with the aggro/jade meta though, because it does not currently look like it will
Curse Partner - https://www.youtube.com/analogreviews
By standard impact and wild impact, I mean how much the card is likely to impact the game in terms of value in crafting. Since the point of this thread was to rate the legends partly in terms of crafting value, I did not want to break them into two lists since ultimately the dust to craft a quest is going to be the same as a dust to craft a minion.
While pirate warrior might not seem to want to use any six drops right now, I disagree that there won't be a point where pirate warrior does want a way to win if the game advances to turn 7.
Updating for Tyrantus, which isn't hard since it is pretty clearly on the weaker side of things.
They did also announce another minion buff spell for paladin; it seems good for the mana cost, and seems to be reinforcing the sense that they're expecting galvadon to be a very late game minion. I just don't see how you can build around what to me seems like a turn 11 minion, so my rating for the last kaleidosaur hasn't changed still.
Added Spiritsinger Umbra. Her wild potential is pretty massive; Umbra into Sylvanas in control matchups will be monstrous.
I'm sure she will be playable in standard, and will probably be particularly essential in jade rogue and deathrattle priest.
I still see Hemet as the more distinctive mechanic and so continue to list him just above Umbra.
what a horrid list. ranking a 5 mana 5/5 that comes with so much card advantage so low because it isnt good in the meta. news flash the meta wont be the same. how do you evaluate these cards when you guys make these threads.
[ Insert Meme ]
Added the new legends announced today and rearranged a few others.
There's definitely some very powerful legends in this set. From those today, Waygate and Jungle Giants both seem like top five crafts. Fire Ploom's heart also makes top 10 to me.
I moved The Caverns Below up several spots since elemental rogue will make the quest pretty easy it seems.
Although paladin got some new tools for buffing minions I still don't see it as enough to make kaleidosaur reliable.