Much like my Standard Tier Guide to Un'Goro, I am going to attempt to analyze each card revealed for Knights of the Frozen Throne as they are revealed, based on my own knowledge of the Standard meta and the relationships between cards in the expansion. While many of my predictions were off a bit for Un'Goro, that was partially because of the rotation and the fact that the meta was going to change no matter what. For this expansion, there's a (small) chance that the meta does not shift at all, or that the cards in this expansion simply slot into old decks (much like Karazhan), as we are not losing anything like we did in Un'Goro.
To give a quick background, I'm a monthly Rank 5 player (since the addition of the bonus chest) with 9 golden classes. I've been playing since early GvG and I've never missed a Tavern Brawl. I made Legend for the first time in October 2016 and the second time in May 2017. My favorite classes are Priest and Mage and my favorite decks of all time are Secret Paladin and N'zoth Reno Priest. I have also reached 12 wins twice with Hunter and Paladin.
On to the actual guide info, I will be analyzing for Standard Constructed only, so the cards will be analyzed for Year of the Mammoth and will not include any Arena or Wild factors, though they might be mentioned at certain parts of the guide. Please keep in mind that this is all based on my opinions and the opinions of others that have posted on this site and others, and please read the Disclaimer below as that will be updated as more of the set is revealed.
The scale I use goes from 5 (sees play in all decks possible) to 0 (sees no play even in off meta decks). Most of the levels between are arbitrary, but 4.5 means that it is good enough to get a 5, but there are deck(s) that won't play it anyway.
All cards from the set are added, and so the guide is finished, aside from possible proofreading errors.
Druid - Druid should be able to continue doing what they are currently doing, and doing it a little better. All of the cards that they got that are playable can make current decks better, and there could easily be a couple decks that I don't visualize yet. I think Token Druid will continue to be strong, Taunt Druid might become real, and Ramp Druid has become much stronger. I don't even want to talk about Jade Druid because that probably isn't going to change at all if it persists but maybe we'll get lucky.
Malfurion the Pestilent - 4☆ - This late game oriented hero can most likely make it into any deck that isn't token based, and definitely makes it into any deck that doesn't try to end the game by turn 10. This isn't the most powerful or unique of the Deathknights but it is certainly one of the ones that most fits its class' normal playstyle. Might be powercreep on Justicar Trueheart but its debatable.
Hadronox - 5☆ - Cards like this are the reason I play Hearthstone. An amazing effect on an amazing minion. The body is kind of annoying to trade away but I'm visualizing a Taunt/Ramp/Mill Druid that aims to play this and then Naturalize it to then play N'Zoth shortly after for round 2. The final reveal stream forced me to change this card to a 5. The Lich King makes this card amazing.
Fatespinner - 3.5☆ - This card will be moderately predictable because the board will usually make it clear what buff you have to pick in that situation. However, Druid has zero good AoE outside of Swipe, so this card has grown on me.
Ultimate Infestation - 3.5☆ - Draws towards Malygos combos and still retains tempo. This card should see play in most non-Token Druids.
Spreading Plague - 3☆ - This card will be good in a new Taunt/Token Druid that plays board buffs and Crypt Lord. It might not be as good as regular Token Druid but this is a way to fill your board with tokens without dumping all of your mana in the trash.
Druid of the Swarm - 3☆ - A strong early game minion. Paired with a buff on 3, the taunt form will never die immediately and opens itself up to more buffs.
Strongshell Scavenger - 4.5☆ - Taunt Token Druid is looking like a very real deck, and Hadronox has reached an acceptable power level for me to call this a real deck.
Crypt Lord - 4☆ - Token Taunt Druid is getting a lot of support, and anything that powercreeps a card from another expansion has a chance of seeing play.
Webweave - 0.5☆ - Despite Mike Donais tweeting that this card was too strong at 4 mana, I don't think this would even be worth playing if it were. 0.5☆ because of that one Plague Druid that will just play each card from this expansion.
Gnash - 1☆ - Worse than Bite, which doesn't see any play.
Hunter - Hunter has a lot of new tools to mess around with and we might finally be able to achieve the Control Hunter dream (or at least I will). N'Zoth Hunter can make a comeback and Secret Hunter has a new power card in Professor Putricide. They also got their first effective boardclear with the Death Knight and Toxic Arrow is a good and balanced version of Quick Shot that can't go face. Overall, I'm glad there are other directions to experiment with in Hunter that aren't just play-big-things-each-turn or SMOrc.
Deathstalker Rexxar - 5☆ - I'm fairly optimistic about this card since it fits well into current Hunter lists because it provides sustain for Midrange, and it promotes Control Hunter, possibly close to being able to make a functional Tier 3 deck.
Professor Putricide - 3☆ - Good card, maybe. Hard to evaluate but if Secret Hunter can see play again then this card will see play. Should've been "Whenever you play a spell..." though. My biggest limiting factor for this card is that you only get value from it after playing two secrets. Secrets are also too expensive to combo reliably, so we'll see.
Toxic Arrow - 4☆ - Good removal or good for a buff. They did pretty well balancing the card around Quick Shot.
Abominable Bowman - 4☆ - Even if this summons a 1/1 its worth the mana, but if you're playing this card, you try to not play any 1/1s. This card will spawn a new N'Zoth Hunter, and I think Blizzard might be trying to push N'Zoth a bit for its last 8 or so months in Standard. The other Hunter cards point toward a Fat N'Zoth Hunter with only a few minions that I will try to make work.
Corpse Widow - 3.5☆ - There are so many low cost Deathrattles for Hunter that this can sometimes let you dump your whole hand. Midrange Hunter appreciated Cloaked Huntress to an extent and this has similar value.
Venomstrike Trap - 2☆ - Better than playing a 2-mana Emperor Cobra but early, this does nothing, and late, it probably dies to AoE, or your minions do. Might see play just because Poisonous is very relevant and Professor Putricide can certainly pull it out.
Exploding Bloatbat - 3☆ - Good Control card and might be worth throwing on some Zombeasts. Slow and weak against Control decks, however, and unless it has Taunt, your opponent never trades into it.
Bearshark - 3☆ - Obviously, I love the art and the name, but the effect and the stats might not be good enough to make it into Midrange Hunter (maybe Face Hunter). I don't think it can edge out Rat Pack, Animal Companion, Kill Command and sometimes Shaky Zipgunner as a 3-drop. Definitely good for Zombeasts though.
Stitched Tracker - 4.5☆ - Card draw for Hunter. Very relevant for Midrange and Control Hunter. Compared to Kabal Courier, this card is nuts since you can only get cards that are good enough to put in your deck, and duplicating minions can be extremely relevant. Playing 3 or 4 Savannah Highmane is relevant, especially if some get silenced or transformed. A deck with very few minions can make Abominable Bowman consistent as well.
Play Dead - 1☆ - It didn't work all the other times they tried it, and I don't think its going to work now, but its better by virtue of being a 1-mana spell and thus is much easier to combo than Terrorscale Stalker, Princess Huhuran and Feign Death, though its probably worse than the latter because it only triggers one Deathrattle and thus is technically worse for combos. My point is that none of those cards see play so this card will most likely do the same outside of gimmicky builds (like my Control Hunter).
Mage - Mage got some extremely powerful cards this expansion, and some duds. Almost all of their cards require combos and thus are difficult to evaluate individually, but the legendaries and Epics either create or support new deckstyles that should start to bring some freshness into ladder. Dragon Mage and Elemental Mage received some strong support and Freeze Mage finally has a healing capabilities, though Frost Lich Jaina might not be worth a slot in the already refined Freeze Mage lists. Mage shouldn't be going anywhere, unless Control Warrior makes a return, and even then, Mage just has to shift over to a more aggressive playstyle.
Frost Lich Jaina - 4.5☆ - I am extremely hyped for this card. I think this sees play in Freeze Mage, and I think this sees play in Elemental Mage. Combo potential is high, and I don't see any direct negatives to playing this card aside from doing very little on turn 9. If you have any Elementals on board, though, it will give you a lot of health and can be enough to stabilize.
Sindragosa - 3.5☆ - Might make a good Dragon Mage, but otherwise might be outvalued by Medivh, the Guardian most of the time, especially now that Glacial Mysteries is revealed. Netherspite Historian, Book Wyrm, this, and Alexstrasza or Ysera in a Control/Value Mage could work, but at least it fits in Casino Mage. Curving with the Deathknight is relevant as well, because killing the Champions gives you a random legendary in your hand and a Water Elemental.
Glacial Mysteries - 4☆ - Since old Mages played Grand Crusader for the off chance it gives you Mysterious Challenger, this card will see play. At best, its 15 mana of value and draws and plays 5 cards from your deck. If you get two or more Secrets, the value is worth playing the card. This card can spawn a slow Medivh Freeze Mage that aims for lategame value and uses this to thin the deck supremely well to draw to Alexstrasza and your burn. Getting this off of Primordial Glyph in most Mage decks is incredible as well.
Simulacrum - 1☆ - Support for non-Exodia Quest Mage, which isn't as good as Exodia because it can't hit through armor. Duplicating Arcane Giants adds a lot of power to your Time Warp, but I don't know if its worth it over the Exodia variant. This is one of the cards that I am liable to miss a good synergy with, however, so feel free to prove me wrong.
Doomed Apprentice - 0☆ - I think this might have seen play if it were neutral, but I don't think Mage cares enough to play this card since Ice Block removes any weakness to combo decks.
Ghastly Conjurer - 2☆ - Might see play in Quest Mage but it might be unimpressive. Maybe after the next rotation when that deck has to fill a few gaps, but I don't think that this can see play in the format that has the most cards ever.
Ice Walker - 1☆ - I would rate this card higher if the Elemental tag was a relevant factor, but as it stands, even with Frost Lich Jaina presenting a late-game value Elemental Mage, I don't think this is good enough. Freezing targets with your Hero Power is nice but Deathknight Jaina wants to kill minions with it instead, and a 2-drop dying for free in the early game is a bad way to snowball to a loss.
Coldwraith - 2.5☆ - I think this card is difficult to trigger early, and being unable to play it to its full effect on 3 is very hampering to its effectiveness. As far as I know, Freeze Mage lists are fairly well trimmed anyway so I don't know if they would find room for it anyway. 3 mana 3/4 is strong, however, so I hesitate to underestimate it
Frozen Clone - 2☆ - This card adds another level of difficulty in playing around Mage Secrets, as the cards you generally want to play into this (low value minions or synergistic minions that your opponent can't take advantage of, occasionally large so they just sit in your opponent's hand anyway) you generally would not want to play into Mirror Entity or Potion of Polymorph. Trying to play around this card will be difficult if it sees play, and might be more difficult from Primordial Glyph, but I'm still underwhelmed by the card.
Breath of Sindragosa - 1☆ - Not valuable enough to be included in most lists. Anti-aggro cards usually need to hit more than one minion and being random makes it dead weight sometimes. Arcane Blast was strong in some decks but the randomness will probably kill this card.
Paladin - Paladin might be the most complained-about class in this expansion. If Exodiadin is real then that is most likely going to be the big "Nerf this" card that will be the outrage of Reddit. On the other side of the meta clock, Aggrodin got extremely strong cards that will most likely be able to force itself to the top of the ladder. Control Paladin got good support (including the Hero) and Midrange Paladin with The Curator received some good cards in Bone Drake, Bloodworm and Arfus, and somewhat ironically, The Lich King might fit better into Midrange Paladin than any other deck in any other class.
Uther of the Ebon Blade - 4☆ - The highest impact Hero card, and gives Paladins a strong, though slightly gimmicky win condition. Burgly Bully for two coins, then Auctionmaster Beardo with one 1-mana spell wins the game instantly, breaking through Ice Block and any amount of Armor. I have a feeling that this card will squeeze its way into any Control list, even without the combo, as the potential threat of being killed instantly will force your opponent to kill the 2/2 every turn and can easily snowball to victory, even without the instant kill. The card also heals your hero for 20 total, and gives you an extremely powerful weapon that can clear the same amount of minions as Ashbringer. The synergy with Blackguard can put this card over the top as well.
Bolvar, Fireblood - 2☆ - We need more synergy for this to work. I'm glad it doesn't work in hand because that would suck but I still think its kind of a weak effect. I'm giving it the 2 rating because it has a good chance to kill 3 or more minions if its played on 5, but the synergy is still too difficult to achieve.
Blackguard - 4.5☆ - Sees play in any deck with multiple healing outlets. Even healing for 2 (a common amount for Paladin cards) gives the effect value and gives your opponent a lot of incentive to trade into this card as fast as possible. The cost is just low enough to combo with several of Paladin's strong cards and curves straight into Guardian of Kings if that can see play again. Ragnaros, Lightlord becomes more powerful than the original, and Truesilver Champion has a chance to clear the board without losing durability.
Light's Sorrow - 2.5☆ - Same issue with Bolvar, and even in Divine Shield decks I probably wouldn't play this over Truesilver Champion.
Howling Commander - 3☆ - Very strong card. Draws Tirion or Wickerflame at the very least. If Divine Shield decks are real then this will see play, because 3 mana 2/2, add a semi-specific card to your hand is good.
Arrogant Crusader - 4☆ - Sees play in aggro Paladin decks which should be the most powerful deck in the format.
Desperate Stand - 1☆ - Good with certain Divine Shield cards but still bad.
Dark Conviction - 4.5☆ - Sees play in every deck except maybe the most aggressive Paladin decks.
Chillblade Champion - 3☆ - I've watched a couple card reviews that say that this will be extremely good in aggro vs aggro games where you go face with this and your opponent has to trade into it or else they can't win. I upgraded the card because of Blackguard. The combo synergy is pretty strong.
Righteous Protector - 4☆ - Should define some Paladin decks in the next expansion. A 1-cost Taunt that trades with at least two other 1-drops. Remind you of anything? (Voidwalker)
Priest - Nearly every conceivable Priest deck received some extremely strong cards in this expansion, especially Reno Priest in Standard. The Deathrattles are extremely valuable, and Obsidian Statue might singlehandedly make Stonehill Defender see play in Priest. If the meta stays roughly the same speed then Priest probably won't see more play than it does now, but if it slows down ever so slightly, then Priest can dominate all parts of the ladder. Zoo Priest is also conceivable as a Tier 3 deck.
Shadowreaper Anduin - 4.5☆ - So so so many combos. Doesn't see play in every Priest list but sees play in enough of them to be valuable. On a personal note, I'm crafting this golden before I open a single pack because I'm going to be physically pained by playing any Deathknight in its normal form, especially this one.
Archbishop Benedictus - 3.5☆ - I could write a doctoral thesis on this card. Even I can acknowledge that it will do nothing, but this is easily the coolest Priest legendary we've ever had, and I said that about Paletress and Lyra too. While it has a similar concept to Dead Man's Hand, it has the fatal drawback of being from your opponent's deck, which usually won't have any synergy with your own deck. The only real application I see is when you're a few cards ahead on fatigue and you can use your opponent's deck to delay fatigue enough to close out the game, if your opponent's deck is good enough, but even then you're both drawing the same cards so its all luck. It can also lead to Jade v. Jade endgames but your opponent will be ahead on Jades so you can't win. I love stupid effects like this but I have to draw the line somewhere. If a Control meta happens, maybe this will be played, and maybe you can steal your opponent's Dead Man's Hand cards to draw out the game, but this is the definition of too slow (though it does make it into my 35-legendary Priest deck). This will be more relevant in tournaments that release decklists.
Embrace Darkness - 1.5☆ - There are Mindgames to be had with this card since wanting to avoid giving control of their minion may make your opponent make some pretty bad plays, but this card is too slow to really solve anything. I'd feel better using Shadow Word: Pain, Shadow Word: Death or Mind Control instead. A heavy Control Spell Priest can fit this card.
Obsidian Statue - 4.5☆ - Comes down and demands an immediate answer. Basically guaranteed to heal for 8 unless its hard removed, and destroys aggro boards if you managed to survive that long. Also comes out of Free From Amber very often. This is a strong card and helps with Control Priest who needed a big drop like this, and like I've said before, they're trying to give Old Gods legendaries one last hurrah, and this certainly is that for N'Zoth.
Shadow Essence - 3.5☆ - Can see play in any Priest deck that plays Deathrattles, which is most of them.
Eternal Servitude - 5☆ - This card is insane. This card will see play in a deck that plays Barnes, Prophet Velen and Malygos as the only minions, because after those minions die you will get them from this and you can combo your opponent down. This into Velen, into this into Velen, into Mind Blast by itself is 20 damage. This into Malygos into Mind Blast, Mind Blast, Holy Smite, Holy Smite is 10 mana, 5 cards for 34 damage. Combo Priest, finally. This will also see play in some other Priest lists because the value is still insane as long as it summons something good, which it will almost all of the time.
Devour Mind - 2☆ - Similar value to Cabalist's Tome and more value than Thoughtsteal so if I had to choose between the two, I would play this. However, both are too slow right now so unless the meta slows a lot, neither will see play. "Steal-your-shit" Priest loves it though.
Acolyte of Agony - 1☆ - Not good enough for refined Priest lists.
Spirit Lash - 2.5☆ - Midrange Priest maybe? Probably not good enough since its unimpressive without Spell Damage which is what made Maelstrom Portal see play, and this hitting your own minions is enough of a downside that it might make a difference. Synergy with Circle of Healing, Acolyte of Pain or Wild Pyromancer though.
Shadow Ascendant - 1.5☆ - If Zoo Priest is real then this card can see play, but there's no real hints to that.
Rogue - Rogue got a couple great cards and a couple bad cards, as usual. The problem with Rogue is usually that their expansion cards are always outclassed by their Classic cards that just go right into the same Miracle Rogue we're all used to. That'll probably happen again but this is the first time I'm personally optimistic about it. Weapon Rogue might be a functional deck, Tempo Rogue got a lot of support, and while Miracle got some too, I think they might actually play some of the new cards. Doomerang and Shadowblade are easily two of the top 10 cards in the expansion.
Valeera the Hollow - 1☆ - Too slow for 9-mana and does basically nothing the turn you play her. The only way to survive after playing this is to Vanish the next turn and even then you're only slowing your opponent down unless you play something else. The Hero Power is cool but it has no synergy with Auctionmaster Beardo like I expected, and only being active once per turn takes away a lot of its value. This is the first Death Knight I'm unimpressed with.
Lilian Voss - 4☆ - Transforms your Razorpetals into random spells from your opponent's class. If you can get at least 3 spells of value then this is worth it, and depending on the class, those could lead into other spells. Miracle Rogue could like this, and Control Rogue would like it to replace useless cards in certain matchups.
Doomerang - 5☆ - Run in every real Rogue deck at 2 (Quest is not a real deck anymore) as long as they play a weapon and any buffs.
Spectral Pillager - 0☆ - Why aren't you saving all of these cards for Auctioneer or Van Cleef?
Runeforge Haunter - 3.5☆ - Basically says "Your weapon gains +1 durability every turn." If you can protect this minion then the value and the tempo can win the game very quickly. Its low health holds it back, however, so only lists that are guaranteed to get value outside of Hero Powers should run this card.
Shadowblade - 5☆ - This card should be a 2-of in every Rogue deck. It is essentially healing for Rogue (though I don't think it will make Vampiric Poison see play) and it has weapon synergy so Pirate Rogue might be real again.
Bone Baron - 4☆ - Sherazin activator, and the chump minions aren't bad. Initial statline is good and bringing two of these back with N'Zoth can be strong.
Plague Scientist - 4☆ - I think this card is very good but is probably edged out by other things in a lot of different Rogue decks. Since Envenom Weapon sees no play in Constructed, I can only be so confident but I think it fits very well in certain board-centric decks like Tempo/Jade Rogue.
Shaman - Besides Freeze Shaman, which could end up being a dud, Shaman doesn't get anything terribly new to do this expansion. The cards kind of just fit current decks, and some of the neutrals will support Midrange and Aggro Shaman, much like other classes. I'm not terribly excited for Shaman though I think Token Shaman got enough support to remain strong.
Thrall, Deathseer - 5☆ - The fans are already calling for a nerf on this card. The combo potential is so strong, and Shaman already takes great advantage of Evolution in TIer 1 decks. The synergy is too strong for me to rate it any lower.
Moorabi - 4☆ - If you watched the reveal stream then you can see how good this card can be. This is part of the glue that will hold Freeze Shaman together so I think this card is very strong even if you have to combo it. If, however, you play this and you manage to Freeze all of your opponent's minions, you get those minions and this might survive a turn. Also doesn't die to Shadow Words.
Cryostasis - 2☆ - If Freeze Shaman is real this might be a 2-of in that deck. It may end up getting fazed out eventually but Moorabi makes this card feasible.
Snowfury Giant - 2.5☆ - I think this fits in current Fat Shaman builds and it does pretty well in already existing Overload decks, but you have to Overload a lot for this to be cheap enough to be worth it. If you can reduce it to 4 mana, it is an amazing tempo play but Overloading 7 prior can be difficult. This has to go in a lategame Shaman, but maybe Eternal Sentinel can make a return.
Ice Breaker - 4☆ - A really awesome name for a really cool concept. I think that this card fits in the Freeze Shaman that is being pushed and thus I think this card will see play. I can't rate any of the Freeze effects accurately until I see the entire Shaman set.
Voodoo Hexxer - 5☆ - I don't need to see other Freeze effects to say that this card will be strong. Compare to Alley Armorsmith, which sees a good amount of play. Obligatory "Let me change your mind."
Avalanche - 4☆ - The card is difficult to take advantage of but can force your opponent to trap themselves in bad situations due to positioning.
Brrrloc - 3☆ - Easier to rate than the other cards but I don't want to be hasty. This card is strong but its not as good as Glacial Shard, except in Murloc decks.
Ice Fishing - 4☆ - Combo Shaman would love to play two of this and Coldlight Oracles to draw fast. Extremely strong in Quest Shaman as well.
Warlock - I think Control Warlock can make a stand with the moderate healing they received, but I don't know if the Demons are good enough to make Bloodreaver Gul'dan see play. Zoolock might make a comeback, but Discard didn't get enough to see play in Zoo form, unless I seriously undervalue Howlfiend. I have room to be cautiously optimistic about Warlock and I think that they won't be as bad as they have been anymore.
Bloodreaver Gul'dan - 3☆ - I think a very specific Warlock deck will work with this card, and it might make Krul see play, but its hard to rate this higher because I still don't see Control Warlock being good enough yet.
Blood-Queen Lana'thel - 2.5☆ - I'm optimistic to say the least, but I know Discolock has too many pitfalls for this to be all they need to bring them around. We'll have to wait and see, but this can be played in regular Zoo with just Soulfire and Doomguard and get it up to 4-7 attack ideally. I might rate this higher if we see more strong Disco cards.
Gnomeferatu - 2☆ - As cool as this card is and as amazing as it is that they're finally willing to make more interesting cards like this, it isn't good enough to see play, like most of the site is saying. If you whiff on destroying an absolutely essential part of the combo then you're just accelerating your opponent, and unless the game goes to fatigue, which Warlock doesn't do well, you still haven't really done anything relevant. I can see they're targeting Combo decks without nerfing them now which is good, but the anti-Combo cards are so bad that they'll never see play anyway. Gets 2☆ because its a vanilla with an upside.
Treachery - 3☆ - Doomsayer combo is real, and there are other gimmicky combos (Howlfiend) that might have niche application.
Despicable Dreadlord - 2☆ - The body isn't good enough and the effect comes in too late against aggro. The lack of Demon synergy in Standard hurts.
Defile - 4.5☆ - If Warlock sees play, this is a 2-of in every non-Zoo deck. If your opponent has a 1/1 on board, it is a 2-mana Consecration and it can keep going. Against most aggro decks, this is guaranteed to be a full clear. If you have Bloodmage Thalnos on board, it guarantees 3 damage and a card draw which will most likely lead to a full clear.
Unwilling Sacrifice - 2☆ - Bad because slow Warlocks will see no play. For real, though, this card is okay. Deadly Shot sees fringe play and this is only slightly worse, so I can see this being fine if Warlock makes a return. Sees play in Zoo, not Control
Howlfiend - 2☆ - Gimmicky applications. Not a great card.
Sanguine Reveler - 2☆ - This card might see play if Zoo sees play. I haven't seen enough cards to say with confidence that I think it will yet.
Drain Soul - 5☆ - May replace Soulfire in non-Discard Zoo lists, and definitely sees play in all other Warlock lists. Any healing is extremely valuable in Warlock.
Warrior - Tempo Warrior and Control Warrior got some strong tools this expansion. I think Warrior can go back to its lategame-oriented plans of the pre-MSG days and maybe we can enjoy something more interesting than Taunt Warrior. All of Warrior's decks got a strong card in Forge of Souls, and a few good neutral cards support each different deck that Warrior likes to play, even Pirates. I don't think Warrior is going anywhere.
Scourgelord Garrosh - 4☆ - Tempo Warrior looks to be extremely strong next expansion. I think this deck will be extremely strong and no deck other than Aggro Paladin will be able to keep up. This card is a strong carry and will enable a great many other cards in Warrior's toolkit to see strong play.
Rotface - 3☆ - Tempo Warrior and Control Warrior will like this card. Random Legendary minions are highly valued and this card is easy to trigger in Warrior.
Bring It On! - 0.5☆ - Possible noob trap. Play this twice on 4 so your opponent dumps their hand into Brawl and concedes. Its also the most armor on any one card that doesn't require C'Thun, so Dead Man's Hand decks might like that.
Dead Man's Hand - 4☆ - No more fatigue for Warrior. Shuffle free Arcane Giants and another copy of this into your deck and you never, ever fatigue and you win. Beats Jade Idol. Control Warrior is back, baby.
Mountainfire Armor - 2☆ - I think this could see play in Tempo or Control Warrior, or even Pirate Warrior, because your aggro opponent won't trade into this, so you can either get a good trade or a ton of face damage. Its still just an early drop for Control Warrior that has a chance of gaining Armor, which is valuable.
Val'kyr Soulclaimer - 2☆ - A cool card for Tempo Warrior. I can see they learned their lesson after Imp Gang Boss. Synergy with Blood Razor is real. Being able to die without spawning anything is sad, however, and that is why I can't rate it higher.
Death Revenant - 1☆ - Worse than Frostwolf Warlord somehow. Might see play in Tempo Warrior if that deck doesn't manage to fill itself up with better cards first.
Animated Berserker - 3☆ - Obviously a niche card that needs to be in the proper deck to abuse its effect. Acolyte of Pain, Grommash Hellscream and pretty much any Enrage card really like this effect so it could happen and it will spawn a new type of Warrior if it does. At the very least, they managed to make a 1-drop that won't make it into Pirate Warrior and hopefully won't make me eat my words.
Blood Razor - 4☆ - Death's Bite sees play in Pirate Warrior just for the 4/2 weapon, but it saw play in Control Warrior for the Deathrattle as well. While this won't revive Control Warrior alone (rotating Jade Idol next year will) I think it is a strong card for both that and Tempo Warrior to activate Enrage, Frothing Berserker and Acolyte of Pain. A very strong card.
Forge of Souls - 5☆ - Sees play in every Warrior list. Insanely good in Pirate Warrior.
Neutral
The Lich King - 5☆ - This card is Dr. Boom level. There isn't much else to say about it. Every deck that doesn't try to end the game before this card comes down will play this and it will be extremely strong in those decks. Obviously, the cards he gives you are good in different decks, and bad in others, but the general strength of the cards is enough that a whiff is usually just 1 in 8, which is enough variance for ladder. Midrange and Control decks love this card. Compare this to Ysera. It comes down a turn earlier and demands an answer, since it has Taunt. The much higher attack also threatens Control decks and forces them to remove this or be hit by a Death Knight card and 8 damage every turn. Death Knight card analyses are below.
Death and Decay - Good in any deck, against any deck. This card is a very undercosted board clear that your opponent cannot expect to play around well.
Army of the Frozen Throne - Good in the few aggro decks that play it, and good in Midrange, but not good in Control. The only real whiff for Control. Flooding the board is good for most aggressive decks, but removing 5 cards in Control is very bad.
Death Grip - Good as any deck, but bad against aggro since the card will probably suck. Extremely strong against Control.
Doom Pact - Extremely strong as Midrange but extremely bad as Control unless you simply use it to clear one minion, and even then the negative of losing a card might outweigh the positives. It can bring you back into the game as an aggro deck as well.
Frostmourne - Not really a whiff in any style of deck, but might not be that great in aggro because you don't care about clearing minions. Amazing in Control and Midrange, and if you think it isn't good to take that much damage, remember that you can still go face with one or two of the hits and the card still gets insane value.
Death Coil - This is probably the best card to get from the Death Knight pool. The value is the same as a nearly 4 mana removal, but it costs 2. Healing for 5 kind of sucks but it can still be extremely strong in some situations.
Obliterate - Great in any deck. Aggro decks don't care about their life total, and this can punch through a Taunt. Other decks can usually heal enough to make this worth it.
Anti-Magic Shell - Good for all decks except some greedy decks, but the most greedy lists still run some minions and can sometimes take advantage of this. All aggressive and midrange decks would love this.
Arfus - 4☆ - See The Lich King for the Death Knight card ratings. Arfus is slightly worse because you aren't guaranteed a card and it isn't strongly statted.
Prince Keleseth - 1☆ - I have no words for this card yet. People are saying Quest Hunter so we'll see.
Prince Taldaram - 2☆ - Malygos, Innervate, this, Moonfire, Moonfire. 22 damage. If Druid gets one more direct damage spell then another Innervate will make this a 30 damage combo. If they don't, this might be hot garbage, but just copying a good Deathrattle is enough to make this worth it if you can afford to drop all of your 3-cost cards.
Prince Valanar - 1☆ - Worse than Corpsetaker. Could see play in Miracle Rogue, but even then it would still be a joke card.
Corpsetaker - 3.5☆ - This card is a real PogChamp type of effect that will make for some major swing turns sometimes, but it requires some possibly poor deck construction to work well and thus it might be dragged down by the type of deck that would be required to play this card.
Meat Wagon - 3.5☆ - The ability to tutor Doomsayer is extremely relevant, even if your opponent gets time to play around it. I could see this fitting well in Control Paladin, or any Combo deck that already plays Doomsayer, since it essentially draws a card. Validated Doomsayer is also not a terrible way to use this card, since the main weakness of that card is giving your opponent time to react to it. If your opponent doesn't kill this, though, I suppose it doesn't matter. Its still great with eggs.
Nerubian Unraveler - 0☆ - Most spells that can remove this card cost 4 or less, so it will be even or bad tempo for you, and if you're behind on board, it will do nothing.
Tomb Lurker - 3☆ - Should see some niche play in Quest Priest or N'Zoth Paladin. Not an incredibly strong card but I see potential.
Rattling Rascal - 0.5☆ - Niche in Silence or Evolve decks, but its worse on its own than all other minions in those decks.
Furnacefire Colossus - 4☆ - Tempo Warrior loves this. I can see this card taking the same role as Drakonid Crusher did last year, and this might let Doomhammer come back, even if it just gets discarded. Don't underestimate a targeted discard for a 6 mana 8/14.
Drakkari Enchanter - 2☆ - Meh. Has to combo with exactly The Lich King to be amazing. Nothing else quite has the impact to make this card good in Standard.
Deathaxe Punisher - 2☆ - Compare this to Grimy Gadgeteer. Its not as good. Its neutral, sure, but there aren't quite enough good Lifesteal minions to buff.
Corpse Raiser - 1.5☆ - Ancestral Spirit sees some niche play so this could end up similarly. Essentially summoning a copy of some deathrattles can be very strong and playing this on curve from a strong 4 drop can be crazy. My doubt, however, is that Windspeaker sees no play.
Mindbreaker - 2.5☆ - Could show up as a tech card against any class that likes to use their Deathknight, and playing this on 3 against a Hunter prevents a lot of damage. The body is also very strong, and wears buffs well.
Phantom Freebooter - 2.5☆ - When Pirate Warrior is still Tier 1, I'm fairly certain this card sees play. Even a 1/1 buff makes it a 4/4 which is nearly vanilla stats, and Pirate Warrior rarely doesn't have a weapon. Most likely a 1-of since its so inconsistent, but Rogue might be able to take advantage of this as well.
Shallow Gravedigger - 1☆ - My initial infatuation died down and I'm sure this will just be worse than running a consistent Deathrattle in your deck.
Ticking Abomination - 0☆ - The meme is here. I'm going to try to make this work, but I know it sees no play.
Happy Ghoul - 2☆ - Probably can only see play in Priest (Hero power), Paladin (a ton of healing cards) and Warlock (forced to run healing cards to survive), and I just don't see it being strong enough to be a card in Priest or Paladin. Zoolock can play it for free from Mistress of Mixtures or Voodoo Doctor.
Keening Banshee - 0☆ - Stats are not worth the downside when most 4 mana 5/4 minions have insane upside.
Bonemare - 1☆ - I see this card working in Arena but I don't know if it is good enough to work in Constructed.
Cobalt Scalebane - 2.5☆ - Otherwise known as Fluffy Ice Dragon. No idea where the translators keep getting "Fluffy." This is a good card for new players since its on a similar power level to some legendaries and lets F2P Midrange decks compete a little better. Might be a Rank 20 card but we'll see. Isn't bad for non-Priest Dragon decks in Standard either.
Necrotic Geist - 2☆ - I think Token Druid can play this card as a refill. If you have a full board and your opponent plays a big minion, this card essentially reads "Destroy a minion." It can be winmore, but buffing a board of this and 6 Ghouls has to feel good.
Snowflipper Penguin - 0☆ - While it is cute and it might make some meme decks, this card is not going to be that good outside of Zombeasts and it weakens random Beast effects a bit.
Sunborne Val'kyr - 1☆ - I think that the only decks that would play this card are very Zooish, and I think that once they're optimized they wouldn't play this card. I also don't think it would carry Zoolock anyway.
Deathspeaker - 1☆ - The effect isn't strong enough for Constructed.
Fallen Sun Cleric - 2☆ - Good for Zoo decks but might not be good enough.
Skelemancer - 3☆ - Aggro decks love this. It forces your opponent to hold their AoE or get smashed in by an 8/8. This card is also great with buffs because if you get it up to 8/8 somehow, your opponent killing it won't even matter.
Bloodworm - 2☆ - Might not be Antique Healbot level but being a Beast and being able to heal for more than 12 makes this card okay. Doesn't see play in classes that already have armor and healing but sees play in Hunter and maybe Rogue.
Grave Shambler - 0☆ - Might fit in Rogue, but right now I have to say 0☆.
Hyldnir Frostrider - 2☆ - Sees niche play in some aggro decks and Freeze Shaman.
Tainted Zealot - 0.5☆ - Has some niche uses over Bloodmage Thalnos, especially if Paladins can manage to fit it in, but most decks don't need Thalnos to stick.
Acherus Veteran - 4☆ - Easily fits in most aggro decks and takes the place of Abusive Sergeant. This isn't as good as original Abusive but its still insane.
Wretched Tiller - 2.5☆ - If you underestimate this card, it can come back to bite you. It seems weak but its exactly what an aggro deck to stick to win.
Chillblade certainly seems underwhelming, you shouldn't underestimate the charge effect though. Also there is like no synergy between Spirit Lash and Pyromancer. I feel like Spirit Lash is meant to take it's place though.
Always a pleasure reading your analysis :) looking forward towards the cardreveal and your posts!
Always nice to get praise! To be honest, its difficult to tell whether people besides me enjoy reading these things so some confirmation that my effort isn't wasted is always nice.
Chillblade certainly seems underwhelming, you shouldn't underestimate the charge effect though. Also there is like no synergy between Spirit Lash and Pyromancer. I feel like Spirit Lash is meant to take it's place though.
Would you play Chillblade over Truesilver, Blessing of Kings, Consecration, or Gentle Megasaur though? I think its a good card and I know its good enough for Arena but I just don't think there's room for it in current Paladin decks. I could see it fitting well in Buff or hyper-aggro decks that aren't Murloc, but its too early to say whether those decks will be viable again.
Compare it to Kor'kron Elite, if anything. -1/-1 might be relevant and Pirate/Tempo Warrior just doesn't have as many 4-drops as all Paladin decks do.
edit: Forgot to mention Spirit Lash. There is some synergy with Pyro if you PW:S him first but I will admit its a bit of a stretch. Spirit Lash might see play in Miracle Priest and yeah it probably could take Pyro's place, but with Pyro being a minion, so being reusable, I think he has a bit of an edge even if he requires combos. If a good Spell Damage minion shows up I could see it for sure but for now, I want to call it meh.
Not to be that guy, but I think you're wrong on Bonemare. I'm not even a part of that card's hype wagon and I think it will make waves, at least up until Rank ~15. Aside from that, good analysis!
Rollback Post to RevisionRollBack
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
It's always interesting to see people's opinions on cards. I think you are a ways off on a few cards (bonemare, shallow gravedigger, and icebreaker specifically), but who am I to judge? Anyway, keep up the good work.
Not to be that guy, but I think you're wrong on Bonemare. I'm not even a part of that card's hype wagon and I think it will make waves, at least up until Rank ~15. Aside from that, good analysis!
Bonemare is definitely a good constructed card for new players because it can compete with the more powerful cards, but optimized decks aren't going to have room for it since its so so bad to play without a target and even then its too slow to beat aggro and its too slow to make it into optimized aggro decks.
Maybe I should've made it clear that these are my personal rankings and are not from the perspective of a new player that can't get past rank 15.
It's always interesting to see people's opinions on cards. I think you are a ways off on a few cards (bonemare, shallow gravedigger, and icebreaker specifically), but who am I to judge? Anyway, keep up the good work.
I'm rating things higher right now because we haven't seen the whole set (29/135) so hopefully things will move up and down.
Bonemare is low because I don't see it seeing play when the meta settles and it gets squeezed out for better and more synergistic cards. Shallow Gravedigger is a personal thing that I think will see play because N'Zoth should see more play but you're right that I probably overrated it. Ice Breaker will require more synergy but we've only seen two Shaman cards so far so if the rest of their cards don't lean the same way this card will probably drop down too.
No idea why people make these before we've seen the whole set.
If you read the whole post you'd see why. If I tried to make this whole thing after the set is revealed and before the expansion came out the quality would suffer and there would be zero time for constructive discussion.
I agree with your list almost completely, but I do think we need to see the meta game for both Coldwraith and Nerubian Unraveler. These cards are either really good or they are really bad it mostly depends on how good freeze mage becomes.
Always cool to read some opinions of new cards. The only one that I think may eventually be included in perhaps Tier 2 decks (who knows even Tier 1 if the meta slows down) is the Coldwraith since I can see how they are trying to push the freeze theme for a few classes (especially Mage and Shaman atm). Mage having a LOT of Freeze Cards plus a few more incoming on this new expansion I can see how a Freeze Mage (more control-ish less combo driven like it is) can rise. Sindragosa could fit inside a Dragon Freeze Mage archetype, and if such thing will exist, Coldwraith will fit right in (3 mana 3/4 is also pretty good stats).
Well, a man can always dream about a slow meta and Control decks taking over making Hearthstone that much more interesting, right?
No idea why people make these before we've seen the whole set.
If you read the whole post you'd see why. If I tried to make this whole thing after the set is revealed and before the expansion came out the quality would suffer and there would be zero time for constructive discussion.
I think it would only improve the quality. Right now you're just making shots in the dark and will have to edit this over and over again to account for new cards and synergies. Oh well, you've already started so good luck.
Click here for my Arena guide to Frozen Throne
Much like my Standard Tier Guide to Un'Goro, I am going to attempt to analyze each card revealed for Knights of the Frozen Throne as they are revealed, based on my own knowledge of the Standard meta and the relationships between cards in the expansion. While many of my predictions were off a bit for Un'Goro, that was partially because of the rotation and the fact that the meta was going to change no matter what. For this expansion, there's a (small) chance that the meta does not shift at all, or that the cards in this expansion simply slot into old decks (much like Karazhan), as we are not losing anything like we did in Un'Goro.
To give a quick background, I'm a monthly Rank 5 player (since the addition of the bonus chest) with 9 golden classes. I've been playing since early GvG and I've never missed a Tavern Brawl. I made Legend for the first time in October 2016 and the second time in May 2017. My favorite classes are Priest and Mage and my favorite decks of all time are Secret Paladin and N'zoth Reno Priest. I have also reached 12 wins twice with Hunter and Paladin.
On to the actual guide info, I will be analyzing for Standard Constructed only, so the cards will be analyzed for Year of the Mammoth and will not include any Arena or Wild factors, though they might be mentioned at certain parts of the guide. Please keep in mind that this is all based on my opinions and the opinions of others that have posted on this site and others, and please read the Disclaimer below as that will be updated as more of the set is revealed.
The scale I use goes from 5 (sees play in all decks possible) to 0 (sees no play even in off meta decks). Most of the levels between are arbitrary, but 4.5 means that it is good enough to get a 5, but there are deck(s) that won't play it anyway.
All cards from the set are added, and so the guide is finished, aside from possible proofreading errors.
Druid - Druid should be able to continue doing what they are currently doing, and doing it a little better. All of the cards that they got that are playable can make current decks better, and there could easily be a couple decks that I don't visualize yet. I think Token Druid will continue to be strong, Taunt Druid might become real, and Ramp Druid has become much stronger. I don't even want to talk about Jade Druid because that probably isn't going to change at all if it persists but maybe we'll get lucky.
Hunter - Hunter has a lot of new tools to mess around with and we might finally be able to achieve the Control Hunter dream (or at least I will). N'Zoth Hunter can make a comeback and Secret Hunter has a new power card in Professor Putricide. They also got their first effective boardclear with the Death Knight and Toxic Arrow is a good and balanced version of Quick Shot that can't go face. Overall, I'm glad there are other directions to experiment with in Hunter that aren't just play-big-things-each-turn or SMOrc.
Mage - Mage got some extremely powerful cards this expansion, and some duds. Almost all of their cards require combos and thus are difficult to evaluate individually, but the legendaries and Epics either create or support new deckstyles that should start to bring some freshness into ladder. Dragon Mage and Elemental Mage received some strong support and Freeze Mage finally has a healing capabilities, though Frost Lich Jaina might not be worth a slot in the already refined Freeze Mage lists. Mage shouldn't be going anywhere, unless Control Warrior makes a return, and even then, Mage just has to shift over to a more aggressive playstyle.
Paladin - Paladin might be the most complained-about class in this expansion. If Exodiadin is real then that is most likely going to be the big "Nerf this" card that will be the outrage of Reddit. On the other side of the meta clock, Aggrodin got extremely strong cards that will most likely be able to force itself to the top of the ladder. Control Paladin got good support (including the Hero) and Midrange Paladin with The Curator received some good cards in Bone Drake, Bloodworm and Arfus, and somewhat ironically, The Lich King might fit better into Midrange Paladin than any other deck in any other class.
Priest - Nearly every conceivable Priest deck received some extremely strong cards in this expansion, especially Reno Priest in Standard. The Deathrattles are extremely valuable, and Obsidian Statue might singlehandedly make Stonehill Defender see play in Priest. If the meta stays roughly the same speed then Priest probably won't see more play than it does now, but if it slows down ever so slightly, then Priest can dominate all parts of the ladder. Zoo Priest is also conceivable as a Tier 3 deck.
Rogue - Rogue got a couple great cards and a couple bad cards, as usual. The problem with Rogue is usually that their expansion cards are always outclassed by their Classic cards that just go right into the same Miracle Rogue we're all used to. That'll probably happen again but this is the first time I'm personally optimistic about it. Weapon Rogue might be a functional deck, Tempo Rogue got a lot of support, and while Miracle got some too, I think they might actually play some of the new cards. Doomerang and Shadowblade are easily two of the top 10 cards in the expansion.
Shaman - Besides Freeze Shaman, which could end up being a dud, Shaman doesn't get anything terribly new to do this expansion. The cards kind of just fit current decks, and some of the neutrals will support Midrange and Aggro Shaman, much like other classes. I'm not terribly excited for Shaman though I think Token Shaman got enough support to remain strong.
I think that this card fits in the Freeze Shaman that is being pushed and thus I think this card will see play. I can't rate any of the Freeze effects accurately until I see the entire Shaman set.Warlock - I think Control Warlock can make a stand with the moderate healing they received, but I don't know if the Demons are good enough to make Bloodreaver Gul'dan see play. Zoolock might make a comeback, but Discard didn't get enough to see play in Zoo form, unless I seriously undervalue Howlfiend. I have room to be cautiously optimistic about Warlock and I think that they won't be as bad as they have been anymore.
Warrior - Tempo Warrior and Control Warrior got some strong tools this expansion. I think Warrior can go back to its lategame-oriented plans of the pre-MSG days and maybe we can enjoy something more interesting than Taunt Warrior. All of Warrior's decks got a strong card in Forge of Souls, and a few good neutral cards support each different deck that Warrior likes to play, even Pirates. I don't think Warrior is going anywhere.
Neutral
Corpse Raiser - 1.5☆ - Ancestral Spirit sees some niche play so this could end up similarly. Essentially summoning a copy of some deathrattles can be very strong and playing this on curve from a strong 4 drop can be crazy. My doubt, however, is that Windspeaker sees no play.
Bonemare - 1☆ - I see this card working in Arena but I don't know if it is good enough to work in Constructed.
Chillblade certainly seems underwhelming, you shouldn't underestimate the charge effect though. Also there is like no synergy between Spirit Lash and Pyromancer. I feel like Spirit Lash is meant to take it's place though.
Bumping for new cards and the addition of my Arena guide found here.
Not to be that guy, but I think you're wrong on Bonemare. I'm not even a part of that card's hype wagon and I think it will make waves, at least up until Rank ~15. Aside from that, good analysis!
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
You put Caverns Below in Tier 3 and Jungle Giants in Tier 1. I don't trust you...
Bonemare tier 3? Lul it's the best card revealed so far, maybe you were more than "a little" inebriated when you wrote this
"Hey Pal, Trade Prince Gallywix here!"
All Classes Golden - 11/5/2016
Good analysis but you are insane for saying Bonemare is a tier 3 card!
i disagree on a lot of cards, but interesting to read :)
i don't know where to begin, you are wrong on so many levels.
It's always interesting to see people's opinions on cards. I think you are a ways off on a few cards (bonemare, shallow gravedigger, and icebreaker specifically), but who am I to judge? Anyway, keep up the good work.
Nice read man. Will continue to come back to it as more cards are released. I love reading people's varying opinions on the cards released :)
No idea why people make these before we've seen the whole set.
I agree with your list almost completely, but I do think we need to see the meta game for both Coldwraith and Nerubian Unraveler. These cards are either really good or they are really bad it mostly depends on how good freeze mage becomes.
Always cool to read some opinions of new cards. The only one that I think may eventually be included in perhaps Tier 2 decks (who knows even Tier 1 if the meta slows down) is the Coldwraith since I can see how they are trying to push the freeze theme for a few classes (especially Mage and Shaman atm). Mage having a LOT of Freeze Cards plus a few more incoming on this new expansion I can see how a Freeze Mage (more control-ish less combo driven like it is) can rise. Sindragosa could fit inside a Dragon Freeze Mage archetype, and if such thing will exist, Coldwraith will fit right in (3 mana 3/4 is also pretty good stats).
Well, a man can always dream about a slow meta and Control decks taking over making Hearthstone that much more interesting, right?
Bonemare Tier 3? do you even play hearthstone bro?
also bearshark and mountainfire armor are better than shallow gravedigger and ice breaker. I don't trust you.
Thanks for doing this. It was a great read.