Expansion number five for Hearthstone is set to arrive sometime in early April 2017 and we will start seeing new card reveals on March 17. In World of Warcraft this zone is littered with Elementals and Dinosaurs, so you should expect a distinctive "Jurassic Park" vibe.
I explore the Un'Goro Crater in World of Warcraft and offer some speculation in my video below:
Here are some of the details we know so far:
Journey to Un'Goro will contain 135 cards.
There will be a new tribe for "Elementals" that will include some already released cards.
We'll get new Legendary "Quest" cards that always show up in your opening hand and have some awesome rewards if you're able to complete their requirements during your match. Quests will not be available for Arena play, according to Mike Donais.
New keyword "Adapt" will be similar to "Discover" and offer a pool of buffs to choose from for your minion.
This thread is dedicated to discussing the impact of these new cards on the Arena environment.
If you'd like to read my initial thoughts on how I rate these cards for Arena you can start HERE.
Clutchmother Zavas Rating 4(Poor): It's unlikely you'll get any real use out of this in Arena. Clearly, Blizz wants Warlock to create discard decks for constructed, but I'm skeptical of seeing any consistency in Arena.
Elise the Trailblazer Rating 2(Good): Her stats are fine by themselves and her ability looks like it will be a lot of fun in Arena. It's worth noting that the pack you receive has an increased chance for Legendary cards and will include a guaranteed Epic.
Hemet, Jungle Hunter Rating 4(Poor): You end up destroying half your deck when you play this guy, but if you play him late, then he could weed out some useless cards that are leftover. He's still a big risk and could get rid of some useful spells. (+1 adjustment on 4/3/17)
Kalimos, Primal Lord Rating 2(Good): I think he's decent for the cost, but definitely moves up to a 1 if you drafted enough Elementals to trigger his Battlecry. If you get to choose one of his Invocation spells, then you've probably won the game.
King Mosh Rating 3(Average): This is a really cool minion, but he's always going to cost you at least 1 other card to get the optimal effect. If you get nothing from his Battlecry he's still alright as a large threat.
Lyra the Sunshard Rating 4(Poor): As long as you've got at least 1 spell and can keep this minion alive for a turn, I think it will be a lot of fun. You could get great value off just one Power Word: Shield. However, most of the time it's just going to be overcosted and you won't benefit from its special ability. (-2 adjustment on 4/14/17)
Ozruk Rating 3(Average): This is a large Taunt, but it's expensive and I would expect the actual rating to fluctuate quite a bit, depending on your draft.
Pyros Rating 1(Excellent): This is an interesting concept that I hope to see more of in the new expansion. Being able to return your minions is a great ability, but giving them buffs and keeping them at a reasonable cost is outstanding!
Sherazin, Corpse Flower Rating 4(Poor): I like the "Dormant" concept, but it will be difficult to take advantage of that in Arena. The stats are weak and it can be easily killed and the seed will take up a slot on the board until you are able to play 4 cards in a turn to revive him.
Spiritsinger Umbra Rating 4(Poor): This guy has to survive before you can benefit from his ability, so at the minimum he's going to cost you 5 mana. He could be good with Priest running Crystalline Oracle and Tortollan Shellraiser. If you can't cast your Deathrattle minion on the same turn, then I think most of the time he won't survive a turn and his stats are weak.
Swamp King Dred Rating 1(Excellent): This is another cool concept, but it can backfire, especially if your opponent drops a Poisonous minion. Most of the time this minion is going to be hard to clear and can take out several opposing minions in a single turn. (+1 adjustment on 3/22/17)
Sunkeeper Tarim Rating 2(Good): This card is like Eadric the Pure and Keeper of Uldaman had a baby. It's got a lot of potential that can be used offensively or defensively, depending on the board state.
The Voraxx Rating 4(Poor): This may go up slightly in value for classes that have buffs, but most of the time it's just going to be really situational.
Tyrantus Rating 3(Average): He's just way too expensive to be reliable in Arena, but his size and the fact that he can't be targeted do count for something. (+1 adjustment on 4/3/17)
Biteweed Rating 4(Poor): It's the Junior Edwin VanCleef, but with less of a stat increase. I don't think it will be as easy to consistently get him large enough to be a threat in Arena.
Bittertide Hydra Rating 2(Good): It looks like a new Fel Reaver with a twist. You've really got to be careful with this if there are several small minions on the board, because the damage against you could stack up very quickly and get out of control.
Blazecaller Rating 1(Excellent): We are going to have a ton of Elementals with this set and even if you don't get to trigger his Battlecry, he's still a good-sized minion. (+1 adjustment on 4/14/17)
Bloodbloom Rating 5(Terrible): It's the poor man's Cho'gall (minus the beefy minion), but it's not going to see Arena play.
Bright-Eyed Scout Rating 3(Average): It's going to be a toss-up on whether this helps or hurts you, but it is a card draw that you would be able to play on curve, regardless of what it is.
Charged Devilsaur Rating 2(Good): Charge really isn't what it used to be at all. It's still a large minion that can start clearing the board immediately, and that's worth something. (+1 adjustment on 4/4/17)
Chittering Tunneler Rating 3(Average): It seems good with the Discover mechanic embedded in it, but you could be killing yourself too. Even if you have to take 4 damage to get that Blastcrystal Potion it's still probably a good deal.
Curious Glimmerroot Rating 3(Average): This is another cool concept, but I'm not sure how it's going to play in Arena. This is definitely more of a constructed card where you can take advantage of players who have netdecked something and it's pretty obvious what cards they are playing with. In Arena it will be more random if you can guess the right card.
Dinomancy Rating 3(Average): It seems like this expansion is overflowing with Beasts and Elementals at every turn, so this could get ridiculous fast. If you're able to protect your buffed minion, it's going to continue to grow and be even more difficult to deal with. (-1 adjustment on 4/14/17)
Dinosize Rating 2(Good): It's expensive, but if you suddenly make a 1/1 into a 10/10 that's a lot of unexpected damage plowing into someone. That could easily finish off your opponent if they are not prepared for it.
Emerald Hive Queen Rating 3(Average): Oh, Zombie Chow, how far you have fallen. With Arena being very minion-centric this is going to cause problems for you, but it's not unplayable.
Explore Un'Goro Rating 2(Good): I was really wrong about this card initially. It turns out to be very strong, allowing you to fish for exactly what you need each turn. It's also a lot of fun! (+2 adjustment on 4/14/17)
Gentle Megasaur Rating 3(Average): If you've managed to draft several Murlocs, then this could be an amazing card. Otherwise, it's just mediocre.
Giant Anaconda Rating 4(Poor): He's just too easy to kill, expensive, and conditional to be reliable.
Gluttonous Ooze Rating 3(Average): I think this is a decent minion, but I'm not sure that it needs to be Epic. It's still acceptable as a vanilla 3/3 minion.
Living Mana Rating 4(Poor): I foresee shenanigans in constructed with this card (first turn double Innervate + The Coin and second turn Mark of the Lotus - attack for 15, third turn - attack again = dead opponent) but I'm not sure how it will play in Arena. Although your opponent may have a hard time dealing with 10 damage on the board you're going to have an even harder time casting anything until the Treants are dead.
Meteor Rating 1(Excellent): Like Mage needs a mini Flamestrike. This is a great piece of removal for some of these huge minions we're seeing.
Primalfin Champion Rating 4(Poor): His Deathrattle is cool enough, but it's only going to be good if you can actually cast something on him and that's just too situational.
Primordial Drake Rating 1(Excellent): A Consecration combined with a large Taunt is not bad at all. Even though it hits your own minions it's still an awesome piece of Neutral removal and protection.
Primordial Glyph Rating 2(Good): Although the mana reduction for the spell you Discover is absorbed by the cost of the Primordial Glyph, it can still be a big swing if you cast a Flamestrike two turns earlier than expected. (+1 adjustment on 4/3/17)
Shadow Visions Rating 2(Good): This could be really good in Arena, especially if you only drafted 3 spells or less, because then you can choose exactly what you want. On the flip-side, if you've already drawn your best spell, then it becomes a lot less interesting because it won't be included as part of your selection. (+1 adjustment on 4/14/17)
Spirit Echo Rating 3(Average): Anytime you can get extra value from your minions is a good thing in Arena and I think this is cheap enough to be useful even if you only save a couple of minions, but it's situational. (-1 adjustment on 4/3/17)
Stampede Rating 3(Average): I can see this being really good in certain situations, but I'd really like to see how it performs in actual play. You may typically get a couple of random Beasts off this, but since it's a combo card I don't know that I would rate it higher.
Stone Sentinel Rating 4(Poor): This is another Elemental card where the actual rating will fluctuate greatly, depending on how many Elementals you included in your draft. I would probably raise him to a 2, if you have the resources, but if you don't play an Elemental the turn before casting him, then he's garbage.
Sudden Genesis Rating 4(Poor): This seems slow and conditional. I would rather have better options in a 5-drop.
Tortollan Primalist Rating 3(Average): This guy is really expensive for an awful lot of RNG. He's similar to Servant of Yogg-Saron, but has slightly more freedom; although I'm not sure it's worth a bump to Epic and three more mana. He could be good, but only under the right circumstances. (+1 adjustment on 4/14/17)
Vilespine Slayer Rating 1(Excellent): He's realistically costing anywhere between 5-8 mana and at the high-end he's not amazing, but if you can cast him at 5-mana with a Backstab, then you've got some great value. This card is going to be SO much fun with Shadowstep! (+1 adjustment on 4/14/17)
RARE:
Cornered Sentry Rating 3(Average): It's essentially a 2/3 for 2 mana, which is fine. However, if your opponent is able to buff his minions, then this probably loses some value.
Corrupting Mist Rating 3(Average): Corruption has always been sorta 'meh' because it allows your opponent another turn to use their minion. There's certainly an advantage to knowing you're going to die and you can react accordingly. However, since you can affect ALL minions with this spell it's an extremely cheap way to clear the board. (-1 adjustment on 4/3/17)
Cruel Dinomancer Rating 4(Poor): It's not unreasonable that you would draft cards with the discard mechanic, like Soulfire, but you won't have a guarantee that you'll discard a minion. Without the benefit of his Deathrattle he's too expensive.
Devilsaur Egg Rating 4(Poor): There are certain situations this could be awesome, like with Warlock and Ravenous Pterrordax, but most of the time it is just going to sit there unless you have a plan for it.
Earthen Scales Rating 3(Average): This could be a nice pseudo-heal, especially if you've got a Ironbark Protector or something else ridiculously large on the board.
Envenom Weapon Rating 1(Excellent): I think when you're facing down that Bog Creeper you'll be very happy to use this as an alternative to running all your minions into a huge wall. (+1 adjustment on 4/14/17)
Evolving Spores Rating 3(Average): Like with the other Adapt cards, this gives your mediocre minions a chance to really increase in value. It's a little expensive, but since it hits all of your minions I don't think it's unreasonable. (-1 adjustment on 4/3/17)
Feeding Time Rating 2(Good): At first glance it seems a little expensive, but it's really just 1 more mana to guarantee a better roll than you might get from an [card]Imp-losion[card].
Fire Plume Harbinger Rating 4(Poor): This is really so situational. Even with the ton of Elementals we having coming our way, unless you draw this in your opening hand I don't know how much help it will be.
Free From Amber Rating 1(Excellent): The nice thing about this spell is that you get to Discover something that will be the best for your situation. Not to mention that the minion Discovered can cost more than 8 mana. (+1 adjustment on 4/14/17)
Frozen Crusher Rating 3(Average): If you can Silence or give him Taunt, then he's pretty good. Otherwise, he's just going to be too slow I think.
Golakka Crawler Rating 3(Average): We get it - Blizz hates Pirates now. I don't see this being anything special for Arena.
Humongous Razorleaf Rating 5(Terrible): This is definitely for constructed. You need to be able to consistently Silence or Taunt this guy before he's even playable.
Lightfused Stegodon Rating 3(Average): This is a perfect example of why you should always kill those pesky Silver Hand Recruits when you can. There are some scenarios where this could actually turn the game around or end it completely. (-1 adjustment on 4/3/17)
Mana Bind Rating 2(Good): You could certainly net yourself an awesome, free spell; but you could also get garbage. However, I do think it will make your opponent think twice before casting that Flamestrike. It's very likely that you're going to get some type of removal out of the deal unless you manage to copy The Coin.
Mimic Pod Rating 2(Good): Cheap card draw is great in Arena and as long as you don't draw/copy a crap card I'd say this is a winner.
Mirage Caller Rating 3(Average): His stats are underwhelming for the cost, but if you can start copying Crystalline Oracle or Shifting Shade, then you're definitely getting some value out of him.
Molten Blade Rating 3(Average): It's the Shifter Zerus of weapons. You can certainly get something great, but there are plenty of trash weapons too. Not to mention, it can really mess up your play if you have to choose between casting it or a minion on curve.
Molten Reflection Rating 3(Average): This could be really good under the right circumstances, especially if you're about to trade out a minion.
Obsidian Shard Rating 4(Poor): It's hard to say you can consistently get it for cheaper than 4-mana and it would really be a shame to waste that slot on this weapon.
Primalfin Totem Rating 4(Poor): This really needs to go in a deck that is going to benefit from and utilize Murlocs and you have to be able to protect the Totem, otherwise it's sort of pointless.
Raptor Hatchling Rating 2(Good): I think this is perfectly fine as a 1-drop and if you draw the Raptor Patriarch in the next couple of turns after he dies, then he's great! When you're getting 6/4 worth of combined stats for two mana, I'd say that's a pretty good deal!
Shellshifter Rating 2(Good): I like the options offered and it's a reasonable cost for some flexible choices. (+1 adjustment on 4/3/17)
Servant of Kalimos Rating 3(Average): If you've got a deck full of Elementals this probably jumps all the way up to a 1. Without the Battlecry it's an expensive Yeti.
Spikeridged Steed Rating 2(Good): This is expensive, but at the least you'll be getting a 3/7 Taunt minion with a backup 2/6 Taunt. Sludge Belcher already taught us that this effect is really annoying when you have to plow through two Taunt minions before you can make any headway.
Steam Surger Rating 3(Average): If you've got the Elementals to support it this probably moves up to a 2 rating since you get the additional direct damage from it. Otherwise, it matches stats for several common cards.
Stonehill Defender Rating 3(Average): This is like a delayed Sludge Belcher with a really good chance of finding a better Taunt.
Terrorscale Stalker Rating 3(Average): If you've got a few Raptor Hatchling it may bump this card up a notch, but he's still fine as a vanilla 3/3 for 3 mana.
Tol'vir Stoneshaper Rating 3(Average): If you've just played an Elemental, then he's really good and should move up to at least a 2 on my list. Otherwise, he's just a basic 4-drop that doesn't do anything special.
Tol'vir Warden Rating 4(Poor): There's usually not a lot of quality 1 mana-cost minions that you'll include in your draft, but if you did, then this should move up slightly in value. Otherwise, it's stats are more on par with a 4-drop minion.
Vicious Fledgling Rating 2(Good): When your first Adapt is Windfury this guy is going to get completely out of control in a hurry!
Vinecleaver Rating 4(Poor): I think this is a pretty hefty weapon with a good bonus, but it's just too slow.
Volcano Rating 1(Excellent): This seems like it will be a great board clear if you are already behind, or have nothing on your side. Since it hits ALL minions, it might prove unpredictable, depending on the situation. (+1 adjustment on 4/14/17).
Volcanosaur Rating 2(Good): Gaining two Adaptations is pretty powerful and just rolling the dice to see which ones you get is exciting. Depending on what you get, this minion could easily lead you to victory.
COMMON:
Adaptation Rating 3(Average): This could be good, but it just depends on the board state and what you get from the roll of the dice.
Air Elemental Rating 3(Average): It's a nice minion to start, but it's really fragile and no other benefits except the Elemental tag.
Arcanologist Rating 2(Good): It looks like this is a weaker version of Mad Scientist since you still have to cast the card. However, if you only have one Secret in your Arena deck then it works in your favor and increases the value. (+1 adjustment on 3/22/17)
Binding Heal Rating 3(Average): It's another big heal for Priest that will no doubt become an annoyance.
Crackling Razormaw Rating 2(Good): We've seen there will be a ton of Beasts in Un'Goro and you shouldn't have any trouble utilizing his Battlecry. (+1 adjustment on 4/3/17)
Eggnapper Rating 2(Good): 5/3 worth of combined stats for 3-mana isn't a bad deal.
Elder Longneck Rating 4(Poor): If you don't trigger the Battlecry it's no better than a Magma Rager, but if you get the Adapt bonus it may even improve the value. (+1 adjustment on 4/3/17)
Emerald Reaver Rating 3(Average): It's another minion to give you a fast start, but still easy to kill.
Fire Fly Rating 2(Good): With combined stats of 2/4 for two mana, it's not that bad, but the Elemental tag is probably more important. With all the Elemental shenanigans I'm sure we'll be seeing this could be a cheap, easy way to boost your minions, like Ozruk. (+1 adjustment on 4/14/17)
Fire Plume Phoenix Rating 1(Excellent): Common, Neutral damage is an awesome thing!
Flame Geyser Rating 2(Good): This looks like good early removal with an Elemental bonus, and can also be used as direct damage against your opponent. It could prove very powerful, depending on what you've drafted.
Giant Mastodon Rating 3(Average): He's obviously late game, but he's so large that he may seal up the game for you completely, giving you a couple of extra turns untouched by your opponent.
Giant Wasp Rating 3(Average): It's a slightly bigger Patient Assassin, but at least it has a Beast tag too.
Glacial Shard Rating 2(Good): Normally I would classify this as "poor" because it's exceptionally easy to kill and can be dealt with by most Hero Powers, but I bumped it up due to being an Elemental and because of its usefulness in the late game by being able to freeze a large minion. (+1 adjustment on 3/24/17)
Hallucination Rating 3(Average): I like that you're able to use Discover because it gives you some flexibility for your situation, but it's still no guarantee to get something amazing.
Hot Spring Guardian Rating 3(Average): It looks like Shaman is continuing to get more heals thrown in their mix and this isn't a bad minion to have. Now if they had made it 3/4 (with Overload, of course), then we'd really be talking.
Hydrologist Rating 2(Good): Although you won't have a large selection of Paladin Secrets, you should still be able to have some fun with Getaway Kodo and just keep bringing this guy back to the table (assuming he dies).
Igneous Elemental Rating 3(Average): You're getting 4/7 worth of combined stats for 5 mana, which isn't that bad.
Jeweled Macaw Rating 2(Good): He's a Beast that draws a random Beast for 1 mana. That seems like a pretty good value, and a lot of fun if you just keep chaining Jeweled Macaws.
Lakkari Felhound Rating 4(Poor): This is a decent-sized Taunt for turn four, but the cost of losing two random cards seems a bit too steep for me.
Lost in the Jungle Rating 2(Good): It's Living Roots without the option to do damage. We've already seen how annoying that can be in constructed and that's a nice, fast start for Arena.
Nesting Roc Rating 2(Good): If you don't get to trigger the Battlecry he probably drops slightly in value, but he's still a perfectly large minion for 5 mana.
Ornery Direhorn Rating 2(Good): Like the other Direhorns, he could be a pain to get through, and having Adapt on him can really make up for the cost.
Primalfin Lookout Rating 4(Poor): This will go up in value if you drafted several Murlocs, otherwise it's an expensive 3-drop with 2-drop stats.
Pterrordax Hatchling Rating 3(Average): He's not a bad minion, and probably goes up in value depending on the Adapt.
Radiant Elemental Rating 3(Average): At the worst it's a 2/3 minion, but I think the value could be higher than that, especially if you have many spells that cost 1 mana (as they would now cost 0 mana).
Ravenous Pterrordax Rating 2(Good): I think there will be many times that you can use this to your advantage by killing off a minion that was going to die anyway or to benefit from a Deathrattle. If you have nothing on the board then its value goes down to at least a 3. (-1 adjustment on 4/14/17)
Ravasaur Runt Rating 3(Average): This is probably easier played off-curve, just to trigger his ability. In many cases you may be stuck with him being a standard 2/2 minion.
Razorpetal Lasher Rating 3(Average): This minion seems alright and I like the fact it can help you out against those those pesky Divine Shield minions from Adapt.
Razorpetal Volley Rating 5(Terrible): This definitely seems like a constructed card trying to chain a ton of combos together. Paying 4 mana to do 2 damage is just not going to work in Arena.
Rockpool Hunter Rating 3(Average): Most of the time he'll just be a standard 2/3, which is fine.
Sabretooth Stalker Rating 2(Good): If you've already managed to have a fast start this could very well be your finisher right here. If not, he should be able to take out just about anything in your way.
Sated Threshadon Rating 3(Average): It's a combined 8/10 worth of stats for 7-mana, but it's just slow.
Shimmering Tempest Rating 2(Good): I don't like how easy he is to kill, but he packs a really good value with the spell from his Deathrattle.
Stegodon Rating 3(Average): This is a better Oasis Snapjaw and could cause some problems for an opponent with several small minions.
Stormwatcher Rating 3(Average): He's definitely big and could prove problematic, but he's still too slow.
Stubborn Gastropod Rating 2(Good): If played on curve he'll take out whatever two-drop would normally kill it, but he gets better in the late game when he may be able to hold back a large minion. (+1 adjustment on 4/14/17)
Tar Creeper Rating 1(Excellent): This isn't the worst Elemental we've seen, but it's not the best either. It's a basically a cheap 3/5 and can certainly stop a quick barrage of tiny minions at the start of a match. (+1 adjustment on 4/14/17)
Tar Lord Rating 2(Good): It's a little expensive, but like the other Tar minions this one is a real pain too. It's going to give a lot of players grief trying to knock down a 5/11 wall all day long if they can't get rid of it.
Tar Lurker Rating 2(Good): I like the Tar family of Elementals and they are really going to be annoying. This one is no exception and will be sure to cause problems for your opponent.
Thunder Lizard Rating 3(Average): This is another card that I would bump up in the ratings if your deck has a lot of Elementals. Otherwise, it's just a standard, plain minion.
Tidal Surge Rating 2(Good): Did Shaman really need another common, 4 damage spell for 4-mana? Who cares that it heals too - I'll take three, please!
Tortollan Forager Rating 2(Good): It's possible you get a Magma Rager, which might not be terrible with Elemental status in this environment, but there's a good chance you'll have something to play on curve. Of course you could hit the other end of the spectrum and draw something you can't cast until the end of the game. Regardless, you're going to draw something large. (+1 adjustment on 4/3/17)
Tortollan Shellraiser 2(Good): I can see this card being really annoying to deal with if you can't punch through enough damage to take it down before being healed up again. I'd say if he sticks to the board he is going to be a major headache. (+1 adjustment on 3/22/17)
Ultrasaur Rating 4(Poor): He's just big and expensive.
Verdant Longneck Rating 3(Average): I think this seems like a good card, especially with the new "Adapt" mechanic. I'm guessing we're going to see quite a few cards with this ability and it will be easier to gauge the true value once I've seen the rest of the abilities that will be possible.
Volatile Elemental Rating 2(Good): Even though he's fragile, he has a great Deathrattle that can definitely get some good value.
I wonder if the new quest cards will be added to arena. It seems kinda awkward to choose the quest cards which replace one of the important early game mulligan. I think arena is still gonna be mainly about minion so it may be too slow to get the insane value from that reward legendary. Would you choose this high value quest card or a normal legendary minion? I won't say this is terrible right now because we are expected to see a lot more deathrattle minions, given the news and that the mage and priest legendaries involved the deathrattle mechanic.
Btw I think Volcano is gonna be another excellent arena boardclear, as you can control the number of hp left on the board by trading in your own minions. For example there are only 3 Yetis from your opponent on the board, this card will clear his board which is better than Flamestrike! This card is gonna be another busted shaman class card.
Btw I think Volcano is gonna be another excellent arena boardclear, as you can control the number of hp left on the board by trading in your own minions. For example there are only 3 Yetis from your opponent on the board, this card will clear his board which is better than Flamestrike! This card is gonna be another busted shaman class card.
I agree that it's an excellent board clear IF your opponent has a full board, like your example, and you have nothing. Otherwise, you run into a situation where you've managed to kill all the smaller minions, but you've still got some midrange ones on the board with a couple of Health left. It's definitely a good card, but it may not always work out in your favor.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
So I've done two runs since patch dropped. I've gotten 2 legendaries and like 3 epics in both. Is this a thing now?
Rollback Post to RevisionRollBack
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
Expansion number five for Hearthstone is set to arrive sometime in early April 2017 and we will start seeing new card reveals on March 17. In World of Warcraft this zone is littered with Elementals and Dinosaurs, so you should expect a distinctive "Jurassic Park" vibe.
I explore the Un'Goro Crater in World of Warcraft and offer some speculation in my video below:
Here are some of the details we know so far:
This thread is dedicated to discussing the impact of these new cards on the Arena environment.
If you'd like to read my initial thoughts on how I rate these cards for Arena you can start HERE.
For more information visit our guide for Journey to Un'Goro.
Scroll down to view Class specific cards or click on one of the links below.
TOKENS / BUFFS
NEUTRAL
Update 2/27/17: Created thread. Added initial release of cards and rankings.
Update 2/28/17: Added Gentle Megasaur.
Update 3/2/17: Added additional buffs Volcanic Might, Rocky Carapace, Shrouding Mist, and Poison Spit.
Update 3/2/17: Added my video for Un'Goro Revealed!
Update 3/17/17: Added Explore Un'Goro, Tortollan Shellraiser, Lakkari Sacrifice, Lakkari Felhound, Arcanologist, Elise the Trailblazer, Golakka Crawler, Tar Creeper, Dinosize, Sherazin, Corpse Flower, and Swamp King Dred.
Update 3/19/17: Added Crystalline Oracle.
Update 3/20/17: Added Sunkeeper Tarim, Shadow Visions, Clutchmother Zavas, Ozruk, Stone Sentinel, Flame Geyser, and Fire Fly.
Update 3/21/17: Added Unite the Murlocs, Megafin, Primalfin Lookout, and Kalimos, Primal Lord.
Update 3/22/17: Added Tol'vir Stoneshaper, Hydrologist, The Caverns Below, and Mimic Pod.
Update 3/23/17: Added Tol'vir Warden and Glacial Shard.
Update 3/24/17: Added Curious Glimmerroot, Volcanosaur, Gluttonous Ooze, Mana Bind, Vilespine Slayer, Living Mana, Mirage Caller, Corrupting Mist, Lost in the Jungle, Molten Blade, and The Marsh Queen.
Update 3/26/17: Added Crackling Razormaw.
Update 3/27/17: Added King Mosh and Raptor Hatchling.
Update 3/28/17: Added Terrorscale Stalker, Thunder Lizard, Lightfused Stegodon, Hemet, Jungle Hunter, Blazecaller, Servant of Kalimos, Ravenous Pterrordax,Galvadon, and The Last Kaleidosaur.
Update 3/29/17: Added Evolving Spores, Spirit Echo, Tortollan Primalist, Spikeridged Steed, Cornered Sentry, and Stegodon.
Update 3/30/17: Added Tyrantus.
Update 3/31/17: Added Ravasaur Runt and Spiritsinger Umbra and all the remaining cards for the set.
Completed cards and ratings on 4/1/17!
"To build or destroy...only you decide which joy." - Last Crack
DRUID
"To build or destroy...only you decide which joy." - Last Crack
HUNTER
"To build or destroy...only you decide which joy." - Last Crack
MAGE
"To build or destroy...only you decide which joy." - Last Crack
PALADIN
"To build or destroy...only you decide which joy." - Last Crack
PRIEST
"To build or destroy...only you decide which joy." - Last Crack
ROGUE
"To build or destroy...only you decide which joy." - Last Crack
SHAMAN
"To build or destroy...only you decide which joy." - Last Crack
WARLOCK
"To build or destroy...only you decide which joy." - Last Crack
WARRIOR
"To build or destroy...only you decide which joy." - Last Crack
TOKENS
"To build or destroy...only you decide which joy." - Last Crack
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
LEGENDARY:
Awaken the Makers
: Quest card - Not available in Arena.Clutchmother Zavas Rating 4(Poor): It's unlikely you'll get any real use out of this in Arena. Clearly, Blizz wants Warlock to create discard decks for constructed, but I'm skeptical of seeing any consistency in Arena.
Elise the Trailblazer Rating 2(Good): Her stats are fine by themselves and her ability looks like it will be a lot of fun in Arena. It's worth noting that the pack you receive has an increased chance for Legendary cards and will include a guaranteed Epic.
Hemet, Jungle Hunter Rating 4(Poor): You end up destroying half your deck when you play this guy, but if you play him late, then he could weed out some useless cards that are leftover. He's still a big risk and could get rid of some useful spells. (+1 adjustment on 4/3/17)
Jungle Giants: Quest card - Not available in Arena.
Kalimos, Primal Lord Rating 2(Good): I think he's decent for the cost, but definitely moves up to a 1 if you drafted enough Elementals to trigger his Battlecry. If you get to choose one of his Invocation spells, then you've probably won the game.
King Mosh Rating 3(Average): This is a really cool minion, but he's always going to cost you at least 1 other card to get the optimal effect. If you get nothing from his Battlecry he's still alright as a large threat.
Lakkari Sacrifice: Quest card - Not available in Arena.
Lyra the Sunshard Rating 4(Poor): As long as you've got at least 1 spell and can keep this minion alive for a turn, I think it will be a lot of fun. You could get great value off just one Power Word: Shield. However, most of the time it's just going to be overcosted and you won't benefit from its special ability. (-2 adjustment on 4/14/17)
Open the Waygate: Quest card - Not available in Arena.
Ozruk Rating 3(Average): This is a large Taunt, but it's expensive and I would expect the actual rating to fluctuate quite a bit, depending on your draft.
Pyros Rating 1(Excellent): This is an interesting concept that I hope to see more of in the new expansion. Being able to return your minions is a great ability, but giving them buffs and keeping them at a reasonable cost is outstanding!
Sherazin, Corpse Flower Rating 4(Poor): I like the "Dormant" concept, but it will be difficult to take advantage of that in Arena. The stats are weak and it can be easily killed and the seed will take up a slot on the board until you are able to play 4 cards in a turn to revive him.
Spiritsinger Umbra Rating 4(Poor): This guy has to survive before you can benefit from his ability, so at the minimum he's going to cost you 5 mana. He could be good with Priest running Crystalline Oracle and Tortollan Shellraiser. If you can't cast your Deathrattle minion on the same turn, then I think most of the time he won't survive a turn and his stats are weak.
Swamp King Dred Rating 1(Excellent): This is another cool concept, but it can backfire, especially if your opponent drops a Poisonous minion. Most of the time this minion is going to be hard to clear and can take out several opposing minions in a single turn. (+1 adjustment on 3/22/17)
Sunkeeper Tarim Rating 2(Good): This card is like Eadric the Pure and Keeper of Uldaman had a baby. It's got a lot of potential that can be used offensively or defensively, depending on the board state.
The Caverns Below: Quest card - Not available in Arena.
The Last Kaleidosaur: Quest card - Not available in Arena.
The Marsh Queen: Quest card - Not available in Arena.
The Voraxx Rating 4(Poor): This may go up slightly in value for classes that have buffs, but most of the time it's just going to be really situational.
Tyrantus Rating 3(Average): He's just way too expensive to be reliable in Arena, but his size and the fact that he can't be targeted do count for something. (+1 adjustment on 4/3/17)
Unite the Murlocs: Quest card - Not available in Arena.
EPIC:
Biteweed Rating 4(Poor): It's the Junior Edwin VanCleef, but with less of a stat increase. I don't think it will be as easy to consistently get him large enough to be a threat in Arena.
Bittertide Hydra Rating 2(Good): It looks like a new Fel Reaver with a twist. You've really got to be careful with this if there are several small minions on the board, because the damage against you could stack up very quickly and get out of control.
Blazecaller Rating 1(Excellent): We are going to have a ton of Elementals with this set and even if you don't get to trigger his Battlecry, he's still a good-sized minion. (+1 adjustment on 4/14/17)
Bloodbloom Rating 5(Terrible): It's the poor man's Cho'gall (minus the beefy minion), but it's not going to see Arena play.
Bright-Eyed Scout Rating 3(Average): It's going to be a toss-up on whether this helps or hurts you, but it is a card draw that you would be able to play on curve, regardless of what it is.
Charged Devilsaur Rating 2(Good): Charge really isn't what it used to be at all. It's still a large minion that can start clearing the board immediately, and that's worth something. (+1 adjustment on 4/4/17)
Chittering Tunneler Rating 3(Average): It seems good with the Discover mechanic embedded in it, but you could be killing yourself too. Even if you have to take 4 damage to get that Blastcrystal Potion it's still probably a good deal.
Curious Glimmerroot Rating 3(Average): This is another cool concept, but I'm not sure how it's going to play in Arena. This is definitely more of a constructed card where you can take advantage of players who have netdecked something and it's pretty obvious what cards they are playing with. In Arena it will be more random if you can guess the right card.
Dinomancy Rating 3(Average): It seems like this expansion is overflowing with Beasts and Elementals at every turn, so this could get ridiculous fast. If you're able to protect your buffed minion, it's going to continue to grow and be even more difficult to deal with. (-1 adjustment on 4/14/17)
Dinosize Rating 2(Good): It's expensive, but if you suddenly make a 1/1 into a 10/10 that's a lot of unexpected damage plowing into someone. That could easily finish off your opponent if they are not prepared for it.
Emerald Hive Queen Rating 3(Average): Oh, Zombie Chow, how far you have fallen. With Arena being very minion-centric this is going to cause problems for you, but it's not unplayable.
Explore Un'Goro Rating 2(Good): I was really wrong about this card initially. It turns out to be very strong, allowing you to fish for exactly what you need each turn. It's also a lot of fun! (+2 adjustment on 4/14/17)
Gentle Megasaur Rating 3(Average): If you've managed to draft several Murlocs, then this could be an amazing card. Otherwise, it's just mediocre.
Giant Anaconda Rating 4(Poor): He's just too easy to kill, expensive, and conditional to be reliable.
Gluttonous Ooze Rating 3(Average): I think this is a decent minion, but I'm not sure that it needs to be Epic. It's still acceptable as a vanilla 3/3 minion.
Living Mana Rating 4(Poor): I foresee shenanigans in constructed with this card (first turn double Innervate + The Coin and second turn Mark of the Lotus - attack for 15, third turn - attack again = dead opponent) but I'm not sure how it will play in Arena. Although your opponent may have a hard time dealing with 10 damage on the board you're going to have an even harder time casting anything until the Treants are dead.
Meteor Rating 1(Excellent): Like Mage needs a mini Flamestrike. This is a great piece of removal for some of these huge minions we're seeing.
Primalfin Champion Rating 4(Poor): His Deathrattle is cool enough, but it's only going to be good if you can actually cast something on him and that's just too situational.
Primordial Drake Rating 1(Excellent): A Consecration combined with a large Taunt is not bad at all. Even though it hits your own minions it's still an awesome piece of Neutral removal and protection.
Primordial Glyph Rating 2(Good): Although the mana reduction for the spell you Discover is absorbed by the cost of the Primordial Glyph, it can still be a big swing if you cast a Flamestrike two turns earlier than expected. (+1 adjustment on 4/3/17)
Shadow Visions Rating 2(Good): This could be really good in Arena, especially if you only drafted 3 spells or less, because then you can choose exactly what you want. On the flip-side, if you've already drawn your best spell, then it becomes a lot less interesting because it won't be included as part of your selection. (+1 adjustment on 4/14/17)
Spirit Echo Rating 3(Average): Anytime you can get extra value from your minions is a good thing in Arena and I think this is cheap enough to be useful even if you only save a couple of minions, but it's situational. (-1 adjustment on 4/3/17)
Stampede Rating 3(Average): I can see this being really good in certain situations, but I'd really like to see how it performs in actual play. You may typically get a couple of random Beasts off this, but since it's a combo card I don't know that I would rate it higher.
Stone Sentinel Rating 4(Poor): This is another Elemental card where the actual rating will fluctuate greatly, depending on how many Elementals you included in your draft. I would probably raise him to a 2, if you have the resources, but if you don't play an Elemental the turn before casting him, then he's garbage.
Sudden Genesis Rating 4(Poor): This seems slow and conditional. I would rather have better options in a 5-drop.
Tortollan Primalist Rating 3(Average): This guy is really expensive for an awful lot of RNG. He's similar to Servant of Yogg-Saron, but has slightly more freedom; although I'm not sure it's worth a bump to Epic and three more mana. He could be good, but only under the right circumstances. (+1 adjustment on 4/14/17)
Vilespine Slayer Rating 1(Excellent): He's realistically costing anywhere between 5-8 mana and at the high-end he's not amazing, but if you can cast him at 5-mana with a Backstab, then you've got some great value. This card is going to be SO much fun with Shadowstep! (+1 adjustment on 4/14/17)
RARE:
Cornered Sentry Rating 3(Average): It's essentially a 2/3 for 2 mana, which is fine. However, if your opponent is able to buff his minions, then this probably loses some value.
Corrupting Mist Rating 3(Average): Corruption has always been sorta 'meh' because it allows your opponent another turn to use their minion. There's certainly an advantage to knowing you're going to die and you can react accordingly. However, since you can affect ALL minions with this spell it's an extremely cheap way to clear the board. (-1 adjustment on 4/3/17)
Cruel Dinomancer Rating 4(Poor): It's not unreasonable that you would draft cards with the discard mechanic, like Soulfire, but you won't have a guarantee that you'll discard a minion. Without the benefit of his Deathrattle he's too expensive.
Crystalline Oracle Rating 3(Average): You can get one of your opponent's cards, which puts it right there with Swashburglar and Babbling Book.
Devilsaur Egg Rating 4(Poor): There are certain situations this could be awesome, like with Warlock and Ravenous Pterrordax, but most of the time it is just going to sit there unless you have a plan for it.
Direhorn Hatchling Rating 2(Good): It's a Fen Creeper with a bonus and it's sure to be even more annoying.
Earthen Scales Rating 3(Average): This could be a nice pseudo-heal, especially if you've got a Ironbark Protector or something else ridiculously large on the board.
Envenom Weapon Rating 1(Excellent): I think when you're facing down that Bog Creeper you'll be very happy to use this as an alternative to running all your minions into a huge wall. (+1 adjustment on 4/14/17)
Evolving Spores Rating 3(Average): Like with the other Adapt cards, this gives your mediocre minions a chance to really increase in value. It's a little expensive, but since it hits all of your minions I don't think it's unreasonable. (-1 adjustment on 4/3/17)
Feeding Time Rating 2(Good): At first glance it seems a little expensive, but it's really just 1 more mana to guarantee a better roll than you might get from an [card]Imp-losion[card].
Fire Plume Harbinger Rating 4(Poor): This is really so situational. Even with the ton of Elementals we having coming our way, unless you draw this in your opening hand I don't know how much help it will be.
Free From Amber Rating 1(Excellent): The nice thing about this spell is that you get to Discover something that will be the best for your situation. Not to mention that the minion Discovered can cost more than 8 mana. (+1 adjustment on 4/14/17)
Frozen Crusher Rating 3(Average): If you can Silence or give him Taunt, then he's pretty good. Otherwise, he's just going to be too slow I think.
Golakka Crawler Rating 3(Average): We get it - Blizz hates Pirates now. I don't see this being anything special for Arena.
Humongous Razorleaf Rating 5(Terrible): This is definitely for constructed. You need to be able to consistently Silence or Taunt this guy before he's even playable.
Lightfused Stegodon Rating 3(Average): This is a perfect example of why you should always kill those pesky Silver Hand Recruits when you can. There are some scenarios where this could actually turn the game around or end it completely. (-1 adjustment on 4/3/17)
Mana Bind Rating 2(Good): You could certainly net yourself an awesome, free spell; but you could also get garbage. However, I do think it will make your opponent think twice before casting that Flamestrike. It's very likely that you're going to get some type of removal out of the deal unless you manage to copy The Coin.
Mimic Pod Rating 2(Good): Cheap card draw is great in Arena and as long as you don't draw/copy a crap card I'd say this is a winner.
Mirage Caller Rating 3(Average): His stats are underwhelming for the cost, but if you can start copying Crystalline Oracle or Shifting Shade, then you're definitely getting some value out of him.
Molten Blade Rating 3(Average): It's the Shifter Zerus of weapons. You can certainly get something great, but there are plenty of trash weapons too. Not to mention, it can really mess up your play if you have to choose between casting it or a minion on curve.
Molten Reflection Rating 3(Average): This could be really good under the right circumstances, especially if you're about to trade out a minion.
Obsidian Shard Rating 4(Poor): It's hard to say you can consistently get it for cheaper than 4-mana and it would really be a shame to waste that slot on this weapon.
Primalfin Totem Rating 4(Poor): This really needs to go in a deck that is going to benefit from and utilize Murlocs and you have to be able to protect the Totem, otherwise it's sort of pointless.
Raptor Hatchling Rating 2(Good): I think this is perfectly fine as a 1-drop and if you draw the Raptor Patriarch in the next couple of turns after he dies, then he's great! When you're getting 6/4 worth of combined stats for two mana, I'd say that's a pretty good deal!
Shellshifter Rating 2(Good): I like the options offered and it's a reasonable cost for some flexible choices. (+1 adjustment on 4/3/17)
Servant of Kalimos Rating 3(Average): If you've got a deck full of Elementals this probably jumps all the way up to a 1. Without the Battlecry it's an expensive Yeti.
Spikeridged Steed Rating 2(Good): This is expensive, but at the least you'll be getting a 3/7 Taunt minion with a backup 2/6 Taunt. Sludge Belcher already taught us that this effect is really annoying when you have to plow through two Taunt minions before you can make any headway.
Steam Surger Rating 3(Average): If you've got the Elementals to support it this probably moves up to a 2 rating since you get the additional direct damage from it. Otherwise, it matches stats for several common cards.
Stonehill Defender Rating 3(Average): This is like a delayed Sludge Belcher with a really good chance of finding a better Taunt.
Terrorscale Stalker Rating 3(Average): If you've got a few Raptor Hatchling it may bump this card up a notch, but he's still fine as a vanilla 3/3 for 3 mana.
Tol'vir Stoneshaper Rating 3(Average): If you've just played an Elemental, then he's really good and should move up to at least a 2 on my list. Otherwise, he's just a basic 4-drop that doesn't do anything special.
Tol'vir Warden Rating 4(Poor): There's usually not a lot of quality 1 mana-cost minions that you'll include in your draft, but if you did, then this should move up slightly in value. Otherwise, it's stats are more on par with a 4-drop minion.
Vicious Fledgling Rating 2(Good): When your first Adapt is Windfury this guy is going to get completely out of control in a hurry!
Vinecleaver Rating 4(Poor): I think this is a pretty hefty weapon with a good bonus, but it's just too slow.
Volcano Rating 1(Excellent): This seems like it will be a great board clear if you are already behind, or have nothing on your side. Since it hits ALL minions, it might prove unpredictable, depending on the situation. (+1 adjustment on 4/14/17).
Volcanosaur Rating 2(Good): Gaining two Adaptations is pretty powerful and just rolling the dice to see which ones you get is exciting. Depending on what you get, this minion could easily lead you to victory.
COMMON:
Adaptation Rating 3(Average): This could be good, but it just depends on the board state and what you get from the roll of the dice.
Air Elemental Rating 3(Average): It's a nice minion to start, but it's really fragile and no other benefits except the Elemental tag.
Arcanologist Rating 2(Good): It looks like this is a weaker version of Mad Scientist since you still have to cast the card. However, if you only have one Secret in your Arena deck then it works in your favor and increases the value. (+1 adjustment on 3/22/17)
Binding Heal Rating 3(Average): It's another big heal for Priest that will no doubt become an annoyance.
Crackling Razormaw Rating 2(Good): We've seen there will be a ton of Beasts in Un'Goro and you shouldn't have any trouble utilizing his Battlecry. (+1 adjustment on 4/3/17)
Eggnapper Rating 2(Good): 5/3 worth of combined stats for 3-mana isn't a bad deal.
Elder Longneck Rating 4(Poor): If you don't trigger the Battlecry it's no better than a Magma Rager, but if you get the Adapt bonus it may even improve the value. (+1 adjustment on 4/3/17)
Emerald Reaver Rating 3(Average): It's another minion to give you a fast start, but still easy to kill.
Fire Fly Rating 2(Good): With combined stats of 2/4 for two mana, it's not that bad, but the Elemental tag is probably more important. With all the Elemental shenanigans I'm sure we'll be seeing this could be a cheap, easy way to boost your minions, like Ozruk. (+1 adjustment on 4/14/17)
Fire Plume Phoenix Rating 1(Excellent): Common, Neutral damage is an awesome thing!
Flame Geyser Rating 2(Good): This looks like good early removal with an Elemental bonus, and can also be used as direct damage against your opponent. It could prove very powerful, depending on what you've drafted.
Giant Mastodon Rating 3(Average): He's obviously late game, but he's so large that he may seal up the game for you completely, giving you a couple of extra turns untouched by your opponent.
Giant Wasp Rating 3(Average): It's a slightly bigger Patient Assassin, but at least it has a Beast tag too.
Glacial Shard Rating 2(Good): Normally I would classify this as "poor" because it's exceptionally easy to kill and can be dealt with by most Hero Powers, but I bumped it up due to being an Elemental and because of its usefulness in the late game by being able to freeze a large minion. (+1 adjustment on 3/24/17)
Grievous Bite Rating 2(Good): It's a mini Powershot that's a common. Not a bad deal.
Hallucination Rating 3(Average): I like that you're able to use Discover because it gives you some flexibility for your situation, but it's still no guarantee to get something amazing.
Hot Spring Guardian Rating 3(Average): It looks like Shaman is continuing to get more heals thrown in their mix and this isn't a bad minion to have. Now if they had made it 3/4 (with Overload, of course), then we'd really be talking.
Hydrologist Rating 2(Good): Although you won't have a large selection of Paladin Secrets, you should still be able to have some fun with Getaway Kodo and just keep bringing this guy back to the table (assuming he dies).
Igneous Elemental Rating 3(Average): You're getting 4/7 worth of combined stats for 5 mana, which isn't that bad.
Iron Hide Rating 5(Terrible): Just say no.
Jeweled Macaw Rating 2(Good): He's a Beast that draws a random Beast for 1 mana. That seems like a pretty good value, and a lot of fun if you just keep chaining Jeweled Macaws.
Lakkari Felhound Rating 4(Poor): This is a decent-sized Taunt for turn four, but the cost of losing two random cards seems a bit too steep for me.
Lost in the Jungle Rating 2(Good): It's Living Roots without the option to do damage. We've already seen how annoying that can be in constructed and that's a nice, fast start for Arena.
Nesting Roc Rating 2(Good): If you don't get to trigger the Battlecry he probably drops slightly in value, but he's still a perfectly large minion for 5 mana.
Ornery Direhorn Rating 2(Good): Like the other Direhorns, he could be a pain to get through, and having Adapt on him can really make up for the cost.
Primalfin Lookout Rating 4(Poor): This will go up in value if you drafted several Murlocs, otherwise it's an expensive 3-drop with 2-drop stats.
Pterrordax Hatchling Rating 3(Average): He's not a bad minion, and probably goes up in value depending on the Adapt.
Radiant Elemental Rating 3(Average): At the worst it's a 2/3 minion, but I think the value could be higher than that, especially if you have many spells that cost 1 mana (as they would now cost 0 mana).
Ravenous Pterrordax Rating 2(Good): I think there will be many times that you can use this to your advantage by killing off a minion that was going to die anyway or to benefit from a Deathrattle. If you have nothing on the board then its value goes down to at least a 3. (-1 adjustment on 4/14/17)
Ravasaur Runt Rating 3(Average): This is probably easier played off-curve, just to trigger his ability. In many cases you may be stuck with him being a standard 2/2 minion.
Razorpetal Lasher Rating 3(Average): This minion seems alright and I like the fact it can help you out against those those pesky Divine Shield minions from Adapt.
Razorpetal Volley Rating 5(Terrible): This definitely seems like a constructed card trying to chain a ton of combos together. Paying 4 mana to do 2 damage is just not going to work in Arena.
Rockpool Hunter Rating 3(Average): Most of the time he'll just be a standard 2/3, which is fine.
Sabretooth Stalker Rating 2(Good): If you've already managed to have a fast start this could very well be your finisher right here. If not, he should be able to take out just about anything in your way.
Sated Threshadon Rating 3(Average): It's a combined 8/10 worth of stats for 7-mana, but it's just slow.
Shimmering Tempest Rating 2(Good): I don't like how easy he is to kill, but he packs a really good value with the spell from his Deathrattle.
Stegodon Rating 3(Average): This is a better Oasis Snapjaw and could cause some problems for an opponent with several small minions.
Stormwatcher Rating 3(Average): He's definitely big and could prove problematic, but he's still too slow.
Stubborn Gastropod Rating 2(Good): If played on curve he'll take out whatever two-drop would normally kill it, but he gets better in the late game when he may be able to hold back a large minion. (+1 adjustment on 4/14/17)
Tar Creeper Rating 1(Excellent): This isn't the worst Elemental we've seen, but it's not the best either. It's a basically a cheap 3/5 and can certainly stop a quick barrage of tiny minions at the start of a match. (+1 adjustment on 4/14/17)
Tar Lord Rating 2(Good): It's a little expensive, but like the other Tar minions this one is a real pain too. It's going to give a lot of players grief trying to knock down a 5/11 wall all day long if they can't get rid of it.
Tar Lurker Rating 2(Good): I like the Tar family of Elementals and they are really going to be annoying. This one is no exception and will be sure to cause problems for your opponent.
Thunder Lizard Rating 3(Average): This is another card that I would bump up in the ratings if your deck has a lot of Elementals. Otherwise, it's just a standard, plain minion.
Tidal Surge Rating 2(Good): Did Shaman really need another common, 4 damage spell for 4-mana? Who cares that it heals too - I'll take three, please!
Tortollan Forager Rating 2(Good): It's possible you get a Magma Rager, which might not be terrible with Elemental status in this environment, but there's a good chance you'll have something to play on curve. Of course you could hit the other end of the spectrum and draw something you can't cast until the end of the game. Regardless, you're going to draw something large. (+1 adjustment on 4/3/17)
Tortollan Shellraiser 2(Good): I can see this card being really annoying to deal with if you can't punch through enough damage to take it down before being healed up again. I'd say if he sticks to the board he is going to be a major headache. (+1 adjustment on 3/22/17)
Ultrasaur Rating 4(Poor): He's just big and expensive.
Verdant Longneck Rating 3(Average): I think this seems like a good card, especially with the new "Adapt" mechanic. I'm guessing we're going to see quite a few cards with this ability and it will be easier to gauge the true value once I've seen the rest of the abilities that will be possible.
Volatile Elemental Rating 2(Good): Even though he's fragile, he has a great Deathrattle that can definitely get some good value.
"To build or destroy...only you decide which joy." - Last Crack
I wonder if the new quest cards will be added to arena. It seems kinda awkward to choose the quest cards which replace one of the important early game mulligan. I think arena is still gonna be mainly about minion so it may be too slow to get the insane value from that reward legendary. Would you choose this high value quest card or a normal legendary minion? I won't say this is terrible right now because we are expected to see a lot more deathrattle minions, given the news and that the mage and priest legendaries involved the deathrattle mechanic.
Btw I think Volcano is gonna be another excellent arena boardclear, as you can control the number of hp left on the board by trading in your own minions. For example there are only 3 Yetis from your opponent on the board, this card will clear his board which is better than Flamestrike! This card is gonna be another busted shaman class card.
"To build or destroy...only you decide which joy." - Last Crack
So I've done two runs since patch dropped. I've gotten 2 legendaries and like 3 epics in both. Is this a thing now?
Look, I want to tell you something because you're very dear to me. And I hope you understand that it comes from the bottom of my damaged, damaged heart. You are the finest piece of ass I've ever had and I don't care who knows it. I am so glad that I got to roam those hillsides.
"To build or destroy...only you decide which joy." - Last Crack
Quests will not be available in arena drafts
http://www.hearthpwn.com/news/2282-mike-donais-explains-the-quest-mechanic-talks
"To build or destroy...only you decide which joy." - Last Crack
2 weeks til another card reveal :P
I just finished an Un'Goro video that I hope you'll enjoy!
"To build or destroy...only you decide which joy." - Last Crack