Knights of the Frozen Throne is Hearthstone's sixth expansion and is set to release on August 10, 2017. In World of Warcraft the backdrop for this expansion is Icecrown Citadel, home to Arthas, the Lich King. If you pre-order now you can get the Frostmourne cardback for free!
Knights of the Frozen Throne will include 135 cards.
There will be an introduction of the Hero card, which will allow you to transform your character into a Death Knight, gaining additional Armor and expanding on your abilities.
We will see a new keyword mechanic for Lifesteal, which grants you an amount of Health for Damage done.
This release will include free Adventure content with a Prologue, two wings with 3 bosses each, and a final battle against the Lich King, Arthas, himself.
Completing the Prologue grants a random Legendary Hero card, while completing each wing will grant a free pack of Knights of the Frozen Throne.
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.
Arfus Rating 3(Average): I don't care for the stats for the mana cost, but the Death Knight cards are all pretty awesome, so I think he's probably worth it just for his Deathrattle. They could have at least given him 3 Attack because Potion of Madness makes him a sad panda. (-1 adjustment on 8/31/17)
Archbishop Benedictus Rating 5(Terrible): This is a fascinating card, but there's no way I would want another entire deck tossed into my deck. You have absolutely no idea what you'll get and it could be complete garbage, not to mention it destroys ANY synergy you had with your own deck to begin with. Arena games rarely go to fatigue, so I'm not sure why you would play this card other than for a laugh.
Bolvar, Fireblood Rating 3(Average): It's going to be difficult to rely on having tons of minions with Divine Shield in your draft, but at the very least he will become a 3/7 for 5 mana (because he gives himself the bonus when he pops his shield). That's really not a terrible statline for the cost.
Blood-Queen Lana'thel Rating 4(Poor): If you don't discard any cards, then she's useless. If you're able to draft multiple cards with discard effects, then she could rate slightly higher, but her value is too dependent on something else happening. Because she has Lifesteal that bumps her up a little bit, but not much.
Bloodreaver Gul'dan Rating 1(Excellent): This is a slow card, but the Battlecry should net you a couple of Demons, depending on your draft. The Hero Power Siphon Life is amazing though and could definitely turn the tide on a close game. (+1 adjustment on 8/31/17)
Deathstalker Rexxar Rating 1(Excellent): I don't see a downside to this card and the Build-A-Beast ability that he grants looks crazy. I'm interested to see the other Death Knight counterparts for the different classes because I think they're going to be pretty powerful.
Frost Lich Jaina Rating 1(Excellent) We saw a leak for this card last week and I was waiting to get a confirmation on her Hero Power before I offered an evaluation, but I still don't have it. Although the card is expensive it can be an absolute turn-around for you in the late game by granting Lifesteal to you Elementals. This is probably going to be sitting between a 2-3 rating, depending on what her Hero Power turns out to be. I think this card just wins you the game after seeing her Icy Touch ability. Water Elemental is great by itself, but getting Lifesteal and the power to keep summoning more is just insane.
Hadronox Rating 4(Poor): I kept going back and forth between a 3-4 rating on this minion, but it's just really slow and situational. With the right deck this definitely gets a rating bump, but by itself, it's only mediocre. I shudder at the nightmare scenario of your opponent grabbing this with Shadow Madness. /ragequit
Lilian Voss Rating 3(Average): There are quite a few Rogue spells that I would not want to get rid of and switch out for possible worse cards. I think this would be alright if you had The Coin or maybe a Hallucination in hand, otherwise it's too random.
Moorabi Rating 4(Poor): I know I'm being harsh on him, and I absolutely love this card, but until we see how many Freeze effects that Shaman will have access to in this set it's hard to rate it higher. If you DO have several freeze spells then he definitely hops up to at least a 2(Good).
Malfurion the Pestilent Rating 2(Good): The Battlecry seems a little weak compared to the other Deathknights, but the Hero Power, Plague Lord is pretty cool and could come in handy by giving you offensive and defensive options.
Prince Keleseth Rating 5(Terrible): Two-cost cards are vital to a successful Arena deck and it would be very rare that you would not have any two-drops in your deck. If you do, then you probably aren't going to get very far. I can't see this card being valued at all for Arena play.
Prince Taldaram Rating 3(Average): I can see this being really fun in certain situations, like with an Argent Squire or Stubborn Gastropod, but most of the time in Arena you're going to have a hard time triggering that ability. At worst it's a 3/3 for 3 mana.
Prince Valanar Rating 3(Average): Like the rest of the Princes, this one is just going to depend on your draft if you will trigger his Battlecry, but I think he's fine without it.
Professor Putricide Rating 3(Average): Most of the time this will just be a 5/4 minion, but if you're able to toss a Secret out there and get a free one, it could increase in value slightly.
Rotface Rating 4(Poor): It's slow and by the time you can cast it there's no guarantee that it would be able to survive damage and summon anything. This seems like a prime target for Charged Devilsaur.
Scourgelord Garrosh Rating 1(Excellent): The Shadowmourne weapon is pretty amazing as a 4/3 Weapon that damages adjacent minions, and while the Hero Power, Bladestorm, may not seem like much, the ability to continue damaging minions each turn is pretty significant.
Shadowreaper Anduin Rating 2(Good): Realistically, you might kill 1-2 minions in Arena when you play this, and abusing the Voidform shouldn't be too difficult. Most turns you'll be able to do 4 damage with your Hero Power, which is pretty huge. The only downside is losing the ability to heal, but the 5 Armor you get from playing him will help offset a small amount of damage. (-1 adjustment on 8/9/17)
Sindragosa Rating 2(Good) I think she's a fine late-game card by herself, but you can't rely on the Frozen Champions to give you anything special. Most of the time you're going to have to ping the Champions yourself to kill them, because your opponent can just ignore them. So that's an extra mana cost and you should assume you're only going to get a garbage Legendary, unless the RNG gods are smiling on you. At a reduced mana cost (and stats) you can get so much more out of Prince Malchezaar, even though he doesn't put them in your hand.
The Lich King Rating 1(Excellent): Absolute top tier and auto-pick, without a doubt. The cost, stats, and ability are all amazing.
Thrall, Deathseer Rating 2(Good): Just, WOW! I think this card my be broken for Arena play, maybe even Constructed. How did they think that 5 mana was a fair cost for this card? It's just insane! It comes with a built-in, uber Evolve and an actual permanent one for you new Hero Power Transmute Spirit. The ability to recycle or improve your minions for such low costs is amazing! (-1 adjustment on 8/9/17)
Uther of the Ebon Blade Rating 1(Excellent): I'm not sure you'll actually win the game with The Four Horsemen, but it sure will be fun to try! At any rate, the weapon you get from the Battlecry, Grave Vengeance, is pretty sweet.
Valeera the Hollow Rating 3(Average): Giving your Hero Stealth is a neat idea and will normally buy you a turn in Arena. I also think the passive Hero Power Death's Shadow is really cool by granting the Shadow Reflection tokens, but you've also got to have something worth copying. You should also keep in mind this removes your ability to create a weapon, so wave goodbye to those Deadly Poison and Envenom Weapon. I think it's definitely an interesting card that isn't like anything else, but slow and situational, more so than the other DKs revealed so far (Deathstalker Rexxar, Frost Lich Jaina, and Thrall, Deathseer. ***Mike Donais also clarified that the Shadow Reflection leaves your hand at the end of the turn, so you can't stockpile them and you would only be able to copy/play something that was 5 mana or less because of this.*** (-1 adjustment on 8/9/17)
EPIC:
Abominable Bowman Rating 1(Excellent): Although it has identical stats to Boulderfist Ogre, his additional cost of 1 mana to resurrect another friendly Beast with his Deathrattle is worth the cost, I feel. Hunter should have no problem getting good value out of this and enjoying the satisfaction that comes from rezzing your Savannah Highmane.
Blackguard Rating 2(Good): If you're able to trigger his special ability, then it's awesome. With his stats sitting at 3/9, that's pretty impressive for only 6 mana!
Bring It On! Rating 5(Terrible): No, no, no, no. Thank god this is an Epic so we will hardly ever see this garbage. This is way too situational to consider for a draft.
Corpsetaker Rating 4(Poor): This is a cool card, but inconsistent on its performance, depending on the state of your deck. In a worst case scenario you get an overcosted 3/3 minion, but I think I'd rather have a Dread Corsair if that was the case. At least that way you KNOW you'll at least get a Taunt minion. I'm sure there will be a few mega awesome moments where someone gets all of the abilities and thinks this card is amazing, but it's just not going to happen that often in Arena.
Cryostasis Rating 4(Poor): This is a really interesting card because you can use it offensively or defensively. You can easily toss it on a totem and get a 3/5 minion for 4 mana total. If you put it on a Tar Creeper you've suddenly got a 6/8 minion (3/8 on your turn) that only cost you 5 mana. I would say that's worth it, but it's gonna be tricky to use it effectively in Arena. (-2 adjustment on 8/9/17)
Dead Man's Hand Rating 4(Poor): It seems like it would be cool, but it has no immediate effect and doesn't allow you to draw those cards any faster. Sure, you get a copy of whatever is in your hand, but you may not want duplicates of certain cards, depending on the state of the game. This would be absolute garbage if you drew it late game. There are too many negatives to rate it higher.
Deathaxe Punisher Rating 4(Poor): Unless you have Lifesteal minions out the wazoo, this is pretty useless.
Doomerang Rating 4(Poor): This is a cool concept, but it's only going to be good if you are able to draft some decent weapons, otherwise it's a dead card. (-1 adjustment on 8/31/17)
Drakkari Enchanter Rating 4(Poor): There are some situations that this would be really cool, like combined with The Lich King, but most of the time it's just going to be an underwhelming minion on the board.
Embrace Darkness Rating 4(Poor): I look at this like I do Corruption, which is a pretty crappy card. I'm assuming this is an effect that could be Silenced or your opponent could bounce it back to their hand with Youthful Brewmaster or something else. They can also just kill it before you get control of it. It may be a cheaper Mind Control, but it's extremely situational. Giving your opponent a turn to deal with the situation really hurts this card.
Fatespinner Rating 3(Average): This is one of those cards that will make your opponent super apprehensive and start second-guessing themselves. To kill or not to kill, that is the question. This will cause a lot of disruption because your opponent will really need to think about how to deal with this and the good, or possibly bad, consequences that come from killing it. (-1 adjustment on 8/31/17)
Furnacefire Colossus Rating 3(Average): You really don't want to destroy any weapons you were able to draft in an Arena deck and it's just mediocre if you're going to cast it as a 6/6 minion for 6.
Glacial Mysteries Rating 5(Terrible): This is slow, slow, slow and honestly how many Secrets do you really want in your Arena draft? I would expect this to be decent in a very limited selection of decks, but it won't do anything to help with your duplicate Secrets and if you've already played them or have some in your hand then you've just completely wasted your turn.
Gnomeferatu Rating 3(Average): I love the effect, but you have no way of knowing what you'll make your opponent discard, so I don't think it should rate any higher than a standard 2-drop for Arena.
Light's Sorrow Rating 5(Terrible): If you got multiple Divine Shield minions, then it would bump up the rating slighty, but otherwise you're looking at an overcosted Light's Justice.
Meat Wagon Rating 5(Terrible): Absolute garbage for Arena.
Nerubian Unraveler Rating 3(Average): This could be interesting for the disruption that it will cause, but you've got to keep in mind that it affects both players, so it could be to your disadvantage if you don't play it correctly. Its stats aren't amazing and it can easily be killed by Big-Time Racketeer, Boulderfist Ogre or several other common cards. It would be nice to know that your opponent could never cast Mind Control, but that's a pretty limited scenario.
Obsidian Statue Rating 1(Excellent): Even though this is expensive it's still a solid card that will likely restore at least 8 Health to you before your opponent can kill it. The built-in Deadly Shot is going to be a roll of the dice unless you can manipulate the board, but it's still a great ability. This minion could turn around a game that was already thought to be finished. (+1 adjustment on 8/9/17)
Rattling Rascal Rating 4(Poor): This seems like a really strange card to me and makes me think about Bomb Squad in how you have to evaluate risk versus reward. If your opponent can't deal with your 5/5 Skeleton, then it could turn out to be really good. Even if they kill the Rascal, you should still be able to trade with your Skeleton already on the board. This is the perfect anti-Potion of Madness minion! (-1 adjustment on 8/9/17)
Simulacrum Rating 5(Terrible): This could be great in the late game, especially when you can manipulate it so you are getting an extra copy of your best card, but it may not always work out that way. I'm on the fence between a 2-3 on this one. I'll be keeping an eye on it. It's just way too expensive and situational to get any use in Arena. (-2 adjustment on 8/9/17)
Skulking Geist Rating 4(Poor): This card is obviously to kill Jade Idol and isn't really meant for Arena, but it could blow up some really useful cards for your opponent; such as, Lightning Bolt, Soulfire, Cold Blood, Potion of Madness, and several others that can be troublesome. I wouldn't completely discount him from being useful, but in Arena his overall cost and effect aren't that great.
Snowfury Giant Rating 4(Poor): I don't think it would be too difficult to get at least 3 Overload Mana Crystals and make it worthwhile, but it is really going to depend on your draft. If I only had a couple of Overload cards I wouldn't feel comfortable drafting this and run the risk of not even drawing them in time. If your draft supports it, then the rating definitely goes up.
Spectral Pillager Rating 4(Poor): You *might* get 2 damage out of this, but I'd really rather have a SI:7 Agent or Fire Plume Phoenix if I really wanted to get the damage from the Combo. This is an overcosted 6-drop even if you don't trigger the Combo.
Tomb Lurker Rating 3(Average): I don't think the stats are good and you've got no guarantee that you'll even get anything from his Battlecry. I feel like it's a situational card that can be killed by most 2-drops. After playing him I've found that he performs really well, but you have to keep in mind your opponent's Deathrattle minions. (+1 adjustment on 8/31/17)
Toxic Arrow Rating 2(Good): You can either use it to straight up kill a small minion or give one of your own minions Poisonous to take out a large minion on your opponent's side of the board. I like having flexible removal in Arena.
Treachery Rating 5(Terrible): This is definitely a Constructed card. I can't think of an Arena scenario where this will work in your favor unless you've got a Bomb Squad.
Ultimate Infestation Rating 1(Excellent): This is one card that does it all! For the late game this could be the card that turns it around for you if you weren't going to be dead the next turn anyway. (+1 adjustment on 8/9/17)
RARE:
Arrogant Crusader Rating 4(Poor): Even though you get 7/4 worth of stats out of the deal, it's just incredibly easy to kill. Although you didn't get the additional 2/2 minion you got the same initial stats with Ice Rager for 1 less mana, and no one played that.
Avalanche Rating 2(Good): That's a lot of damage with no Overload cost involved. It's like a better Cone of Cold and it's going to be really strong.
Bone Drake Rating 1(Excellent): I wish its Health was a little higher, but drawing the extra Dragon from the Deathrattle is pretty awesome. You could always keep drawing more copies of Bone Drake to throw back out there. (+1 adjustment on 8/9/17)
Corpse Raiser Rating 2(Good): This is like a standard 3/3 minion combined with Ancestral Spirit, so I don't think the cost is too inflated and the ability to save your most important minion is huge.
Corpse Widow Rating 3(Average): The stats are good and it's a Beast, but you still don't know that you'll benefit from its ability. Unless you've got a slew of Deathrattle cards I just don't see this rating higher.
Death Revenant Rating 4(Poor): To make it worth the cost you really need at least 2+ damaged minions. It's not going to be very reliable unless you've got a specific type of deck.
Defile Rating 1(Excellent): If you get the perfect scenario with minions at 1, 2, 3, etc. Health, then this card is absolutely amazing, but that probably won't happen all that often. I expect this to be more consistently like a cheap Consecration, but you gotta keep in mind it hits your minions too and plan accordingly. Anything beyond that is just icing on the cake. After playing this card it's incredibly easy to snowball out of control - very strong. (+1 adjustment on 8/31/17)
Desperate Stand Rating 3(Average): I think it's alright, but will mostly be situational for Deathrattle or Taunt minions. It could buy you a turn or allow you to make a favorable trade that keeps your minion alive.
Despicable Dreadlord Rating 2(Good): This one looks like a lot of fun and if you're able to protect him for any amount of time you are doing massive damage to your opponent's minions. Your opponent has to kill this guy immediately or things are going to go badly for them.
Devour Mind Rating 3(Average): The card draw is great and it will draw comparisons to Cabalist's Tome, except with the Tome you have a much smaller pool of possibilities that you're drawing from. With this card you have absolutely no idea what you may draw, but in the end it IS still card advantage and that can be a game changer.
Doomed Apprentice Rating 3(Average): It can cause some disruption, but it's pretty easy to kill. There will be some situations where you will absolutely wreck your opponent (especially against Mage). You drop this on turn 6 and suddenly they can't cast that Flamestrike they were planning to annihilate your board with. It will definitely have some fun moments.
Druid of the Swarm Rating 3(Average): We'll see how it does, but the 1/5 Taunt on turn 2 could be pretty disruptive for your opponent and buy you a couple of turns.
Eternal Servitude Rating 2(Good): Onyx Bishop was good, but getting to choose and summon a minion that died for only 4 mana is pretty astounding. This card is going to cause a LOT of frustration for your opponents when you play it.
Exploding Bloatbat Rating 4(Poor): The built-in Consecration is really cool, but this doesn't have an immediate effect on the board and the nightmare scenario is being completely wrecked by a Potion of Madness.
Ghastly Conjurer Rating 3(Average): This is probably going to be a really annoying card. Its stats are enough to let it stick around for a couple of turns and getting the Mirror Image can give you exactly the delay you need to establish your board. It's a at least on par, if not slightly better, than Oasis Snapjaw.
Happy Ghoul Rating 3(Average) He's a 3/3 for 3 mana for most classes, but for Priest he is awesome. Imagine casting this guy on turn 2 for free!
Howling Commander Rating 4(Poor): If you've managed to draft several Divine Shield minions or hit the jackpot with Tirion Fordring, then the value probably goes up slightly. If you don't get anything from the Battlecry, then you've just cot an overcosted 2-drop. (-1 adjustment on 8/9/17)
Ice Breaker Rating 4(Poor): This makes me think that Shamans are going to get more ways to Freeze minions, because Frost Shock is not going to cut it alone. Even so, I would look for a better method of removal in Arena rather than relying on a two-card combo that damages yourself in the process.
Ice Walker Rating 2(Good): It's and Elemental and it allows you to continually delay the game as long as he's on the board. If you've got him hid behind a Taunt he is going to cause SO much rage. He may actually just be a 1(Excellent) due to all of the disruption he can cause. I'll have to keep an eye on him.
Keening Banshee Rating 3(Average): Normally I would say this is a "big 'ol bag of nope", but since you control how many cards you burn, it can make several good trades or smash face while you're planning your next moves. You really lock yourself down by playing this card and a LOT has to go right for this minion not to be a hindrance to your deck. I don't like it, but I can see the value.
Mindbreaker Rating 2(Good): His ability can be super annoying and he has the stats to make some decent early game trades and still survive. Even though it affects you too the disruption it causes to your opponent is key.
Mountainfire Armor Rating 3(Average): Warrior is really lacking decent minions and this will go a long way to help fill that need. If this were Common I think I would be even more excited. If Blizz follows up with a playable two-drop minion for Warrior, then we may really be onto something. (-1 adjustment on 8/9/17)
Phantom Freebooter Rating 4(Poor): For non-weapon classes, this is really a 5(Terrible), but for weapon classes it should be easy to get Chillwind Yeti stats out of this card, especially for Rogue. (-1 adjustment on 8/9/17)
Roll the Bones Rating 5(Terrible): You'll most likely only get one card out of the deal and I think Rogue has better options for card draw available.
Runeforge Haunter Rating 3(Average): This is a cool card with terrible stats. Most of the time you'll get a whack or two without losing Durability before it dies. If you manage to hide it behind a Taunt while you've got Envenom Weapon, then you may just win the game, but that's a very specific scenario that would increase its value. Most of the time that won't happen. (+1 adjustment on 8/31/17)
Saronite Chain Gang Rating 2(Good): It's basically a Neutral Feral Spirit for 1 additional mana, but without the Overload cost. I'd say it's a pretty solid card available to all classes.
Shadowblade Rating 2(Good): Anytime Rogue can get an Immune turn I think it's a good thing. It's a shame the Immune effect is only a Battlecry and doesn't last as long as you have Durability on the Weapon.
Shadow Essence Rating 4(Poor): It just seems an overcosted way to get you a 5/5 copy of something. You might be able to have fun with a 5/5 Stubborn Gastropod, Tar Creeper, or Tortollan Shellraiser, to name a few, but shenanigans like these are best left for Constructed play.
Shallow Gravedigger Rating 3(Average): It's not a very good card by itself, and incredibly easy to kill, but you could potentially get something from the Deathrattle that proves useful.
Spreading Plague Rating 2(Good): If you only get a couple of Taunts out of the deal that's still okay. 1/5 stats aren't exactly easy to get through, so it will definitely buy you some time. The dream scenario would be this card and Power of the Wild or Mark of the Lotus, but that is just wishful thinking!
Ticking Abomination Rating 4(Poor): This is a purely situational card, but could run away with the game, much like a Vicious Fledgling, if your opponent is unable to deal with it. In a typical draft this will probably hurt you more than it helps you.
Unwilling Sacrifice Rating 3(Average): I would much rather have a Blastcrystal Potion, but this could have its uses with Volatile Elemental and Devilsaur Egg. It seems like a last ditch effort to save your bacon and Warlock has much more reliable and consistent removal available. (+1 adjustment on 8/31/17)
Val'kyr Soulclaimer Rating 2(Good): I want to rate this card higher, but it's going to be too unreliable in Arena. I didn't take a close enough look at this card the first time I saw it. It's going to be very likely that you'll get at least one 2/2 Ghoul out of the deal, which makes this 3/6 worth of stats for only 3 mana. That's a pretty awesome deal! This would obviously be a great pairing with Animated Berserker, but then we're really getting into a constructed scenario again. (+2 adjustment on 8/9/17)
Venomstrike Trap Rating 4(Poor): This could be problematic for your opponent, but not devastating in most cases, unless they're hiding behind a Bog Creeper. It will be hard to guarantee you can trigger this card unless you have a Taunt minion your opponent has to get rid of first. It will take a little time, but people will start to play around this pretty quickly.
Voodoo Hexxer Rating 2(Good): Here's something to pair with Ice Breaker, but it's still decent on its own. This is large enough to cause a lot of grief actually. If your opponent can't break through, or takes two or more minions, it's going to be disruptive enough to tie up their board for a couple of turns. (+1 adjustment on 8/9/17)
COMMON:
Acherus Veteran Rating 3(Average): This could be pretty nice if you hit up a 2/3 minion to give it that extra point of Attack.
Acolyte of Agony Rating 3(Average): I don't think the Lifesteal is that important, but if you're able to buff her Health she could become a nuisance. At worst it's a 3/3 minion for 3 mana - pretty standard.
Animated Berserker Rating 5(Terrible): This will obviously be fun with cards like Amani Berserker and Acolyte of Pain, but that's going to be more of a constructed scenario. In Arena you're just going to be limiting your ability to play minions and damaging them when you do.
Bearshark Rating 1(Excellent): This is another great card for Hunter and a welcome addition to Arena. This can certainly cause issues for your opponent, especially if you're able to land a Crackling Razormaw, or better yet, a Houndmaster.
Blood Razor Rating 3(Average): This just seems really slow and clunky since you'll be damaging your own minions in the process. I didn't rate it lower since it IS a weapon, but it's certainly no Death's Bite. (+1 adjustment on 8/9/17)
Bloodworm Rating 4(Poor): It's not that great for the cost. I think you could do better on turn five.
Bone Baron Rating 3(Average): It will allow you to set off those Combos with the Skeletons you get, but beyond that it's just a standard minion. Now if it put those minions on the board, instead of in your hand, then I think it would definitely rate higher.
Bonemare Rating 1(Excellent): This card is amazing! You're basically getting a 5/5 minion for only 3 mana because of the built-in Blessing of Kings + Taunt. I can't believe this is a Common, Neutral minion. Absolutely top tier!
Breath of Sindragosa Rating 3(Average) This is great in the early game, but later on it really starts to lose value, unless you've already got control of the board.
Brrrloc Rating 3(Average): Shaman continues to get more and more ways to Freeze characters. I think it's fine, but certainly nothing extraordinary.
Chillblade Champion Rating 3(Average): I think I would rather have a Stormwind Knight, but this could come in handy if it's a close game and Lifesteal is going to change the outcome.
Cobalt Scalebane Rating 1(Excellent): There is absolutely no downside to this card. I love it! It's a Common Dragon, a 5/5 for 5 mana, and an uber Master Swordsmith all rolled into one card. What's not to love?
Coldwraith Rating 2(Good): With so many Glacial Shards popping up these days it is not a stretch that you would be able to trigger this Battlecry. If you don't get the extra card it still has great stats for the cost.
Crypt Lord Rating 2(Good): This is SO cheap and is going to be ridiculously annoying. It's going to stop most 2-drops dead and could be a real pain to get rid of, especially if its Health keeps increasing.
Dark Conviction Rating 2(Good): It's so nice to be able to take out that huge minion in your way with something so cheap.
Deathspeaker Rating 2(Good): This can be great for protecting your 2-drop and becomes even better in the late game when you need to protect a large minion.
Drain Soul Rating 3(Average): A slightly cheaper Drain Life that can only target minions. It's still decent removal though.
Drakkari Defender Rating 3(Average): This card will certainly stop aggro decks, but it completely burns your 4th turn with such a high Overload cost. He can disrupt the early game for sure and I think some people may underestimate him.
Forge of Souls Rating 3(Average): The value of this card definitely goes up if you've drafted at least 3 weapons, otherwise it's hard to predict when you are gonna draw this. Considering my last Warrior draft I got offered (no joke) 5 Arcanite Reaper and 2 Fiery War Axe, this might not be a bad deal.
Frozen Clone Rating 3(Average): Having 2 copies of even a crappy minion is not a bad deal, but you still have to cast them and your opponent can prepare for it.
Howlfiend Rating 5(Terrible): No, thanks. I like to hang on to my cards in Arena, and if I'm going to burn them I need to have a good reason. This is not a good reason.
Gnash Rating 3(Average): It's like a mini Bite. I might rather just have a Wrath, but it's still not bad.
Grave Shambler Rating 3(Average): The stats are only so-so, but it's definitely more attractive to Rogue. At least it's an Elemental, so that counts for something.
Grim Necromancer Rating 3(Average): It's another Dragonling Mechanic with 1 less in Attack stats, but 1 more in Health. It may be slightly better since your opponent can't kill both of the 1/1 minions with their Hero Power right away.
Hyldnir Frostrider Rating 3(Average): If you play this in the early game, then it's pretty good. You really don't want to see this late game when your board is already established and you just completely hose yourself by freezing all your minions.
Ice Fishing Rating 5(Terrible): It has no immediate effect and is only going to be useful if you've drafted some type of viable Murloc deck for Arena, which is unlikely.
Leeching Poison Rating 5(Terrible): This is one of those cards that you hope you don't get offered in Arena. Most of the time you won't be gaining more than 1 Health at a time, so it's totally not worth it.
Necrotic Geist Rating 3(Average): His stats are not good on their own, but you have to play this card correctly. If you've got several small minions or Unleash the Hounds, then you play this like you would a Cult Master drawing loads of cards and get a board full of 2/2 minions.
Night Howler Rating 3(Average): It's not so different from an Aberrant Berserker, although missing the 1 Health does hurt it a bit. It's not as bad as I originally thought. (+1 adjustment on 8/31/17)
Plague Scientist Rating 2(Good): His stats for the cost aren't anything to get excited about, but his ability to give another minion Poisonous could be crucial in the late game for getting rid of large Taunts like Bog Creeper, Primordial Drake, and Giant Mastodon.
Play Dead Rating 4(Poor): This could be cool if you're able to use it on a Fiery Bat or Kindly Grandmother, but it's too situational for Arena most of the time.
Righteous Protector Rating 2(Good): This is a great, early drop that will cause issues for your opponent's 2-drop. It's like an improved Argent Squire for Paladin.
Sanguine Reveler Rating 3(Average): It shouldn't be too difficult to trigger this ability when Warlock has multiple ways to get 1/1 tokens as fodder or by sacrificing a minion that's about to die anyway. We've already seen this mechanic with Ravenous Pterrordax and I've never had a problem with the Battlecry. I can see it being a lot of fun with Devilsaur Egg too. (-1 adjustment on 8/31/17)
Shadow Ascendant Rating 3(Average): This is one of those cards that can snowball and run away with the game if unchecked. She will obviously have a huge target on herself as soon as she hits the board. You'll probably get to buff one minion with her ability before she's killed, but if you're able to toss a Power Word: Shield on her or protect her behind a Taunt, then she will really cause major problems.
Skelemancer Rating 3(Average): It's really expensive and your opponent is certainly going to ignore it, but it will discourage them from using any AOE. It's pretty unreliable, but I've seen it cause problems, especially if you can give it Taunt. (+1 adjustment on 8/31/17)
Snowflipper Penguin Rating 3(Average): He's the new Murloc Tinyfin for Beast. He's nothing special, but he does win the "cute award" for the set.
Spirit Lash Rating 3(Average): Most of the time this will probably be alright, but it damages your own minions too. You could really have some fun if you're able to pair it with a Spell Damage minion.
Stitched Tracker Rating 2(Good): Anytime you can Discover cards in your deck it's pretty awesome, just look at Shadow Visions.
Sunborne Val'kyr Rating 2(Good): This card can be pretty amazing in Arena, when your rely on minions so much. This can give you the edge that you need to take our your opponent's minions, but still keep yours alive, when you would have otherwise traded.
Tainted Zealot Rating 3(Average): It's an overcosted Argent Squire. Yeah, it has Spellpower, but most of the time that's not going to be a factor if you're playing this on curve anyway. (+1 adjustment on 8/31/17)
Tuskarr Fisherman Rating 3(Average): The Battlecry won't get used most of the time, but it's fine as a standard 2-drop.
Venomancer Rating 2(Good): With 5 Health this will be able to stand up to most removal or take out several minions before your opponent can get rid of it. However, it's another one of those that makes me terrified of Potion of Madness.
Vryghoul Rating 3(Average): The Ghoul you get has better stats than the original minion. It looks pretty decent. Good friends of Eggnapper, which is pretty decent too.
Webweave Rating 5(Terrible): You could draft this garbage or pick up two Stubborn Gastropods that will cost less and have Taunt. I think I'll pass on this one.
Wicked Skeleton Rating 5(Terrible): It's too expensive and inconsistent for draft material. In certain situations it could work out great, but most of the time you'll dread drawing it.
Wretched Tiller Rating 4(Poor): It dies to just about anything and is completely shutdown by any Taunt, but if you get it off first turn it can do some damage. (+1 adjustment on 8/31/17)
Chillblade Champion: We should consider that this is a Paladin card. Paladins may have some buffs available for their minions. This card is hard to rate when you look at it in isolation. Its impact probably depends on the deck you've drafted. Maybe you get a few Blessing of Kings. Turn 8: 7/6 charge + 7 heal? Can be pretty anoying. I think we'll have to wait and see how this card is preforming.
Ok im gonna be updating my list here, excited to see the new stuff. I think that the lifesteal mechanic might be the most influential thing for arena so far (ofc it will depend on the cards but still), we will see about the rest of the new stuff :)
Hadronox (4): Pretty slow card, can be good if ur not losing by a lot, but yeah, not that great on average. For it to be viable in arena, it should have had taunt, but i guess it would be too OP for constructed.
Malfurion the Pestilent, Plague Lord (1): the battlecry is worth 5 mana, since its basically a choice between the two new 5 cost spells, so ur gettin 5 armor + beefed up HP for 2 mana, pretty good deal. The hero power is actually quite OP. Will let u trade with a lot of things and when u take the board, u can armor up and keep yourself alive, very very good card.
Fatespinner (2): OMG what a messy card. This card will generate value far beyond its card text and stats. Druid kinda needs this, but man it will be SO annyoing to figure out what to do in any given situation. To be honest i completely despise cards like these, ur playin well and one single card is gonna punish u, and all u can do is either 50/50 yolo it or flush all your progress down the drain. Oh well ...
Ultimate Infestation (1): Damn! This card is pretty crazy, its not even bad tempo play since it would play like North Sea Kraken for the most part and then it draws u some cards and gives a little bit of an extra health (armor :p). Tho im not sure i would want more than 1 copy in my deck. Maaaaaaaybe two, so u can get one of them earlier, but it would probably depend on the rest of the deck. Definitely not 3+ that i doubt u would ever utilize.
Druid of the Swarm (2): Very good and versatile minion. To be honest, i kinda actually prefer (thus hate :p) these 1/2 poison minions without a taunt, so u can play em behind taunt preemptively even when your opponent has many small crap on the board.
Spreading Plague (3): interesting card, im not sure if its gonna have impact big enough to justify picking it. For good value out of this, u would want at least 3 scarabs, but having 3 less minions than your opponent is already rly bad, that being said, many tokens on the board r not uncommon, i think this card will have to be tested to see how well can it perform.
Crypt Lord (2): pretty crazy stats for a 3drop (taunt!), which can go even further, tho it will hardly ever trade with anything but a 3/2 2-drop, nevertheless, its gonna be annoying to deal with and can act as sort of ping in some cases, which druid can certainly use.
Gnash (3): weaker Bash, but still a removal, not great, not that bad.
Webweave (3): I think im gonna underestimate this card, as many others do, but im gonna stay cool until i see it in action. If ur behind, chances r this card does pretty much nothing, but if ur even or ahead, this card will either force AOE or premium removals or trade with something good. I think most of the time, u will try to bait out AOE with this card or punish your opponent if he cant do that. Decent card, but i will have to adjust my oppinion on it after i see it in action.
Deathstalker Rexxar (1): In an average arena deck, this card will be absolutely amazing. Would probably consider not drafting this in an all out aggressive deck, where the hero power is very important to help u finish games.
Professor Putricide (2): Cute card. Effect wont trigger as often, cause u dont rly want to draft many (if any) hunter secrets generally, but the stats r ok, so its a solid 4drop on its own.
Abominable Bowman (1): Holy crap. This card is an absolute powerhouse. Hunter arena looking better and better.
Toxic Arrow (3): im not rly seeing too much value in this card, u need to combo it with relatively decent minion to get the effect and 2 dmg for 2 mana as a removal is not good. its like Blessing of Might with the potential to kill a 2-drop, i guess its fine.
Corpse Widow (3): decent body for a 5-drop with a Beast tag, nothing too special, can be nice if u already have some deathrattles, especially like Sated Threshadon or Savannah Highmane so u can squeeze in that one extra hit from your hero power or some other cheap card.
Exploding Bloatbat (2): kinda awkward AOE, but it should still provide decent value.
Venomstrike Trap (3): Interesting Secret, its annoying on its own, since its another one u will have to check for, even tho arguably it will have almost the same check as Freezing Trap. But it will still require u to "sacrifice" a minion with at least 3 Attack or have more tokens to clear this afterwards. It will be annoying and with how many good cards hunter is gettin, he might be rly moving up. Also a decent minion to the Abominable Bowman mix :)
Bearshark (1): Pretty much Vicious Fledgling of KFT, probably good its restricted to just one class ... even tho its the smorc class, so yeah, this card is gonna bring some salt for sure.
Stitched Tracker (1): pretty good, kinda weaker Kabal Courier, but i would say still very much worth the pick, especially if u get some juicy minions in your deck.
Play Dead (5): Feign Death ended up being a pretty bad card, so this card is even worse ... i mean even if u would get a bunch of deathrattle minions, is their deathrattle rly gonna be worth a card? Not to mention u might not even have mana or time to play it together, i dont rly see this card performing well at all.
Frost Lich Jaina, Icy Touch (1): WOW. The hero power did it. Very slow card, but if u ever have a time to play it, it can win u the game on its own quite fast i would say, or at least let u get back to it with all the healing. This card will be huge.
Sindragosa (1): Oh yeah. This card. This card is gonna be big ... for rogues :D But if u get it in your mage draft, u will be happy :)
Glacial Mysteries (5): most of the time u try to avoind picking any secret in arena, cause they can be played around quite easilly, even tho they still provide some value and can make your opponent misplay, its not very consistent. Anyway, drafting bad cards to make a horrible card slightly better is not a way to go :)
Simulacrum (4): Not very reliable combo card, id say its weaker molten reflection, even tho it works a bit differently i still dont rly see this played in arena very much apart from RNG generated cards.
Doomed Apprentice (4): i dont think the effect is worth it to draft subpar 3-drop that dies to pretty much anything anyway. Might be cool to try and deny some AOE and stuff like that, but there would rly have to be some bad choices along with it for me to pick this.
Ghastly Conjurer (3): Yup, this will be pretty annoying card. Nothing spectacular, but decent, after all its also a taunt :) btw its actually a lot more valuable in mirror matches, since u can dump the 1-cost spell to try to activate Counterspell or Mana Bind.
Ice Walker (3): i want to be optimistic about this card, cause it can turn the game around for u, but i suppose in an average scenario its just an overcosted single target freeze, is that rly that good? we will see...
Breath of Sindragosa (2): Not a bad card, but if not used as an early removal will require an additional setup to aim it where u wanna land it. Definitely NOT a better Frostbolt, not even close, but a decent little card.
Coldwraith (1): i love 3/4 minions in arena, usually much more than 4/3, cause cleaning up 3/1 is still annoying. Amazing 3-drop, that has a potential to draw u a card. Gold.
Frozen Clone (3): I dont think its gonna be that great secret in arena, but its existence is gonna be SOOOOOOOOOOOOOO much pain. Now when checkin for Mirror Entity and Potion of Polymorph ur gonna have to also consider this and decide which minion would u like to give to your opponent, so now not only the body is important, but the effects as well, this will make it so much harder to "call your opponents bluff", its gonna cause so many misplays and worst of all, if u have to play something valuable, u might as well just f*** yourself cause now your opponent can play it twice, damn. I am not looking forward to this card.
Bolvar, Fireblood (3): Heavily dependant on divine shields in the deck, on its own average card.
Uther of the Ebon Blade, The Four Horsemen (2): I fear this card is little too slow, but its definitely powerful, it gives u a 5 attack weapon, so u can kill some midsized minion right away and u wont even get that much dmg due to lifesteal, hero power is basically just spawn 2/2 instead of 1/1, so most of the time its just gonna be that. Even tho, its not such a small buff, your opponent can no longer ping it with their hero power and will have to spend extra resources to clear those (or lose the game). I dont imagine there will be many games, where the hero power will actually win the game, but its still something u will need to be mind of.
Blackguard (4): i dont think this card is gonna be very good in arena, its way too draft and combo dependant, but there will be those games, where this card completely wrecks u and u will cry like a little girl :) we all will :)
Light's Sorrow (5): Another paladin card, that on its own is utter thrash, but its value rises quickly with the amount of divine shield minions in the deck. Very situational, but it can be good.
Arrogant Crusader (3): id say its on Infested Tauren power lvl, u either get the 2/2 from deathrattle or u dont, but get to trade up most likely, not the best card tho, but will definitely be annoying to deal with.
Desperate Stand (4): Very much draft dependant, can be pretty good if u get bunch of deathrattle or divine shield minions, but thats about it.
Howling Commander (4): This minion will be solely draft dependant pick, u have divine shields minions? Awesome, its a "decent" 3-drop that will draw u a card. I would probably never pick it first and hope i get divine shield minions tho.
Chillblade Champion (3): As a standalone card its total crap, even with the lifesteal effect ... BUT, the charge with potential attack buffs can completely turn the tides of the battle and bring u back to life after several turns of scraping for board control. I have a feeling that this card is gonna bring some salt to us :) I know several cards like these from ESO and they did exactly that.
Dark Conviction (1): Keeper of Uldaman was borken as shit and this is pretty close, sure u dont get the body, but its cheaper and that might actually make it better in certain situations.
Archbishop Benedictus (5): i honestly have no idea how to rate this card :D would u like to copy your opponents deck, which will most likely be mage/rogue/pally? i suppose the card should gain value the more wins u have, since u will meet stronger decks ... but those decks might be strong cause they have some kind of synergy and having 50+ cards to draw from might disrupt it greatly ... i would say this card is terrible, but im not sure at all.
Shadowreaper Anduin, Voidform (3): Very powerful card, but also quite situational. U can (try) to set up your own board goin into this, but i suspect it aint gonna be that easy, also for this card to be any good, it should kill at least 2 of your opponents minions and when he already has two 5 attack minions out, ur not doing that great and chances r, he has other crap out too and u dont have anything, so this might not help u as much at all. The hero power is certainly potent and can pretty much win u the game since u will be able to clear most of the things your opponent will play with ease, but playin this card is so slow and situational that i only see this as a win more card in arena when u can afford to "waste" it on just one (or none) minion basically to get to the hero power, nothing else. I suppose it would also be draft dependant, if u didnt get any removals u might pick it up to have an overcosted Assassinate or something, but im not seeing this card perform too well.
Embrace Darkness (5): basically a 6 cost Corruption in most cases, dont rly try to make this work, it shouldnt work.
Obsidian Statue (1): damn, this thing is a beast. even if u hard remove it it will usually kill at least something and if your opponent is forced to trade? haha yeah gg, trades for like half a board and heals u in the process. what i hate about this card the most is that it makes Free From Amber even more OP and comeback card, since u get another taunt u can pull from that :X
Devour Mind (3): decent card generation, but quite slow. Even with better version of this (Cabalist's Tome) is often very hard to find the right time to play it without losing too much tempo and this is even more RNG, so not that amazing for arena, but definitely not bad either.
Eternal Servitude (1): QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ, this card will bring tears to our eyes (or to the priests eyes when he gets only 2-drops hahaha :p). Free From Amber 2.0
Shadow Essence (3): id say this card is kinda heavily draft dependant, if u get bunch of minions with deathrattle or ongoing effects and stuff, this one will be almost autopick, but in an average scenario, its a below average 6-drop.
Acolyte of Agony (3): if this wasnt a priest card, i would give it (2), but since priest has other ways to heal himself, i dont think a 3/3 3-drop will be his top priority.
Shadow Ascendant (2): Pretty powerful card, it will obviously be a prime target for your opponent, but u can also abuse that fact. This card will be very versatile and will be annoying as hell.
Spirit Lash (4): Worse Arcane Explosion most of the time, priest usually has other means of healing himself for u to prioritize this card over others, so it will be an average pick at best, most of the time not even that.
Lilian Voss (3): The statline is amazing, but the effect ... meh, any rogue spell u would draft will be pretty good already and i doubt u would want to get rid of it for a new random one. Cute combo with The Coin i guess :D 100% this card is gonna suck to play against, but u cant rly do much about RNG fiesta and i wouldnt recommend placin a bet on it yourself.
Valeera the HollowDeath's ShadowShadow Reflection (4): As cool and fresh as this mechanic seems, i dont think its that good for arena. Sure stealth is cool and might save your ass or at least force your opponent to trade into your board instead of goin face, but as a rogue, u shouldnt generally be in such a situation in most of your games. The hero power is where i think this card is bad for u tho, it looks like super duper value, u get whatever card u play each turn (if its 5- cost) and u get one for free, woohoo ... ok so here is the kicker: it basically forces u to play that 2nd copy or get 0 value out of the play. U cannot combo Vilespine into Vilespine, u will just get a 3/4 minion for 5 mana to trigger the 2nd copy ... WOW such value. U might also want or need to play different cards so even if u could get an insane value out of something, chances r u cant actually play it, cause the mana cost would screw your plays. And last but not least, losing your original hero power might be actually a pretty big deal. Might be decent card to have goin into topdeck mode, but r u rly gonna plan for that? Dont think so. All in all this card looks interesting, but i doubt u will ever get any reasonable value out of it in arena, at least not consistently.
Doomerang (4): pretty interesting card, but rather draft dependant, if u get a few weapons this card can get seriously OP tho, so watch out for it.
Spectral Pillager (3): this card can be decent, but not very often. Most of the time it will do just 1 dmg, 2 at best, which might be enough, but if u get better options, pick those.
Runeforge Haunter (2): this card is actually rly decent, even tho it has rly awful stats ... imagine this with Envenom Weapon ...
Shadowblade (2): Pretty amazing weapon, 3/2 for 3 are generally pretty ok weapons to draft and this lets u take one swing without losing HP, which is pretty good deal for a rogue.
Roll the Bones (5): even in deathrattle heavy deck this will most likely draw only one card, pretty bad card.
Bone Baron (1): good stats, deathrattle for synergies and gives u two cheap cards to trigger combos, very good card.
Plague Scientist (1): OMG this card is so stupid i want to scream. OP as hell, almost as OP as Vilespine Slayer, actually better in certain situations, cause its cheaper and the "cost" of a minion trade might be ok in that situation. Why does it have to be common, why? It could have easilly been rare ... now we will have to clear every single 1/1 from rogue as well as pally, cause this crap gonna get extra chance to be in your draft, so u bet your ass every single rogue gonna have this card. QQ
Vampiric Poison (5): I would call this a direct nerf to rogue arena. Might be better, if rogue gets some decent weapon(s) this expansion, but even then, i dont think this card can make it in arena. Constructed is a different scenario.
Cryostasis (3): buffin your minion preemptively is generally a bad thing in arena, so im not quite sure if this card will be able to perform so well, but we will see.
Snowfury Giant (3): I dont rly play shaman that much, but i dont believe u draft that many overload spells on average. I would see this being like 7 cost 8/8 on average if u wanted to play it on curve kinda, which is decent, but nothing that special. The more overload cards u have the better this card is obviously :) One thing is certain tho, this will be a card to watch out for (even tho its epic ... and shaman :D) and u should start counting your opponents overloaded mana, so u can see it coming and mby prepare for it.
Avalanche (3): kinda wierd spell, im not sure if its worth it or not, will be better vs "stupid" opponents who dont do well with positioning, but im not rly sure if this card is gonna perform well consistently, ofc there will be times where it will have big impact, but dunno, will have to see it in action myself.
Ice Breaker (5): super draft dependant card, if u get couple freeze synergies than mby u can take it, but dont start with it.
Voodoo Hexxer (3): I rly want to like this card, especially since it can freeze enemy hero as well, but the stat distribution is not great. Its definitely an ok pick, but it will most likely just stall your opponents board with freezes and leave the minions at 1-2 hp than trade with anything. I will have to see it in action to make a proper opinion tbh. It definitely improves on the rating of Ice Breaker, if u already have this in your deck, but not by much, since like i said, most minions will probably end up at 1-2 hp anyway, so the weapon is basically just a ping anyways.
Brrrloc (2): decent 2-drop, freeze effects like that on a decent stat line r pretty good.
Drakkari Defender (2): thats a pretty stupid card tbh, sure the overload is heavy, but the statline is crazy. I would say its not your regular 3-drop (mby if u dont have anything to play next turn or ur desperate to stop your opponents early), but it will be a big tempo swing in later turns when u can fill the curve with it and 3 overload in lategame isnt that punishing. This card will be definitely annoying to deal with.
Ice Fishing (5): This card could have potential if u like drafted 2+ Corrupted Seers, but even then it wouldnt probably be worth it.
Blood-Queen Lana'thel (5): U generally dont want many (if any) discard cards in arena, so even if this card would be buffed, it would be with a cost. I mean i would take it over Nat or Cho, but like i hope i will never have that dilemma :D Its not even Demon for some kind of synergy, i guess it wouldnt make sense, but just saying :D
Bloodreaver Gul'dan, Siphon Life (2): kinda draft dependant, but the hero power is so busted u might actually want this card just for that, without demons its only a win more card, but pretty powerful one, with demons this card is totally retarded and will carry your games.
Gnomeferatu (2): vanilla 2-drop with an upside, its usually a good thing to kill one of your opponent's cards and if it removes something shitty, w/e u didnt lose anything from that deal.
Treachery (5): One of the worst cards in arena ever. There is no situation, no combo, where this card deserves a deck slot. None.
Defile (3): honestly i have no idea how this is gonna perform, but one thing is certain, friggin WL has another stupid AOE that u will have to be mindful of, damn!!!! its becoming a mind game like playing into Flamestrike or not with this class :D
Despicable Dreadlord (1): Damn! Probably an autopick every time, gimme me 10 of those lol :P This card is crazy strong.
Unwilling Sacrifice (3): strictly worse Deadly Shot, but it could still be a decent removal and chances r u can manipulate the target. Not amazing, but decent. If u draft deathrattle heavy deck, this could actually be (1).
Howlfiend (5): U dont run out of cards as often as WL to justify pickin this. Can be a dead draw most of the game, just no, not worth it. Pick a Wisp instead :P
Sanguine Reveler (2): Pretty cute card, that will let ucurve out better or do little swing turns. Also as Neon said, this card is gonna be an Egg Killer and its gonna be disgusting :D
Rotface (2): im not sure about this card tbh, it can win u the game by itself, if u get lucky and have bunch of pings or aoes that hit your board as well (and warrior does have that), but like in an average situation, u play a 4/6 for 8, your opponent can just ignore it if he cant clear it with one swing and go face, but i suppose if ur not totally f***, this card would perform well. i think it might be draft dependant and then u need to assess the situation and play this one accordingly. I suppose if u get at least one legendary out of this, it should already be more than enough value and if u get more u might as well win from that situation, but it just feels too situation dependant and inconsistent to me, will have to see it in play.
Scourgelord Garrosh. Bladestorm (1): well the weapon alone is gonna be pretty powerful. The hero power isnt THAT amazing, chances r ur gonna f*** yourself with it, but it is a powerful one, well definitely better than Armor Up! anyway :p
Dead Man's Hand (4): i think this will be something along the lines of Explore Un'Goro, probably even worse, might be viable in like heavier draft with couple weapons, but i dont know, seems very very situational.
Death Revenant (4): too inconsistent imho, u might actually have problems gettin even 5/5 stats out of this cards on average, definitely combo potential with quite a few cards, but like i said, probably way too inconsistent.
Mountainfire Armor (1): WOW amazing card. Synergizes well with how much warrior takes his health as a resource, cause almost all removals r weapons. Your opponent might actually be reluctant to kill this, so u will be the one who gets to dictate trades or push for dmg. Rly amazing card. I think it could have even been common, that would help warrior arena a lot.
Val'kyr Soulclaimer (3): not very good card on its own, but warrior seems to get quite a few "pings" or "whirlwinds" so if u draft any of those, it might be an ok card to pick up, but dont start with it. Cute combo with Animated Berserker, but probably very inconsistent :)
Animated Berserker (5): Pretty cute combo card for a lot of warrior related minions, but very unconsistent in arena, doubt u will ever draft a deck where u would risk playin this card.
Blood Razor (3): I would give it 3,5 rating, but lets stick to whole numbers. It is a common weapon, that is not useless. Good start. But its not THAT amazing either. This one is harder for me to evaluate, but i can see some potential in there, warrior has generally problem with pings and this could help a bit despite the obvious disadvantage.
Forge of Souls (2): Pretty good card if u have at least like 2 weapons, mby at least 3. I mean even if it would give u only 1 weapon, id say u will be happy, cause chances r ur hurtin for removal. If u have plenty of weapons its nice to get them right away and thin your deck a little. Definitely better than Ice Fishing.
Arfus (2): not the best tempo play, but the cards he can give u r so powerful, it might be worth it.
Prince Keleseth (5): U will always have more than one 2 (or u should). So this card will (almost) never activate. And for stats alone, it aint worth it.
Prince Taldaram (4): The ability will trigger in like 1/50 games, but its still a 3/3 for 3, which is better than most legendaries u might be offered so ...
Prince Valanar (4): if he is your only 4-drop, ur doing it wrong and that bit of lifesteal wont save u. Still there could be worse options so 4/4 for 4 is acceptable i guess.
The Lich King (1): neutral Ironbark Protector that gives u a busted card ... definitely OP. If left unchecked will win u the game alone. tokens:
Corpsetaker (3): U can pretty much guarantee this having taunt. Other than that, thats about it. I think this card will be best in paladin, due to having access to a lot of divine shield minions, so 3/3 divine shieldtaunt for 4 mana is pretty decent actually. Mby if some class gets decent Lifesteal minion, this could get a bit of a bump, but on average, its gonna be a Dread Corsair, that doesnt die to Golakka Crawler.
Deathaxe Punisher (4): there isnt that much lifesteal minions to justify this, even tho they will have their draft rate bumped up, so mby classes like paladin might get a lot of use from this card, but on average this is just gonna be a 4-cost 3/3 crap.
Drakkari Enchanter (4): very much a combo card, draft dependant combo card. its not the end of the world stats for a 3-drop, but they r pretty bad. i guess Am'gam Rager power creep lololo :P
Furnacefire Colossus (3): for non weapon classes, this card is actually pretty decent. for weapon classes its draft dependant and how much u want to risk it, obviously u do not want him to destroy your weapons lol :P
Meat Wagon (5): solely draft dependant and even then it cannot be considered a 4-drop, paladins r probably the best to utilize this card, but i dont think it will happen.
Nerubian Unraveler (3): I quite like this card, but it can backfire as well and more so if ur behind. Average pick most of the time, more so in top tier classes, that have a lot better epics.
Rattling Rascal (4): im not rly seeing this card perform well, can be cute with like Treachery or to play into mages secrets, but thats about it, most of the time its gonna end up being 2/2 for 4 mana.
Skulking Geist (4): Bad stats for a 6-drop, the abilit isnt that valuable to pick the card for it, since it wont even be very consistent. Not rly an arena card.
Tomb Lurker (4): this card looks quite weak, even tho is basically 5/3 draw a card, which is not that bad, if u dont have at least a few DR minions in your deck and preferably good ones, i doubt its worth it trying to trigger this one, whats more playin this on the curve is not very good either, cause u would get only very weak minion most likely ...
Bone Drake (1):Oh boy, top tier 6-drop, good stats considering its gonna give u another most likely high cost high stats card, rly nice thing to have in your deck, not to mention a decent dragon to pick up for those fringe dragon synergies :)
Corpse Raiser (2): pretty decent ability, can be used to "heal" a minion to full after a trade, obviously to trigger multiple deathrattle effects from DR minion etc etc, very decent card that will have many applications.
Happy Ghoul (3): Obviously almost autopick for a priest, might synergize with Lifesteal as well, but for most classes it will be just a 3/3 for 3, which is not great.
Mindbreaker (2): reasonable stats for a 3-drop and the ability is pretty potent and annoying, especially if u draft it in one of the worse classes (like warrior), but u might think twice about this drafting a mage deck, u might just lock yourself from one of the reasons the class is performing so well.
Saronite Chain Gang (2): Basically Feral Spirit without the overload thus +1 mana cost. Decent taunt minion actually, since u have to deal with 2 targets, could be used to bait out aoe etc. quite versatile. Obviously an even better pick in paladin with hand buff cards, but thats kinda beside the point, just a cherry on top :)
Phantom Freebooter (5): for non-weapon classes this is utter crap, for weapon classes this is solely draft dependant, only class that can pick this up without fear and/or early in the draft is Rogue.
Shallow Gravedigger (2): Looks like a Loot Hoarder of 3-drops, doesnt draw from your deck, but can net u something more powerful than what u could have (or not). Very weak body for 3, but im gonna stay positive about this card, we will see, especially with deathrattle themed expansion, some other cards might make this one even better :)
Ticking Abomination (4): Im not gonna say this card is utter crap, cause its not. If u dont have a board, its a pretty decent card to play, especially on T4 ... but ... i would guess that in an average situation, i will not be so glad to have this card, it might perform better than i expect it to, but i dont think so.
Acherus Veteran (4): not the worst card and it would certainly have its uses, but 1hp 1drop ... generally not that amazing to pick up.
Bloodworm (3): another card that paladins will love, any buff on this and the card is amazing, but on average not that great, even tho the lifesteal should not be underestimated and when meta settles and u get to know how to play your classes and how to play against, this card might actually be a sleeper Antique Healbot.
Bonemare (1): OMG ... why? i mean seriously, who thought about this card and said to himself "Hey, thats a cool card, what rarity should we give it? Hmmm 1-2-3 how about Common? Yeah, that sounds fun." fire those ppl srsly ... Probably one of the strongest commons arena has ever seen, this will be even worse than Bog Creeper meta. I rly hope that Lifesteal is gonna be relevant in arena or i dont know :X
Deadscale Knight (5): pretty bad card, can be good in some situations, but very much combo dependant, so no thanks.
Deathspeaker (1): Very good card. Acceptable stats to play it just as a naked 3-drop, but its basically a neutral Argent Protector, which will be quite annoying. Yet another neutral card, that pushes u to clear every single shit from every single class, they rly r pushing the lategame meta with these cards, since the more u clear the less face dmg u do. And if u dont clear, u migh get punished, hard .. and probably lose the game cause of it.
Fallen Sun Cleric (3): Buffs r always nice to help with the trades or survive it, but i dont think this card quite cuts it. U cant rly play it as a naked 2-drop same way u can do with Shattered Sun Cleric and that is a big problem. Its definitely not a bad card to pick up, but if u have better options, go for them.
Grave Shambler (3): average card for most classes but rogue, in rogue this card can actually be pretty huge. the elemental tag is probably the best thing about him tho, u can play an ok minion on T4 to set up Servant of Kalimos.
Grim Necromancer (3): probably better than Dragonling Mechanic, since its more annoying to clean up two 1/1s than one 2/1, still just an average card in most cases.
Hyldnir Frostrider (3): id say its almostDancing Swords lvl good-bad, yes its amazing on a naked board, but when u would freeze your minions, even if u attacked with em first, u will deny yourself the next attack, which is not rly good at all.
Necrotic Geist (3): interesting card and im pretty sure that the threat of this is gonna be super annoying to deal with.
Night Howler (4): this card is kinda shit, often times it will have problems trading even 1for1, too much set up needed, might be decent in priest tho.
Spellweaver (5): id rather have Archmage than this, even in spell heavy deck.
Skelemancer (2): pretty much anti-aoe card. your opponent will never trade into this so it might be nice 2 dmg face every turn or completely deny any aoe play, but u might lose too much tempo playin this card. This card will definitely be one of the more interesting cards to watch out for, it might actually carry games like crazy.
Sunborne Val'kyr (1): pretty amazing card, can help your minions survive the trade, rise the hp above expected AOE treshhold or just make it harder for your opponent to remove your minions, so he has to spend extra resources. Pretty bad if u have to play it naked, but it should perform more than well i would assume.
Tainted Zealot (3): kinda wierd card for arena, its annoying enough to get rid of, u wil most likely not combo it often enough to justify pickin it over better stuff, but your opponent will definitely not want to leave it up, so it will eat two attacks and thats a decent value for a 2-drop by itself.
Tuskarr Fisherman (3): cute 2-drop thats nothing special on average, can pull off some decent combo plays tho, since u can put the spell damage on a high health minion and follow up with spells when u want to.
Venomancer (2): i think this card is gonna be huge, 5 hp is enough to trade with at least 2 things usually or even survive a trade into like Primordial Drake and dodge most of the aoes, palladins will also LOVE this card. also it will kill all those low attack high hp taunts with ease, this card is gonna be beast.
Vryghoul (2): decent 3-drop, your opponent will not rly want to trade into that, so u might get to trade up.
Wicked Skeleton (4): too situational, often times u will have problems to get him even to 4/4, but in more token focused deck i guess it can be ok, tho i dont rly see it being too consistent.
Wretched Tiller (5): mby some aggro decks can use this, but in arena, this card is gonna be very weak.
Chillblade Champion: We should consider that this is a Paladin card. Paladins may have some buffs available for their minions. This card is hard to rate when you look at it in isolation. Its impact probably depends on the deck you've drafted. Maybe you get a few Blessing of Kings. Turn 8: 7/6 charge + 7 heal? Can be pretty anoying. I think we'll have to wait and see how this card is preforming.
I agree on all but Deathstalker Rexxar. I think it's a great card and will be a lot of fun but doubt it's impact on arena will warrant anything more than a 3 rating.
Keep in mind that it's a Consecration + Iron Hide + Endless UBER minions for the rest of the game with Build-A-Beast, all for ONLY 6 mana. This is WAY better than average.
Plus it's a legendary card that you will hardly ever get a chance to use. It's certainly far better than changing your hero power to giving +2 +2 to beasts. And can potentially be a better source of face damage than the base hero power. Though I'm not exactly sure how everything stacks. Like what determines the mana cost of the card made.
Edit: Ok I did a bit of research and it combines everything, including the mana cost of each card. A bit less impressive, though there are some pretty sick combinations, dispatch kodo probably being what you want the most.
Overall this does solve the card draw problem hunter has, which has kept it in it's current smorc place more than anything else.
Plus it's a legendary card that you will hardly ever get a chance to use. It's certainly far better than changing your hero power to giving +2 +2 to beasts. And can potentially be a better source of face damage than the base hero power. Though I'm not exactly sure how everything stacks. Like what determines the mana cost of the card made.
The mana cost is determined from the two cards that are discovered. It merges the mana cost, Attack, Health, and text from both cards. In the reveal video (around 4:10) Brode shows a Rat Pack merged with a Bloodfen Raptor to make a 5/4 Zombeast that costs 5 mana and includes the text from the Rat Pack.
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"To build or destroy...only you decide which joy." - Last Crack
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Knights of the Frozen Throne is Hearthstone's sixth expansion and is set to release on August 10, 2017.
In World of Warcraft the backdrop for this expansion is Icecrown Citadel, home to Arthas, the Lich King.
If you pre-order now you can get the Frostmourne cardback for free!
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 Knights of the Frozen Throne.
Scroll down to view Class specific cards or click on one of the images below.
Update 7/6/17: Created thread. Added initial release of cards and rankings.
Update 7/24/17: Added Frost Lich Jaina and Ticking Abomination.
Update 7/25/17: Added Plague Scientist, Ice Breaker, Blood-Queen Lana'thel, Blood Razor, Prince Taldaram, Nerubian Unraveler, Mountainfire Armor, and Professor Putricide.
Update 7/26/17: Added Ghastly Conjurer, Leeching Poison, Sindragosa, Bring It On!, Coldwraith, and Voodoo Hexxer.
Update 7/27/17: Added Bearshark, Hadronox, Abominable Bowman, Fatespinner, Bolvar, Fireblood, Light's Sorrow, Corpsetaker, and Bonemare.
Update 7/28/17: Added Animated Berserker, Sanguine Reveler, Howling Commander, Venomstrike Trap, Snowflipper Penguin, Shadowblade, Defile, Cryostasis, Moorabi, Eternal Servitude, Doomed Apprentice, Prince Valanar, Dead Man's Hand, and Spreading Plague.
Update 7/30/17: Added Ice Walker, Meat Wagon, Necrotic Geist, Cobalt Scalebane, Gnomeferatu, Val'kyr Soulclaimer, and Stitched Tracker.
Update 7/31/17: Added Sunborne Val'kyr, Archbishop Benedictus, Embrace Darkness, Phantom Freebooter, Mindbreaker, Crypt Lord, and Thrall, Deathseer.
Update 8/1/17: Added Tomb Lurker, Righteous Protector, Runeforge Haunter, Corpse Raiser, Corpse Widow, Devour Mind, Glacial Mysteries, Obsidian Statue, Simulacrum, and Lilian Voss.
Update 8/2/17: Added Unwilling Sacrifice, Brrrloc, Treachery, Valeera the Hollow, Ultimate Infestation, and Desperate Stand.
Update 8/3/17: Added Shadow Ascendant, Skulking Geist, Ice Fishing, and Roll the Bones.
Update 8/4/17: Added Acolyte of Agony, Drakkari Defender, Fallen Sun Cleric, Shadowreaper Anduin, Play Dead, and Deathspeaker.
Update 8/5/17: Added Rattling Rascal, Howlfiend, Frozen Clone, Shadow Essence, Breath of Sindragosa, Rotface, and Bone Drake.
Update 8/6/17: Added Webweave, Saronite Chain Gang, Despicable Dreadlord, Happy Ghoul, Malfurion the Pestilent, Druid of the Swarm, Uther of the Ebon Blade, Blackguard, Forge of Souls, and Snowfury Giant.
Update 8/7/17: Added all the remaining cards.
Update 8/8/17: Cleaned up the thread and finished initial ratings for all cards.
Cards and Ratings Completed on 8/8/17!
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
LEGENDARY:
Arfus Rating 3(Average): I don't care for the stats for the mana cost, but the Death Knight cards are all pretty awesome, so I think he's probably worth it just for his Deathrattle. They could have at least given him 3 Attack because Potion of Madness makes him a sad panda. (-1 adjustment on 8/31/17)
Archbishop Benedictus Rating 5(Terrible): This is a fascinating card, but there's no way I would want another entire deck tossed into my deck. You have absolutely no idea what you'll get and it could be complete garbage, not to mention it destroys ANY synergy you had with your own deck to begin with. Arena games rarely go to fatigue, so I'm not sure why you would play this card other than for a laugh.
Bolvar, Fireblood Rating 3(Average): It's going to be difficult to rely on having tons of minions with Divine Shield in your draft, but at the very least he will become a 3/7 for 5 mana (because he gives himself the bonus when he pops his shield). That's really not a terrible statline for the cost.
Blood-Queen Lana'thel Rating 4(Poor): If you don't discard any cards, then she's useless. If you're able to draft multiple cards with discard effects, then she could rate slightly higher, but her value is too dependent on something else happening. Because she has Lifesteal that bumps her up a little bit, but not much.
Bloodreaver Gul'dan Rating 1(Excellent): This is a slow card, but the Battlecry should net you a couple of Demons, depending on your draft. The Hero Power Siphon Life is amazing though and could definitely turn the tide on a close game. (+1 adjustment on 8/31/17)
Deathstalker Rexxar Rating 1(Excellent): I don't see a downside to this card and the Build-A-Beast ability that he grants looks crazy. I'm interested to see the other Death Knight counterparts for the different classes because I think they're going to be pretty powerful.
Frost Lich Jaina Rating 1(Excellent)
We saw a leak for this card last week and I was waiting to get a confirmation on her Hero Power before I offered an evaluation, but I still don't have it.Although the card is expensive it can be an absolute turn-around for you in the late game by granting Lifesteal to you Elementals.This is probably going to be sitting between a 2-3 rating, depending on what her Hero Power turns out to be.I think this card just wins you the game after seeing her Icy Touch ability. Water Elemental is great by itself, but getting Lifesteal and the power to keep summoning more is just insane.Hadronox Rating 4(Poor): I kept going back and forth between a 3-4 rating on this minion, but it's just really slow and situational. With the right deck this definitely gets a rating bump, but by itself, it's only mediocre. I shudder at the nightmare scenario of your opponent grabbing this with Shadow Madness. /ragequit
Lilian Voss Rating 3(Average): There are quite a few Rogue spells that I would not want to get rid of and switch out for possible worse cards. I think this would be alright if you had The Coin or maybe a Hallucination in hand, otherwise it's too random.
Moorabi Rating 4(Poor): I know I'm being harsh on him, and I absolutely love this card, but until we see how many Freeze effects that Shaman will have access to in this set it's hard to rate it higher. If you DO have several freeze spells then he definitely hops up to at least a 2(Good).
Malfurion the Pestilent Rating 2(Good): The Battlecry seems a little weak compared to the other Deathknights, but the Hero Power, Plague Lord is pretty cool and could come in handy by giving you offensive and defensive options.
Prince Keleseth Rating 5(Terrible): Two-cost cards are vital to a successful Arena deck and it would be very rare that you would not have any two-drops in your deck. If you do, then you probably aren't going to get very far. I can't see this card being valued at all for Arena play.
Prince Taldaram Rating 3(Average): I can see this being really fun in certain situations, like with an Argent Squire or Stubborn Gastropod, but most of the time in Arena you're going to have a hard time triggering that ability. At worst it's a 3/3 for 3 mana.
Prince Valanar Rating 3(Average): Like the rest of the Princes, this one is just going to depend on your draft if you will trigger his Battlecry, but I think he's fine without it.
Professor Putricide Rating 3(Average): Most of the time this will just be a 5/4 minion, but if you're able to toss a Secret out there and get a free one, it could increase in value slightly.
Rotface Rating 4(Poor): It's slow and by the time you can cast it there's no guarantee that it would be able to survive damage and summon anything. This seems like a prime target for Charged Devilsaur.
Scourgelord Garrosh Rating 1(Excellent): The Shadowmourne weapon is pretty amazing as a 4/3 Weapon that damages adjacent minions, and while the Hero Power, Bladestorm, may not seem like much, the ability to continue damaging minions each turn is pretty significant.
Shadowreaper Anduin Rating 2(Good): Realistically, you might kill 1-2 minions in Arena when you play this, and abusing the Voidform shouldn't be too difficult. Most turns you'll be able to do 4 damage with your Hero Power, which is pretty huge. The only downside is losing the ability to heal, but the 5 Armor you get from playing him will help offset a small amount of damage. (-1 adjustment on 8/9/17)
Sindragosa Rating 2(Good) I think she's a fine late-game card by herself, but you can't rely on the Frozen Champions to give you anything special. Most of the time you're going to have to ping the Champions yourself to kill them, because your opponent can just ignore them. So that's an extra mana cost and you should assume you're only going to get a garbage Legendary, unless the RNG gods are smiling on you. At a reduced mana cost (and stats) you can get so much more out of Prince Malchezaar, even though he doesn't put them in your hand.
The Lich King Rating 1(Excellent): Absolute top tier and auto-pick, without a doubt. The cost, stats, and ability are all amazing.
Thrall, Deathseer Rating 2(Good): Just, WOW! I think this card my be broken for Arena play, maybe even Constructed. How did they think that 5 mana was a fair cost for this card? It's just insane! It comes with a built-in, uber Evolve and an actual permanent one for you new Hero Power Transmute Spirit. The ability to recycle or improve your minions for such low costs is amazing! (-1 adjustment on 8/9/17)
Uther of the Ebon Blade Rating 1(Excellent): I'm not sure you'll actually win the game with The Four Horsemen, but it sure will be fun to try! At any rate, the weapon you get from the Battlecry, Grave Vengeance, is pretty sweet.
Valeera the Hollow Rating 3(Average): Giving your Hero Stealth is a neat idea and will normally buy you a turn in Arena. I also think the passive Hero Power Death's Shadow is really cool by granting the Shadow Reflection tokens, but you've also got to have something worth copying. You should also keep in mind this removes your ability to create a weapon, so wave goodbye to those Deadly Poison and Envenom Weapon. I think it's definitely an interesting card that isn't like anything else, but slow and situational, more so than the other DKs revealed so far (Deathstalker Rexxar, Frost Lich Jaina, and Thrall, Deathseer. ***Mike Donais also clarified that the Shadow Reflection leaves your hand at the end of the turn, so you can't stockpile them and you would only be able to copy/play something that was 5 mana or less because of this.*** (-1 adjustment on 8/9/17)
EPIC:
Abominable Bowman Rating 1(Excellent): Although it has identical stats to Boulderfist Ogre, his additional cost of 1 mana to resurrect another friendly Beast with his Deathrattle is worth the cost, I feel. Hunter should have no problem getting good value out of this and enjoying the satisfaction that comes from rezzing your Savannah Highmane.
Blackguard Rating 2(Good): If you're able to trigger his special ability, then it's awesome. With his stats sitting at 3/9, that's pretty impressive for only 6 mana!
Bring It On! Rating 5(Terrible): No, no, no, no. Thank god this is an Epic so we will hardly ever see this garbage. This is way too situational to consider for a draft.
Corpsetaker Rating 4(Poor): This is a cool card, but inconsistent on its performance, depending on the state of your deck. In a worst case scenario you get an overcosted 3/3 minion, but I think I'd rather have a Dread Corsair if that was the case. At least that way you KNOW you'll at least get a Taunt minion. I'm sure there will be a few mega awesome moments where someone gets all of the abilities and thinks this card is amazing, but it's just not going to happen that often in Arena.
Cryostasis Rating 4(Poor): This is a really interesting card because you can use it offensively or defensively. You can easily toss it on a totem and get a 3/5 minion for 4 mana total. If you put it on a Tar Creeper you've suddenly got a 6/8 minion (3/8 on your turn) that only cost you 5 mana. I would say that's worth it, but it's gonna be tricky to use it effectively in Arena. (-2 adjustment on 8/9/17)
Dead Man's Hand Rating 4(Poor): It seems like it would be cool, but it has no immediate effect and doesn't allow you to draw those cards any faster. Sure, you get a copy of whatever is in your hand, but you may not want duplicates of certain cards, depending on the state of the game. This would be absolute garbage if you drew it late game. There are too many negatives to rate it higher.
Deathaxe Punisher Rating 4(Poor): Unless you have Lifesteal minions out the wazoo, this is pretty useless.
Doomerang Rating 4(Poor): This is a cool concept, but it's only going to be good if you are able to draft some decent weapons, otherwise it's a dead card. (-1 adjustment on 8/31/17)
Drakkari Enchanter Rating 4(Poor): There are some situations that this would be really cool, like combined with The Lich King, but most of the time it's just going to be an underwhelming minion on the board.
Embrace Darkness Rating 4(Poor): I look at this like I do Corruption, which is a pretty crappy card. I'm assuming this is an effect that could be Silenced or your opponent could bounce it back to their hand with Youthful Brewmaster or something else. They can also just kill it before you get control of it. It may be a cheaper Mind Control, but it's extremely situational. Giving your opponent a turn to deal with the situation really hurts this card.
Fatespinner Rating 3(Average): This is one of those cards that will make your opponent super apprehensive and start second-guessing themselves. To kill or not to kill, that is the question. This will cause a lot of disruption because your opponent will really need to think about how to deal with this and the good, or possibly bad, consequences that come from killing it. (-1 adjustment on 8/31/17)
Furnacefire Colossus Rating 3(Average): You really don't want to destroy any weapons you were able to draft in an Arena deck and it's just mediocre if you're going to cast it as a 6/6 minion for 6.
Glacial Mysteries Rating 5(Terrible): This is slow, slow, slow and honestly how many Secrets do you really want in your Arena draft? I would expect this to be decent in a very limited selection of decks, but it won't do anything to help with your duplicate Secrets and if you've already played them or have some in your hand then you've just completely wasted your turn.
Gnomeferatu Rating 3(Average): I love the effect, but you have no way of knowing what you'll make your opponent discard, so I don't think it should rate any higher than a standard 2-drop for Arena.
Light's Sorrow Rating 5(Terrible): If you got multiple Divine Shield minions, then it would bump up the rating slighty, but otherwise you're looking at an overcosted Light's Justice.
Meat Wagon Rating 5(Terrible): Absolute garbage for Arena.
Nerubian Unraveler Rating 3(Average): This could be interesting for the disruption that it will cause, but you've got to keep in mind that it affects both players, so it could be to your disadvantage if you don't play it correctly. Its stats aren't amazing and it can easily be killed by Big-Time Racketeer, Boulderfist Ogre or several other common cards. It would be nice to know that your opponent could never cast Mind Control, but that's a pretty limited scenario.
Obsidian Statue Rating 1(Excellent): Even though this is expensive it's still a solid card that will likely restore at least 8 Health to you before your opponent can kill it. The built-in Deadly Shot is going to be a roll of the dice unless you can manipulate the board, but it's still a great ability. This minion could turn around a game that was already thought to be finished. (+1 adjustment on 8/9/17)
Rattling Rascal Rating 4(Poor): This seems like a really strange card to me and makes me think about Bomb Squad in how you have to evaluate risk versus reward. If your opponent can't deal with your 5/5 Skeleton, then it could turn out to be really good. Even if they kill the Rascal, you should still be able to trade with your Skeleton already on the board. This is the perfect anti-Potion of Madness minion! (-1 adjustment on 8/9/17)
Simulacrum Rating 5(Terrible): This could be great in the late game, especially when you can manipulate it so you are getting an extra copy of your best card, but it may not always work out that way.
I'm on the fence between a 2-3 on this one. I'll be keeping an eye on it.It's just way too expensive and situational to get any use in Arena. (-2 adjustment on 8/9/17)Skulking Geist Rating 4(Poor): This card is obviously to kill Jade Idol and isn't really meant for Arena, but it could blow up some really useful cards for your opponent; such as, Lightning Bolt, Soulfire, Cold Blood, Potion of Madness, and several others that can be troublesome. I wouldn't completely discount him from being useful, but in Arena his overall cost and effect aren't that great.
Snowfury Giant Rating 4(Poor): I don't think it would be too difficult to get at least 3 Overload Mana Crystals and make it worthwhile, but it is really going to depend on your draft. If I only had a couple of Overload cards I wouldn't feel comfortable drafting this and run the risk of not even drawing them in time. If your draft supports it, then the rating definitely goes up.
Spectral Pillager Rating 4(Poor): You *might* get 2 damage out of this, but I'd really rather have a SI:7 Agent or Fire Plume Phoenix if I really wanted to get the damage from the Combo. This is an overcosted 6-drop even if you don't trigger the Combo.
Tomb Lurker Rating 3(Average): I don't think the stats are good and you've got no guarantee that you'll even get anything from his Battlecry. I feel like it's a situational card that can be killed by most 2-drops. After playing him I've found that he performs really well, but you have to keep in mind your opponent's Deathrattle minions. (+1 adjustment on 8/31/17)
Toxic Arrow Rating 2(Good): You can either use it to straight up kill a small minion or give one of your own minions Poisonous to take out a large minion on your opponent's side of the board. I like having flexible removal in Arena.
Treachery Rating 5(Terrible): This is definitely a Constructed card. I can't think of an Arena scenario where this will work in your favor unless you've got a Bomb Squad.
Ultimate Infestation Rating 1(Excellent): This is one card that does it all! For the late game this could be the card that turns it around for you if you weren't going to be dead the next turn anyway. (+1 adjustment on 8/9/17)
RARE:
Arrogant Crusader Rating 4(Poor): Even though you get 7/4 worth of stats out of the deal, it's just incredibly easy to kill. Although you didn't get the additional 2/2 minion you got the same initial stats with Ice Rager for 1 less mana, and no one played that.
Avalanche Rating 2(Good): That's a lot of damage with no Overload cost involved. It's like a better Cone of Cold and it's going to be really strong.
Bone Drake Rating 1(Excellent): I wish its Health was a little higher, but drawing the extra Dragon from the Deathrattle is pretty awesome. You could always keep drawing more copies of Bone Drake to throw back out there. (+1 adjustment on 8/9/17)
Corpse Raiser Rating 2(Good): This is like a standard 3/3 minion combined with Ancestral Spirit, so I don't think the cost is too inflated and the ability to save your most important minion is huge.
Corpse Widow Rating 3(Average): The stats are good and it's a Beast, but you still don't know that you'll benefit from its ability. Unless you've got a slew of Deathrattle cards I just don't see this rating higher.
Death Revenant Rating 4(Poor): To make it worth the cost you really need at least 2+ damaged minions. It's not going to be very reliable unless you've got a specific type of deck.
Defile Rating 1(Excellent): If you get the perfect scenario with minions at 1, 2, 3, etc. Health, then this card is absolutely amazing, but that probably won't happen all that often. I expect this to be more consistently like a cheap Consecration, but you gotta keep in mind it hits your minions too and plan accordingly. Anything beyond that is just icing on the cake. After playing this card it's incredibly easy to snowball out of control - very strong. (+1 adjustment on 8/31/17)
Desperate Stand Rating 3(Average): I think it's alright, but will mostly be situational for Deathrattle or Taunt minions. It could buy you a turn or allow you to make a favorable trade that keeps your minion alive.
Despicable Dreadlord Rating 2(Good): This one looks like a lot of fun and if you're able to protect him for any amount of time you are doing massive damage to your opponent's minions. Your opponent has to kill this guy immediately or things are going to go badly for them.
Devour Mind Rating 3(Average): The card draw is great and it will draw comparisons to Cabalist's Tome, except with the Tome you have a much smaller pool of possibilities that you're drawing from. With this card you have absolutely no idea what you may draw, but in the end it IS still card advantage and that can be a game changer.
Doomed Apprentice Rating 3(Average): It can cause some disruption, but it's pretty easy to kill. There will be some situations where you will absolutely wreck your opponent (especially against Mage). You drop this on turn 6 and suddenly they can't cast that Flamestrike they were planning to annihilate your board with. It will definitely have some fun moments.
Druid of the Swarm Rating 3(Average): We'll see how it does, but the 1/5 Taunt on turn 2 could be pretty disruptive for your opponent and buy you a couple of turns.
Eternal Servitude Rating 2(Good): Onyx Bishop was good, but getting to choose and summon a minion that died for only 4 mana is pretty astounding. This card is going to cause a LOT of frustration for your opponents when you play it.
Exploding Bloatbat Rating 4(Poor): The built-in Consecration is really cool, but this doesn't have an immediate effect on the board and the nightmare scenario is being completely wrecked by a Potion of Madness.
Ghastly Conjurer Rating 3(Average): This is probably going to be a really annoying card. Its stats are enough to let it stick around for a couple of turns and getting the Mirror Image can give you exactly the delay you need to establish your board. It's a at least on par, if not slightly better, than Oasis Snapjaw.
Happy Ghoul Rating 3(Average) He's a 3/3 for 3 mana for most classes, but for Priest he is awesome. Imagine casting this guy on turn 2 for free!
Howling Commander Rating 4(Poor): If you've managed to draft several Divine Shield minions or hit the jackpot with Tirion Fordring, then the value probably goes up slightly. If you don't get anything from the Battlecry, then you've just cot an overcosted 2-drop. (-1 adjustment on 8/9/17)
Ice Breaker Rating 4(Poor): This makes me think that Shamans are going to get more ways to Freeze minions, because Frost Shock is not going to cut it alone. Even so, I would look for a better method of removal in Arena rather than relying on a two-card combo that damages yourself in the process.
Ice Walker Rating 2(Good): It's and Elemental and it allows you to continually delay the game as long as he's on the board. If you've got him hid behind a Taunt he is going to cause SO much rage. He may actually just be a 1(Excellent) due to all of the disruption he can cause. I'll have to keep an eye on him.
Keening Banshee Rating 3(Average): Normally I would say this is a "big 'ol bag of nope", but since you control how many cards you burn, it can make several good trades or smash face while you're planning your next moves. You really lock yourself down by playing this card and a LOT has to go right for this minion not to be a hindrance to your deck. I don't like it, but I can see the value.
Mindbreaker Rating 2(Good): His ability can be super annoying and he has the stats to make some decent early game trades and still survive. Even though it affects you too the disruption it causes to your opponent is key.
Mountainfire Armor Rating 3(Average): Warrior is really lacking decent minions and this will go a long way to help fill that need. If this were Common I think I would be even more excited. If Blizz follows up with a playable two-drop minion for Warrior, then we may really be onto something. (-1 adjustment on 8/9/17)
Phantom Freebooter Rating 4(Poor): For non-weapon classes, this is really a 5(Terrible), but for weapon classes it should be easy to get Chillwind Yeti stats out of this card, especially for Rogue. (-1 adjustment on 8/9/17)
Roll the Bones Rating 5(Terrible): You'll most likely only get one card out of the deal and I think Rogue has better options for card draw available.
Runeforge Haunter Rating 3(Average): This is a cool card with terrible stats. Most of the time you'll get a whack or two without losing Durability before it dies. If you manage to hide it behind a Taunt while you've got Envenom Weapon, then you may just win the game, but that's a very specific scenario that would increase its value. Most of the time that won't happen. (+1 adjustment on 8/31/17)
Saronite Chain Gang Rating 2(Good): It's basically a Neutral Feral Spirit for 1 additional mana, but without the Overload cost. I'd say it's a pretty solid card available to all classes.
Shadowblade Rating 2(Good): Anytime Rogue can get an Immune turn I think it's a good thing. It's a shame the Immune effect is only a Battlecry and doesn't last as long as you have Durability on the Weapon.
Shadow Essence Rating 4(Poor): It just seems an overcosted way to get you a 5/5 copy of something. You might be able to have fun with a 5/5 Stubborn Gastropod, Tar Creeper, or Tortollan Shellraiser, to name a few, but shenanigans like these are best left for Constructed play.
Shallow Gravedigger Rating 3(Average): It's not a very good card by itself, and incredibly easy to kill, but you could potentially get something from the Deathrattle that proves useful.
Spreading Plague Rating 2(Good): If you only get a couple of Taunts out of the deal that's still okay. 1/5 stats aren't exactly easy to get through, so it will definitely buy you some time. The dream scenario would be this card and Power of the Wild or Mark of the Lotus, but that is just wishful thinking!
Strongshell Scavenger Rating 4(Poor): This would be great to follow-up a Tar Creeper or Stonehill Defender, but unless you have loads of Taunts it's really pretty bad.
Ticking Abomination Rating 4(Poor): This is a purely situational card, but could run away with the game, much like a Vicious Fledgling, if your opponent is unable to deal with it. In a typical draft this will probably hurt you more than it helps you.
Unwilling Sacrifice Rating 3(Average): I would much rather have a Blastcrystal Potion, but this could have its uses with Volatile Elemental and Devilsaur Egg. It seems like a last ditch effort to save your bacon and Warlock has much more reliable and consistent removal available. (+1 adjustment on 8/31/17)
Val'kyr Soulclaimer Rating 2(Good):
I want to rate this card higher, but it's going to be too unreliable in Arena.I didn't take a close enough look at this card the first time I saw it. It's going to be very likely that you'll get at least one 2/2 Ghoul out of the deal, which makes this 3/6 worth of stats for only 3 mana. That's a pretty awesome deal! This would obviously be a great pairing with Animated Berserker, but then we're really getting into a constructed scenario again. (+2 adjustment on 8/9/17)Venomstrike Trap Rating 4(Poor): This could be problematic for your opponent, but not devastating in most cases, unless they're hiding behind a Bog Creeper. It will be hard to guarantee you can trigger this card unless you have a Taunt minion your opponent has to get rid of first. It will take a little time, but people will start to play around this pretty quickly.
Voodoo Hexxer Rating 2(Good): Here's something to pair with Ice Breaker, but it's still decent on its own. This is large enough to cause a lot of grief actually. If your opponent can't break through, or takes two or more minions, it's going to be disruptive enough to tie up their board for a couple of turns. (+1 adjustment on 8/9/17)
COMMON:
Acherus Veteran Rating 3(Average): This could be pretty nice if you hit up a 2/3 minion to give it that extra point of Attack.
Acolyte of Agony Rating 3(Average): I don't think the Lifesteal is that important, but if you're able to buff her Health she could become a nuisance. At worst it's a 3/3 minion for 3 mana - pretty standard.
Animated Berserker Rating 5(Terrible): This will obviously be fun with cards like Amani Berserker and Acolyte of Pain, but that's going to be more of a constructed scenario. In Arena you're just going to be limiting your ability to play minions and damaging them when you do.
Bearshark Rating 1(Excellent): This is another great card for Hunter and a welcome addition to Arena. This can certainly cause issues for your opponent, especially if you're able to land a Crackling Razormaw, or better yet, a Houndmaster.
Blood Razor Rating 3(Average): This just seems really slow and clunky since you'll be damaging your own minions in the process. I didn't rate it lower since it IS a weapon, but it's certainly no Death's Bite. (+1 adjustment on 8/9/17)
Bloodworm Rating 4(Poor): It's not that great for the cost. I think you could do better on turn five.
Bone Baron Rating 3(Average): It will allow you to set off those Combos with the Skeletons you get, but beyond that it's just a standard minion. Now if it put those minions on the board, instead of in your hand, then I think it would definitely rate higher.
Bonemare Rating 1(Excellent): This card is amazing! You're basically getting a 5/5 minion for only 3 mana because of the built-in Blessing of Kings + Taunt. I can't believe this is a Common, Neutral minion. Absolutely top tier!
Breath of Sindragosa Rating 3(Average) This is great in the early game, but later on it really starts to lose value, unless you've already got control of the board.
Brrrloc Rating 3(Average): Shaman continues to get more and more ways to Freeze characters. I think it's fine, but certainly nothing extraordinary.
Chillblade Champion Rating 3(Average): I think I would rather have a Stormwind Knight, but this could come in handy if it's a close game and Lifesteal is going to change the outcome.
Cobalt Scalebane Rating 1(Excellent): There is absolutely no downside to this card. I love it! It's a Common Dragon, a 5/5 for 5 mana, and an uber Master Swordsmith all rolled into one card. What's not to love?
Coldwraith Rating 2(Good): With so many Glacial Shards popping up these days it is not a stretch that you would be able to trigger this Battlecry. If you don't get the extra card it still has great stats for the cost.
Crypt Lord Rating 2(Good): This is SO cheap and is going to be ridiculously annoying. It's going to stop most 2-drops dead and could be a real pain to get rid of, especially if its Health keeps increasing.
Dark Conviction Rating 2(Good): It's so nice to be able to take out that huge minion in your way with something so cheap.
Deadscale Knight Rating 5(Terrible): Nothing special here, but it could make a good target for Rockpool Hunter.
Deathspeaker Rating 2(Good): This can be great for protecting your 2-drop and becomes even better in the late game when you need to protect a large minion.
Drain Soul Rating 3(Average): A slightly cheaper Drain Life that can only target minions. It's still decent removal though.
Drakkari Defender Rating 3(Average): This card will certainly stop aggro decks, but it completely burns your 4th turn with such a high Overload cost. He can disrupt the early game for sure and I think some people may underestimate him.
Fallen Sun Cleric Rating 3(Average): This is Shattered Sun Cleric a turn early, but more fragile. This will definitely be fun after playing a turn 1 Fire Fly.
Forge of Souls Rating 3(Average): The value of this card definitely goes up if you've drafted at least 3 weapons, otherwise it's hard to predict when you are gonna draw this. Considering my last Warrior draft I got offered (no joke) 5 Arcanite Reaper and 2 Fiery War Axe, this might not be a bad deal.
Frozen Clone Rating 3(Average): Having 2 copies of even a crappy minion is not a bad deal, but you still have to cast them and your opponent can prepare for it.
Howlfiend Rating 5(Terrible): No, thanks. I like to hang on to my cards in Arena, and if I'm going to burn them I need to have a good reason. This is not a good reason.
Gnash Rating 3(Average): It's like a mini Bite. I might rather just have a Wrath, but it's still not bad.
Grave Shambler Rating 3(Average): The stats are only so-so, but it's definitely more attractive to Rogue. At least it's an Elemental, so that counts for something.
Grim Necromancer Rating 3(Average): It's another Dragonling Mechanic with 1 less in Attack stats, but 1 more in Health. It may be slightly better since your opponent can't kill both of the 1/1 minions with their Hero Power right away.
Hyldnir Frostrider Rating 3(Average): If you play this in the early game, then it's pretty good. You really don't want to see this late game when your board is already established and you just completely hose yourself by freezing all your minions.
Ice Fishing Rating 5(Terrible): It has no immediate effect and is only going to be useful if you've drafted some type of viable Murloc deck for Arena, which is unlikely.
Leeching Poison Rating 5(Terrible): This is one of those cards that you hope you don't get offered in Arena. Most of the time you won't be gaining more than 1 Health at a time, so it's totally not worth it.
Necrotic Geist Rating 3(Average): His stats are not good on their own, but you have to play this card correctly. If you've got several small minions or Unleash the Hounds, then you play this like you would a Cult Master drawing loads of cards and get a board full of 2/2 minions.
Night Howler Rating 3(Average): It's not so different from an Aberrant Berserker, although missing the 1 Health does hurt it a bit. It's not as bad as I originally thought. (+1 adjustment on 8/31/17)
Plague Scientist Rating 2(Good): His stats for the cost aren't anything to get excited about, but his ability to give another minion Poisonous could be crucial in the late game for getting rid of large Taunts like Bog Creeper, Primordial Drake, and Giant Mastodon.
Play Dead Rating 4(Poor): This could be cool if you're able to use it on a Fiery Bat or Kindly Grandmother, but it's too situational for Arena most of the time.
Righteous Protector Rating 2(Good): This is a great, early drop that will cause issues for your opponent's 2-drop. It's like an improved Argent Squire for Paladin.
Sanguine Reveler Rating 3(Average): It shouldn't be too difficult to trigger this ability when Warlock has multiple ways to get 1/1 tokens as fodder or by sacrificing a minion that's about to die anyway. We've already seen this mechanic with Ravenous Pterrordax and I've never had a problem with the Battlecry. I can see it being a lot of fun with Devilsaur Egg too. (-1 adjustment on 8/31/17)
Shadow Ascendant Rating 3(Average): This is one of those cards that can snowball and run away with the game if unchecked. She will obviously have a huge target on herself as soon as she hits the board. You'll probably get to buff one minion with her ability before she's killed, but if you're able to toss a Power Word: Shield on her or protect her behind a Taunt, then she will really cause major problems.
Skelemancer Rating 3(Average): It's really expensive and your opponent is certainly going to ignore it, but it will discourage them from using any AOE. It's pretty unreliable, but I've seen it cause problems, especially if you can give it Taunt. (+1 adjustment on 8/31/17)
Snowflipper Penguin Rating 3(Average): He's the new Murloc Tinyfin for Beast. He's nothing special, but he does win the "cute award" for the set.
Spellweaver Rating 5(Terrible): No one played Evolved Kobold either and this is just as terrible.
Spirit Lash Rating 3(Average): Most of the time this will probably be alright, but it damages your own minions too. You could really have some fun if you're able to pair it with a Spell Damage minion.
Stitched Tracker Rating 2(Good): Anytime you can Discover cards in your deck it's pretty awesome, just look at Shadow Visions.
Sunborne Val'kyr Rating 2(Good): This card can be pretty amazing in Arena, when your rely on minions so much. This can give you the edge that you need to take our your opponent's minions, but still keep yours alive, when you would have otherwise traded.
Tainted Zealot Rating 3(Average): It's an overcosted Argent Squire. Yeah, it has Spellpower, but most of the time that's not going to be a factor if you're playing this on curve anyway. (+1 adjustment on 8/31/17)
Tuskarr Fisherman Rating 3(Average): The Battlecry won't get used most of the time, but it's fine as a standard 2-drop.
Venomancer Rating 2(Good): With 5 Health this will be able to stand up to most removal or take out several minions before your opponent can get rid of it. However, it's another one of those that makes me terrified of Potion of Madness.
Vryghoul Rating 3(Average): The Ghoul you get has better stats than the original minion. It looks pretty decent. Good friends of Eggnapper, which is pretty decent too.
Webweave Rating 5(Terrible): You could draft this garbage or pick up two Stubborn Gastropods that will cost less and have Taunt. I think I'll pass on this one.
Wicked Skeleton Rating 5(Terrible): It's too expensive and inconsistent for draft material. In certain situations it could work out great, but most of the time you'll dread drawing it.
Wretched Tiller Rating 4(Poor): It dies to just about anything and is completely shutdown by any Taunt, but if you get it off first turn it can do some damage. (+1 adjustment on 8/31/17)
"To build or destroy...only you decide which joy." - Last Crack
Chillblade Champion: We should consider that this is a Paladin card. Paladins may have some buffs available for their minions. This card is hard to rate when you look at it in isolation. Its impact probably depends on the deck you've drafted. Maybe you get a few Blessing of Kings. Turn 8: 7/6 charge + 7 heal? Can be pretty anoying. I think we'll have to wait and see how this card is preforming.
Yong Woo has confirmed on Twitter that Hero Cards will be available in Arena. So Hero Cards should be included in anyone's Arena ratings.
Link: https://twitter.com/ywoo_dev/status/883218744897449984
I'll get it added. It was late and I missed it! ;)
"To build or destroy...only you decide which joy." - Last Crack
Ok im gonna be updating my list here, excited to see the new stuff. I think that the lifesteal mechanic might be the most influential thing for arena so far (ofc it will depend on the cards but still), we will see about the rest of the new stuff :)
Rating: 1 (Excellent), 2 (Good), 3 (Average), 4 (Poor), and 5 (Terrible)
Hadronox (4): Pretty slow card, can be good if ur not losing by a lot, but yeah, not that great on average. For it to be viable in arena, it should have had taunt, but i guess it would be too OP for constructed.
Malfurion the Pestilent, Plague Lord (1): the battlecry is worth 5 mana, since its basically a choice between the two new 5 cost spells, so ur gettin 5 armor + beefed up HP for 2 mana, pretty good deal. The hero power is actually quite OP. Will let u trade with a lot of things and when u take the board, u can armor up and keep yourself alive, very very good card.
Fatespinner (2): OMG what a messy card. This card will generate value far beyond its card text and stats. Druid kinda needs this, but man it will be SO annyoing to figure out what to do in any given situation. To be honest i completely despise cards like these, ur playin well and one single card is gonna punish u, and all u can do is either 50/50 yolo it or flush all your progress down the drain. Oh well ...
Ultimate Infestation (1): Damn! This card is pretty crazy, its not even bad tempo play since it would play like North Sea Kraken for the most part and then it draws u some cards and gives a little bit of an extra health (armor :p). Tho im not sure i would want more than 1 copy in my deck. Maaaaaaaybe two, so u can get one of them earlier, but it would probably depend on the rest of the deck. Definitely not 3+ that i doubt u would ever utilize.
Druid of the Swarm (2): Very good and versatile minion. To be honest, i kinda actually prefer (thus hate :p) these 1/2 poison minions without a taunt, so u can play em behind taunt preemptively even when your opponent has many small crap on the board.
Spreading Plague (3): interesting card, im not sure if its gonna have impact big enough to justify picking it. For good value out of this, u would want at least 3 scarabs, but having 3 less minions than your opponent is already rly bad, that being said, many tokens on the board r not uncommon, i think this card will have to be tested to see how well can it perform.
Strongshell Scavenger (4): heavily draft dependant, arguably Houndmaster on steroids for druids, but probably less consistent.
Crypt Lord (2): pretty crazy stats for a 3drop (taunt!), which can go even further, tho it will hardly ever trade with anything but a 3/2 2-drop, nevertheless, its gonna be annoying to deal with and can act as sort of ping in some cases, which druid can certainly use.
Gnash (3): weaker Bash, but still a removal, not great, not that bad.
Webweave (3): I think im gonna underestimate this card, as many others do, but im gonna stay cool until i see it in action. If ur behind, chances r this card does pretty much nothing, but if ur even or ahead, this card will either force AOE or premium removals or trade with something good. I think most of the time, u will try to bait out AOE with this card or punish your opponent if he cant do that. Decent card, but i will have to adjust my oppinion on it after i see it in action.
Deathstalker Rexxar (1): In an average arena deck, this card will be absolutely amazing. Would probably consider not drafting this in an all out aggressive deck, where the hero power is very important to help u finish games.
Professor Putricide (2): Cute card. Effect wont trigger as often, cause u dont rly want to draft many (if any) hunter secrets generally, but the stats r ok, so its a solid 4drop on its own.
Abominable Bowman (1): Holy crap. This card is an absolute powerhouse. Hunter arena looking better and better.
Toxic Arrow (3): im not rly seeing too much value in this card, u need to combo it with relatively decent minion to get the effect and 2 dmg for 2 mana as a removal is not good. its like Blessing of Might with the potential to kill a 2-drop, i guess its fine.
Corpse Widow (3): decent body for a 5-drop with a Beast tag, nothing too special, can be nice if u already have some deathrattles, especially like Sated Threshadon or Savannah Highmane so u can squeeze in that one extra hit from your hero power or some other cheap card.
Exploding Bloatbat (2): kinda awkward AOE, but it should still provide decent value.
Venomstrike Trap (3): Interesting Secret, its annoying on its own, since its another one u will have to check for, even tho arguably it will have almost the same check as Freezing Trap. But it will still require u to "sacrifice" a minion with at least 3 Attack or have more tokens to clear this afterwards. It will be annoying and with how many good cards hunter is gettin, he might be rly moving up. Also a decent minion to the Abominable Bowman mix :)
Bearshark (1): Pretty much Vicious Fledgling of KFT, probably good its restricted to just one class ... even tho its the smorc class, so yeah, this card is gonna bring some salt for sure.
Stitched Tracker (1): pretty good, kinda weaker Kabal Courier, but i would say still very much worth the pick, especially if u get some juicy minions in your deck.
Play Dead (5): Feign Death ended up being a pretty bad card, so this card is even worse ... i mean even if u would get a bunch of deathrattle minions, is their deathrattle rly gonna be worth a card? Not to mention u might not even have mana or time to play it together, i dont rly see this card performing well at all.
Frost Lich Jaina, Icy Touch (1): WOW. The hero power did it. Very slow card, but if u ever have a time to play it, it can win u the game on its own quite fast i would say, or at least let u get back to it with all the healing. This card will be huge.
Sindragosa (1): Oh yeah. This card. This card is gonna be big ... for rogues :D But if u get it in your mage draft, u will be happy :)
Glacial Mysteries (5): most of the time u try to avoind picking any secret in arena, cause they can be played around quite easilly, even tho they still provide some value and can make your opponent misplay, its not very consistent. Anyway, drafting bad cards to make a horrible card slightly better is not a way to go :)
Simulacrum (4): Not very reliable combo card, id say its weaker molten reflection, even tho it works a bit differently i still dont rly see this played in arena very much apart from RNG generated cards.
Doomed Apprentice (4): i dont think the effect is worth it to draft subpar 3-drop that dies to pretty much anything anyway. Might be cool to try and deny some AOE and stuff like that, but there would rly have to be some bad choices along with it for me to pick this.
Ghastly Conjurer (3): Yup, this will be pretty annoying card. Nothing spectacular, but decent, after all its also a taunt :) btw its actually a lot more valuable in mirror matches, since u can dump the 1-cost spell to try to activate Counterspell or Mana Bind.
Ice Walker (3): i want to be optimistic about this card, cause it can turn the game around for u, but i suppose in an average scenario its just an overcosted single target freeze, is that rly that good? we will see...
Breath of Sindragosa (2): Not a bad card, but if not used as an early removal will require an additional setup to aim it where u wanna land it. Definitely NOT a better Frostbolt, not even close, but a decent little card.
Coldwraith (1): i love 3/4 minions in arena, usually much more than 4/3, cause cleaning up 3/1 is still annoying. Amazing 3-drop, that has a potential to draw u a card. Gold.
Frozen Clone (3): I dont think its gonna be that great secret in arena, but its existence is gonna be SOOOOOOOOOOOOOO much pain. Now when checkin for Mirror Entity and Potion of Polymorph ur gonna have to also consider this and decide which minion would u like to give to your opponent, so now not only the body is important, but the effects as well, this will make it so much harder to "call your opponents bluff", its gonna cause so many misplays and worst of all, if u have to play something valuable, u might as well just f*** yourself cause now your opponent can play it twice, damn. I am not looking forward to this card.
Bolvar, Fireblood (3): Heavily dependant on divine shields in the deck, on its own average card.
Uther of the Ebon Blade, The Four Horsemen (2): I fear this card is little too slow, but its definitely powerful, it gives u a 5 attack weapon, so u can kill some midsized minion right away and u wont even get that much dmg due to lifesteal, hero power is basically just spawn 2/2 instead of 1/1, so most of the time its just gonna be that. Even tho, its not such a small buff, your opponent can no longer ping it with their hero power and will have to spend extra resources to clear those (or lose the game). I dont imagine there will be many games, where the hero power will actually win the game, but its still something u will need to be mind of.
Blackguard (4): i dont think this card is gonna be very good in arena, its way too draft and combo dependant, but there will be those games, where this card completely wrecks u and u will cry like a little girl :) we all will :)
Light's Sorrow (5): Another paladin card, that on its own is utter thrash, but its value rises quickly with the amount of divine shield minions in the deck. Very situational, but it can be good.
Arrogant Crusader (3): id say its on Infested Tauren power lvl, u either get the 2/2 from deathrattle or u dont, but get to trade up most likely, not the best card tho, but will definitely be annoying to deal with.
Desperate Stand (4): Very much draft dependant, can be pretty good if u get bunch of deathrattle or divine shield minions, but thats about it.
Howling Commander (4): This minion will be solely draft dependant pick, u have divine shields minions? Awesome, its a "decent" 3-drop that will draw u a card. I would probably never pick it first and hope i get divine shield minions tho.
Chillblade Champion (3): As a standalone card its total crap, even with the lifesteal effect ... BUT, the charge with potential attack buffs can completely turn the tides of the battle and bring u back to life after several turns of scraping for board control. I have a feeling that this card is gonna bring some salt to us :) I know several cards like these from ESO and they did exactly that.
Dark Conviction (1): Keeper of Uldaman was borken as shit and this is pretty close, sure u dont get the body, but its cheaper and that might actually make it better in certain situations.
Righteous Defender (2): Annoy-o-Tron 2.0, i think that says it all.
Archbishop Benedictus (5): i honestly have no idea how to rate this card :D would u like to copy your opponents deck, which will most likely be mage/rogue/pally? i suppose the card should gain value the more wins u have, since u will meet stronger decks ... but those decks might be strong cause they have some kind of synergy and having 50+ cards to draw from might disrupt it greatly ... i would say this card is terrible, but im not sure at all.
Shadowreaper Anduin, Voidform (3): Very powerful card, but also quite situational. U can (try) to set up your own board goin into this, but i suspect it aint gonna be that easy, also for this card to be any good, it should kill at least 2 of your opponents minions and when he already has two 5 attack minions out, ur not doing that great and chances r, he has other crap out too and u dont have anything, so this might not help u as much at all. The hero power is certainly potent and can pretty much win u the game since u will be able to clear most of the things your opponent will play with ease, but playin this card is so slow and situational that i only see this as a win more card in arena when u can afford to "waste" it on just one (or none) minion basically to get to the hero power, nothing else. I suppose it would also be draft dependant, if u didnt get any removals u might pick it up to have an overcosted Assassinate or something, but im not seeing this card perform too well.
Embrace Darkness (5): basically a 6 cost Corruption in most cases, dont rly try to make this work, it shouldnt work.
Obsidian Statue (1): damn, this thing is a beast. even if u hard remove it it will usually kill at least something and if your opponent is forced to trade? haha yeah gg, trades for like half a board and heals u in the process. what i hate about this card the most is that it makes Free From Amber even more OP and comeback card, since u get another taunt u can pull from that :X
Devour Mind (3): decent card generation, but quite slow. Even with better version of this (Cabalist's Tome) is often very hard to find the right time to play it without losing too much tempo and this is even more RNG, so not that amazing for arena, but definitely not bad either.
Eternal Servitude (1): QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ, this card will bring tears to our eyes (or to the priests eyes when he gets only 2-drops hahaha :p). Free From Amber 2.0
Shadow Essence (3): id say this card is kinda heavily draft dependant, if u get bunch of minions with deathrattle or ongoing effects and stuff, this one will be almost autopick, but in an average scenario, its a below average 6-drop.
Acolyte of Agony (3): if this wasnt a priest card, i would give it (2), but since priest has other ways to heal himself, i dont think a 3/3 3-drop will be his top priority.
Shadow Ascendant (2): Pretty powerful card, it will obviously be a prime target for your opponent, but u can also abuse that fact. This card will be very versatile and will be annoying as hell.
Spirit Lash (4): Worse Arcane Explosion most of the time, priest usually has other means of healing himself for u to prioritize this card over others, so it will be an average pick at best, most of the time not even that.
Lilian Voss (3): The statline is amazing, but the effect ... meh, any rogue spell u would draft will be pretty good already and i doubt u would want to get rid of it for a new random one. Cute combo with The Coin i guess :D 100% this card is gonna suck to play against, but u cant rly do much about RNG fiesta and i wouldnt recommend placin a bet on it yourself.
Valeera the Hollow Death's Shadow Shadow Reflection (4): As cool and fresh as this mechanic seems, i dont think its that good for arena. Sure stealth is cool and might save your ass or at least force your opponent to trade into your board instead of goin face, but as a rogue, u shouldnt generally be in such a situation in most of your games. The hero power is where i think this card is bad for u tho, it looks like super duper value, u get whatever card u play each turn (if its 5- cost) and u get one for free, woohoo ... ok so here is the kicker: it basically forces u to play that 2nd copy or get 0 value out of the play. U cannot combo Vilespine into Vilespine, u will just get a 3/4 minion for 5 mana to trigger the 2nd copy ... WOW such value. U might also want or need to play different cards so even if u could get an insane value out of something, chances r u cant actually play it, cause the mana cost would screw your plays. And last but not least, losing your original hero power might be actually a pretty big deal. Might be decent card to have goin into topdeck mode, but r u rly gonna plan for that? Dont think so. All in all this card looks interesting, but i doubt u will ever get any reasonable value out of it in arena, at least not consistently.
Doomerang (4): pretty interesting card, but rather draft dependant, if u get a few weapons this card can get seriously OP tho, so watch out for it.
Spectral Pillager (3): this card can be decent, but not very often. Most of the time it will do just 1 dmg, 2 at best, which might be enough, but if u get better options, pick those.
Runeforge Haunter (2): this card is actually rly decent, even tho it has rly awful stats ... imagine this with Envenom Weapon ...
Shadowblade (2): Pretty amazing weapon, 3/2 for 3 are generally pretty ok weapons to draft and this lets u take one swing without losing HP, which is pretty good deal for a rogue.
Roll the Bones (5): even in deathrattle heavy deck this will most likely draw only one card, pretty bad card.
Bone Baron (1): good stats, deathrattle for synergies and gives u two cheap cards to trigger combos, very good card.
Plague Scientist (1): OMG this card is so stupid i want to scream. OP as hell, almost as OP as Vilespine Slayer, actually better in certain situations, cause its cheaper and the "cost" of a minion trade might be ok in that situation. Why does it have to be common, why? It could have easilly been rare ... now we will have to clear every single 1/1 from rogue as well as pally, cause this crap gonna get extra chance to be in your draft, so u bet your ass every single rogue gonna have this card. QQ
Vampiric Poison (5): I would call this a direct nerf to rogue arena. Might be better, if rogue gets some decent weapon(s) this expansion, but even then, i dont think this card can make it in arena. Constructed is a different scenario.
Moorabi (5): solely draft dependant, if u get few freeze cards, it might be an ok pick, but u cant rly expect to combo em anyway so probably not.
Thrall, Deathseer, Transmute Spirit (1): WOW. OUCH. OUCH. OUCH. i do not want to meet this card at all :D
Cryostasis (3): buffin your minion preemptively is generally a bad thing in arena, so im not quite sure if this card will be able to perform so well, but we will see.
Snowfury Giant (3): I dont rly play shaman that much, but i dont believe u draft that many overload spells on average. I would see this being like 7 cost 8/8 on average if u wanted to play it on curve kinda, which is decent, but nothing that special. The more overload cards u have the better this card is obviously :) One thing is certain tho, this will be a card to watch out for (even tho its epic ... and shaman :D) and u should start counting your opponents overloaded mana, so u can see it coming and mby prepare for it.
Avalanche (3): kinda wierd spell, im not sure if its worth it or not, will be better vs "stupid" opponents who dont do well with positioning, but im not rly sure if this card is gonna perform well consistently, ofc there will be times where it will have big impact, but dunno, will have to see it in action myself.
Ice Breaker (5): super draft dependant card, if u get couple freeze synergies than mby u can take it, but dont start with it.
Voodoo Hexxer (3): I rly want to like this card, especially since it can freeze enemy hero as well, but the stat distribution is not great. Its definitely an ok pick, but it will most likely just stall your opponents board with freezes and leave the minions at 1-2 hp than trade with anything. I will have to see it in action to make a proper opinion tbh. It definitely improves on the rating of Ice Breaker, if u already have this in your deck, but not by much, since like i said, most minions will probably end up at 1-2 hp anyway, so the weapon is basically just a ping anyways.
Brrrloc (2): decent 2-drop, freeze effects like that on a decent stat line r pretty good.
Drakkari Defender (2): thats a pretty stupid card tbh, sure the overload is heavy, but the statline is crazy. I would say its not your regular 3-drop (mby if u dont have anything to play next turn or ur desperate to stop your opponents early), but it will be a big tempo swing in later turns when u can fill the curve with it and 3 overload in lategame isnt that punishing. This card will be definitely annoying to deal with.
Ice Fishing (5): This card could have potential if u like drafted 2+ Corrupted Seers, but even then it wouldnt probably be worth it.
Blood-Queen Lana'thel (5): U generally dont want many (if any) discard cards in arena, so even if this card would be buffed, it would be with a cost. I mean i would take it over Nat or Cho, but like i hope i will never have that dilemma :D Its not even Demon for some kind of synergy, i guess it wouldnt make sense, but just saying :D
Bloodreaver Gul'dan, Siphon Life (2): kinda draft dependant, but the hero power is so busted u might actually want this card just for that, without demons its only a win more card, but pretty powerful one, with demons this card is totally retarded and will carry your games.
Gnomeferatu (2): vanilla 2-drop with an upside, its usually a good thing to kill one of your opponent's cards and if it removes something shitty, w/e u didnt lose anything from that deal.
Treachery (5): One of the worst cards in arena ever. There is no situation, no combo, where this card deserves a deck slot. None.
Defile (3): honestly i have no idea how this is gonna perform, but one thing is certain, friggin WL has another stupid AOE that u will have to be mindful of, damn!!!! its becoming a mind game like playing into Flamestrike or not with this class :D
Despicable Dreadlord (1): Damn! Probably an autopick every time, gimme me 10 of those lol :P This card is crazy strong.
Unwilling Sacrifice (3): strictly worse Deadly Shot, but it could still be a decent removal and chances r u can manipulate the target. Not amazing, but decent. If u draft deathrattle heavy deck, this could actually be (1).
Drain Soul (3): i suppose better than Drain Life, but still meh.
Howlfiend (5): U dont run out of cards as often as WL to justify pickin this. Can be a dead draw most of the game, just no, not worth it. Pick a Wisp instead :P
Sanguine Reveler (2): Pretty cute card, that will let ucurve out better or do little swing turns. Also as Neon said, this card is gonna be an Egg Killer and its gonna be disgusting :D
Rotface (2): im not sure about this card tbh, it can win u the game by itself, if u get lucky and have bunch of pings or aoes that hit your board as well (and warrior does have that), but like in an average situation, u play a 4/6 for 8, your opponent can just ignore it if he cant clear it with one swing and go face, but i suppose if ur not totally f***, this card would perform well. i think it might be draft dependant and then u need to assess the situation and play this one accordingly. I suppose if u get at least one legendary out of this, it should already be more than enough value and if u get more u might as well win from that situation, but it just feels too situation dependant and inconsistent to me, will have to see it in play.
Scourgelord Garrosh. Bladestorm (1): well the weapon alone is gonna be pretty powerful. The hero power isnt THAT amazing, chances r ur gonna f*** yourself with it, but it is a powerful one, well definitely better than Armor Up! anyway :p
Bring It On! (5): WOW :D Just no ... pick Weasel Tunneler or Hungry Crab over it!
Dead Man's Hand (4): i think this will be something along the lines of Explore Un'Goro, probably even worse, might be viable in like heavier draft with couple weapons, but i dont know, seems very very situational.
Death Revenant (4): too inconsistent imho, u might actually have problems gettin even 5/5 stats out of this cards on average, definitely combo potential with quite a few cards, but like i said, probably way too inconsistent.
Mountainfire Armor (1): WOW amazing card. Synergizes well with how much warrior takes his health as a resource, cause almost all removals r weapons. Your opponent might actually be reluctant to kill this, so u will be the one who gets to dictate trades or push for dmg. Rly amazing card. I think it could have even been common, that would help warrior arena a lot.
Val'kyr Soulclaimer (3): not very good card on its own, but warrior seems to get quite a few "pings" or "whirlwinds" so if u draft any of those, it might be an ok card to pick up, but dont start with it. Cute combo with Animated Berserker, but probably very inconsistent :)
Animated Berserker (5): Pretty cute combo card for a lot of warrior related minions, but very unconsistent in arena, doubt u will ever draft a deck where u would risk playin this card.
Blood Razor (3): I would give it 3,5 rating, but lets stick to whole numbers. It is a common weapon, that is not useless. Good start. But its not THAT amazing either. This one is harder for me to evaluate, but i can see some potential in there, warrior has generally problem with pings and this could help a bit despite the obvious disadvantage.
Forge of Souls (2): Pretty good card if u have at least like 2 weapons, mby at least 3. I mean even if it would give u only 1 weapon, id say u will be happy, cause chances r ur hurtin for removal. If u have plenty of weapons its nice to get them right away and thin your deck a little. Definitely better than Ice Fishing.
Arfus (2): not the best tempo play, but the cards he can give u r so powerful, it might be worth it.
Prince Keleseth (5): U will always have more than one 2 (or u should). So this card will (almost) never activate. And for stats alone, it aint worth it.
Prince Taldaram (4): The ability will trigger in like 1/50 games, but its still a 3/3 for 3, which is better than most legendaries u might be offered so ...
Prince Valanar (4): if he is your only 4-drop, ur doing it wrong and that bit of lifesteal wont save u. Still there could be worse options so 4/4 for 4 is acceptable i guess.
The Lich King (1): neutral Ironbark Protector that gives u a busted card ... definitely OP. If left unchecked will win u the game alone.
tokens:
death and decay, army of the dead, death grip, doom pact, frostmourne, death coil, obliterate, anti-magic shell
Corpsetaker (3): U can pretty much guarantee this having taunt. Other than that, thats about it. I think this card will be best in paladin, due to having access to a lot of divine shield minions, so 3/3 divine shield taunt for 4 mana is pretty decent actually. Mby if some class gets decent Lifesteal minion, this could get a bit of a bump, but on average, its gonna be a Dread Corsair, that doesnt die to Golakka Crawler.
Deathaxe Punisher (4): there isnt that much lifesteal minions to justify this, even tho they will have their draft rate bumped up, so mby classes like paladin might get a lot of use from this card, but on average this is just gonna be a 4-cost 3/3 crap.
Drakkari Enchanter (4): very much a combo card, draft dependant combo card. its not the end of the world stats for a 3-drop, but they r pretty bad. i guess Am'gam Rager power creep lololo :P
Furnacefire Colossus (3): for non weapon classes, this card is actually pretty decent. for weapon classes its draft dependant and how much u want to risk it, obviously u do not want him to destroy your weapons lol :P
Meat Wagon (5): solely draft dependant and even then it cannot be considered a 4-drop, paladins r probably the best to utilize this card, but i dont think it will happen.
Nerubian Unraveler (3): I quite like this card, but it can backfire as well and more so if ur behind. Average pick most of the time, more so in top tier classes, that have a lot better epics.
Rattling Rascal (4): im not rly seeing this card perform well, can be cute with like Treachery or to play into mages secrets, but thats about it, most of the time its gonna end up being 2/2 for 4 mana.
Skulking Geist (4): Bad stats for a 6-drop, the abilit isnt that valuable to pick the card for it, since it wont even be very consistent. Not rly an arena card.
Tomb Lurker (4): this card looks quite weak, even tho is basically 5/3 draw a card, which is not that bad, if u dont have at least a few DR minions in your deck and preferably good ones, i doubt its worth it trying to trigger this one, whats more playin this on the curve is not very good either, cause u would get only very weak minion most likely ...
Bone Drake (1):Oh boy, top tier 6-drop, good stats considering its gonna give u another most likely high cost high stats card, rly nice thing to have in your deck, not to mention a decent dragon to pick up for those fringe dragon synergies :)
Corpse Raiser (2): pretty decent ability, can be used to "heal" a minion to full after a trade, obviously to trigger multiple deathrattle effects from DR minion etc etc, very decent card that will have many applications.
Happy Ghoul (3): Obviously almost autopick for a priest, might synergize with Lifesteal as well, but for most classes it will be just a 3/3 for 3, which is not great.
Keening Banshee (5): dont draft this, just dont.
Mindbreaker (2): reasonable stats for a 3-drop and the ability is pretty potent and annoying, especially if u draft it in one of the worse classes (like warrior), but u might think twice about this drafting a mage deck, u might just lock yourself from one of the reasons the class is performing so well.
Saronite Chain Gang (2): Basically Feral Spirit without the overload thus +1 mana cost. Decent taunt minion actually, since u have to deal with 2 targets, could be used to bait out aoe etc. quite versatile. Obviously an even better pick in paladin with hand buff cards, but thats kinda beside the point, just a cherry on top :)
Phantom Freebooter (5): for non-weapon classes this is utter crap, for weapon classes this is solely draft dependant, only class that can pick this up without fear and/or early in the draft is Rogue.
Shallow Gravedigger (2): Looks like a Loot Hoarder of 3-drops, doesnt draw from your deck, but can net u something more powerful than what u could have (or not). Very weak body for 3, but im gonna stay positive about this card, we will see, especially with deathrattle themed expansion, some other cards might make this one even better :)
Ticking Abomination (4): Im not gonna say this card is utter crap, cause its not. If u dont have a board, its a pretty decent card to play, especially on T4 ... but ... i would guess that in an average situation, i will not be so glad to have this card, it might perform better than i expect it to, but i dont think so.
Acherus Veteran (4): not the worst card and it would certainly have its uses, but 1hp 1drop ... generally not that amazing to pick up.
Bloodworm (3): another card that paladins will love, any buff on this and the card is amazing, but on average not that great, even tho the lifesteal should not be underestimated and when meta settles and u get to know how to play your classes and how to play against, this card might actually be a sleeper Antique Healbot.
Bonemare (1): OMG ... why? i mean seriously, who thought about this card and said to himself "Hey, thats a cool card, what rarity should we give it? Hmmm 1-2-3 how about Common? Yeah, that sounds fun." fire those ppl srsly ... Probably one of the strongest commons arena has ever seen, this will be even worse than Bog Creeper meta. I rly hope that Lifesteal is gonna be relevant in arena or i dont know :X
Deadscale Knight (5): pretty bad card, can be good in some situations, but very much combo dependant, so no thanks.
Deathspeaker (1): Very good card. Acceptable stats to play it just as a naked 3-drop, but its basically a neutral Argent Protector, which will be quite annoying. Yet another neutral card, that pushes u to clear every single shit from every single class, they rly r pushing the lategame meta with these cards, since the more u clear the less face dmg u do. And if u dont clear, u migh get punished, hard .. and probably lose the game cause of it.
Fallen Sun Cleric (3): Buffs r always nice to help with the trades or survive it, but i dont think this card quite cuts it. U cant rly play it as a naked 2-drop same way u can do with Shattered Sun Cleric and that is a big problem. Its definitely not a bad card to pick up, but if u have better options, go for them.
Grave Shambler (3): average card for most classes but rogue, in rogue this card can actually be pretty huge. the elemental tag is probably the best thing about him tho, u can play an ok minion on T4 to set up Servant of Kalimos.
Grim Necromancer (3): probably better than Dragonling Mechanic, since its more annoying to clean up two 1/1s than one 2/1, still just an average card in most cases.
Hyldnir Frostrider (3): id say its almostDancing Swords lvl good-bad, yes its amazing on a naked board, but when u would freeze your minions, even if u attacked with em first, u will deny yourself the next attack, which is not rly good at all.
Necrotic Geist (3): interesting card and im pretty sure that the threat of this is gonna be super annoying to deal with.
Night Howler (4): this card is kinda shit, often times it will have problems trading even 1for1, too much set up needed, might be decent in priest tho.
Snowflipper Penguin (5): Wisp the 3rd. QQ :P
Spellweaver (5): id rather have Archmage than this, even in spell heavy deck.
Skelemancer (2): pretty much anti-aoe card. your opponent will never trade into this so it might be nice 2 dmg face every turn or completely deny any aoe play, but u might lose too much tempo playin this card. This card will definitely be one of the more interesting cards to watch out for, it might actually carry games like crazy.
Sunborne Val'kyr (1): pretty amazing card, can help your minions survive the trade, rise the hp above expected AOE treshhold or just make it harder for your opponent to remove your minions, so he has to spend extra resources. Pretty bad if u have to play it naked, but it should perform more than well i would assume.
Tainted Zealot (3): kinda wierd card for arena, its annoying enough to get rid of, u wil most likely not combo it often enough to justify pickin it over better stuff, but your opponent will definitely not want to leave it up, so it will eat two attacks and thats a decent value for a 2-drop by itself.
Tuskarr Fisherman (3): cute 2-drop thats nothing special on average, can pull off some decent combo plays tho, since u can put the spell damage on a high health minion and follow up with spells when u want to.
Venomancer (2): i think this card is gonna be huge, 5 hp is enough to trade with at least 2 things usually or even survive a trade into like Primordial Drake and dodge most of the aoes, palladins will also LOVE this card. also it will kill all those low attack high hp taunts with ease, this card is gonna be beast.
Vryghoul (2): decent 3-drop, your opponent will not rly want to trade into that, so u might get to trade up.
Wicked Skeleton (4): too situational, often times u will have problems to get him even to 4/4, but in more token focused deck i guess it can be ok, tho i dont rly see it being too consistent.
Wretched Tiller (5): mby some aggro decks can use this, but in arena, this card is gonna be very weak.
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"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
Plus it's a legendary card that you will hardly ever get a chance to use. It's certainly far better than changing your hero power to giving +2 +2 to beasts. And can potentially be a better source of face damage than the base hero power. Though I'm not exactly sure how everything stacks. Like what determines the mana cost of the card made.
Edit: Ok I did a bit of research and it combines everything, including the mana cost of each card. A bit less impressive, though there are some pretty sick combinations, dispatch kodo probably being what you want the most.
Overall this does solve the card draw problem hunter has, which has kept it in it's current smorc place more than anything else.
"To build or destroy...only you decide which joy." - Last Crack