Hoarding Dragon (1) : Immediately I think of Hungry Dragon, although I do think this card is much stronger since it doesn't provide your opponent with an immediate compensation for the stats of the dragon. The delayed coins do make for a better turn from your opponent in the future, but they have to get thru the 5/6 body first and theres no guarentee they will be able to utilize the coins potential. The card also gets better as the game progresses since the coins decrease in value as the game drags on. You need to deal about 6 mana worth of tempo to make up for this card and its drawback, this shouldn't be an issue in most early game situations. Since its a common I'd expect this card to haunt us on turn 4s in many games to come.
Psychic Scream - Excellent. Essentially Twisting Nether that costs 1 less and doesn't ignite Deathrattles. Now even Cobalt Scalebane can't completely save you from Priest's control prowess. Also I can see Arcane Tyrant peeking in the corner.
Hoarding Dragon - Good. The Deathrattle is obviously bad, especially in Arena, but at least your opponent has to work for it. You can try to silence it too if you can afford it, for example by playing Defias Cleaner on curve. Also, hey, excellent flavor.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
I would pick it if I'm drafting a super aggro deck. Gives you a backup win condition if your opponent has been able to stave off your aggression and you reach the late game. It's pretty much guaranteed that their deck will be better suited for the late game than yours at that point
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Psychic Scream 2 : Clearly an incredibly strong card. Think it's better in constructed where the point of the Priest decks currently is basically being able to survive until you get your Raza/Anduin combo or draw into your big spells/minions. That doesn't happen in arena. You play this at Turn 7 in Arena and your opponent has a 7 or 8 mana turn where they get to play onto an empty board. Still, if you're behind with cards in hand then it's the best board clear in the entire game, and both Doom and Twisting Nether are great cards so.
Hoarding Dragon 1 : I don't think the two coin downside is that big a deal (and is less of a big deal in arena than it is in constructed). About the only bad thing that'll happen to this on the turn you play it is it gets fireballed, most other classes are going to have a real problem handling a Turn 4 5/6, especially if you coin it out yourself! Will become a top tier arena card.
Arcane Tyrant 4 : Unreliable, slow, terrible stats. Good in the right deck but many many classes will simply never draft a spell that expensive.
Voidlord 4 : Bad stats. Such an incredibly slow play for Turn 9. Yes sometimes some big old taunts will save your life but given you've played such a dearth of stats on such a high turn I imagine you're just delaying the inevitable.
Hoarding Dragon - Good. The Deathrattle is obviously bad, especially in Arena, but at least your opponent has to work for it. You can try to silence it too if you can afford it, for example by playing Defias Cleaner on curve. Also, hey, excellent flavor.
I'm curious why you think it's especially bad in arena? Personally I'm very much of the opposite opinion. It's basically a pre-nerf innervate which was exceptionally strong in Constructed but fairly mediocre in Arena.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
I would pick it if I'm drafting a super aggro deck. Gives you a backup win condition if your opponent has been able to stave off your aggression and you reach the late game. It's pretty much guaranteed that their deck will be better suited for the late game than yours at that point
He doesn't do anything to change the board state, so if you're behind, he's not going to help you. It's also not a permanent switch of decks because your opponent gets a King's Ransom card to swap decks back again, which they'll probably use immediately. King Togwaggle is highly unlikely to be useful at all in an Arena situation.
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"To build or destroy...only you decide which joy." - Last Crack
Hoarding Dragon - Good. The Deathrattle is obviously bad, especially in Arena, but at least your opponent has to work for it. You can try to silence it too if you can afford it, for example by playing Defias Cleaner on curve. Also, hey, excellent flavor.
I'm curious why you think it's especially bad in arena? Personally I'm very much of the opposite opinion. It's basically a pre-nerf innervate which was exceptionally strong in Constructed but fairly mediocre in Arena.
Okay, maybe not that special, but I don't think old Innervate is just fairly mediocre. Having two free coins allows you to have amazing flexibility on how to play your cards. You can ramp big minion like Bonemare early. You can do plays that normally impossible or would make you float a lot of mana. As using such opportunity to swing the game is really important in Arena, that makes it a serious downside in my opinion.
Hoarding Dragon - Good. The Deathrattle is obviously bad, especially in Arena, but at least your opponent has to work for it. You can try to silence it too if you can afford it, for example by playing Defias Cleaner on curve. Also, hey, excellent flavor.
I'm curious why you think it's especially bad in arena? Personally I'm very much of the opposite opinion. It's basically a pre-nerf innervate which was exceptionally strong in Constructed but fairly mediocre in Arena.
Okay, maybe not that special, but I don't think old Innervate is just fairly mediocre. Having two free coins allows you to have amazing flexibility on how to play your cards. You can ramp big minion like Bonemare early. You can do plays that normally impossible or would make you float a lot of mana. As using such opportunity to swing the game is really important in Arena, that makes it a serious downside in my opinion.
Keep in mind that it's a Deathrattle too, so you've got to kill him before you get anything. Most players will have a difficult time dealing with a 5/6 on turn four.
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"To build or destroy...only you decide which joy." - Last Crack
Hoarding Dragon (1+++): Well, i guess we found our Bonemare of KAC. Hoarding Dragon is gonna be such a shit to go up against when played on curve. This card alone might make u draft a lot more early game to have at least some board. Imagine if u actually dont have a 2 and 3 drop and your opponent does and then he drops this. The game is basically over at that point.
Voidlord (3): Little heavy for arena for what it does, nice synergy with Bloodreaver Gul'dan in constructed and also when u do get it from random effects and the three Voidwalkers can help to stall even more, but ultimately, they wont do much. I would probably rather have Giant Mastodon than this tho.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): One of the best cards released so far. 4/4 for 4 isnt amazing, but its good enough for the added effect - three free 4/4s down the line. It might never happen, sure, but the potential value is just so damn high and the downside being one less stat over Chillwind Yeti ... which is nothing in comparison. You would probably want Vilespine Slayer or some others over this still tho :)
It's also not a permanent switch of decks because your opponent gets a King's Ransom card to swap decks back again, which they'll probably use immediately.
Honestly, I can see situations where I would simply keep King's Ransom and push for tempo. All arena decks are a hodge-podge anyway, so unless there was a card still in my deck that would be game-wrecking if my opponent drew it, I'd just keep going. If you play the Ransom immediately, you effectively make King Togwaggle an 8 mana 5/5 that reads "Lock 5 of your opponent's mana crystals on their next turn." Rather than reward someone for playing such a bad card, I'd just keep it and kill them for it.
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Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
Fal'dorei Strider 1 : Insanely good, will be the card that helps keep Rogue tier 1 in the new meta. Even if you only draw 1 of the 3 (very very likely) it's crazy good value. Best arena card so far in the expansion.
Fal'dorei Strider 1 : Insanely good, will be the card that helps keep Rogue tier 1 in the new meta. Even if you only draw 1 of the 3 (very very likely) it's crazy good value. Best arena card so far in the expansion.
Haha, thats exactly what i said the first time i saw it. But then i realized its an epic, not rare, so it will not be the reason to keep rogue tier1. It will help, sure, but it will not be the sole reason :) The card provides sick value for sure tho ;-)
Fal'dorei Strider 1 : Insanely good, will be the card that helps keep Rogue tier 1 in the new meta. Even if you only draw 1 of the 3 (very very likely) it's crazy good value. Best arena card so far in the expansion.
Haha, thats exactly what i said the first time i saw it. But then i realized its an epic, not rare, so it will not be the reason to keep rogue tier1. It will help sure, but it will not be the sole reason :) The card provides sick value for sure tho ;-)
Don't see any reason they'd fall off anyway based on what the other classes have so far, and they're the best arena class in my opinion so I guess they'll just stay there!
Man if you drafted two of these your winrate probably goes up by a solid 5% or so. Rare card that just gets better and better if you have more of them, no diminishing returns at all (other than too many 4 drops)
Fal'dorei Strider 1 : Insanely good, will be the card that helps keep Rogue tier 1 in the new meta. Even if you only draw 1 of the 3 (very very likely) it's crazy good value. Best arena card so far in the expansion.
Haha, thats exactly what i said the first time i saw it. But then i realized its an epic, not rare, so it will not be the reason to keep rogue tier1. It will help sure, but it will not be the sole reason :) The card provides sick value for sure tho ;-)
Don't see any reason they'd fall off anyway based on what the other classes have so far, and they're the best arena class in my opinion so I guess they'll just stay there!
Man if you drafted two of these your winrate probably goes up by a solid 5% or so. Rare card that just gets better and better if you have more of them, no diminishing returns at all (other than too many 4 drops)
Well all three common cards the rogue got are pretty much garbage and the secrets might get very predictable, so that will affect the rogue to some extent. Im not saying that she might fall from the #1, but it definitely is not helping her to stay there.
And yeah, the more Fal'dorei Striders u get, the better, but its hard to actually imagine you gettin many of them and/or especially if they would be matched vs like Vilespine Slayer or Primordial Drake, i dont think i would pick em over those for example, tho i guess i just might to test them out and see :)
Hoarding Dragon Rating 1(Excellent): Everyone will make the obvious comparison to Hungry Dragon, but because this one has a Deathrattle instead of a Battlecry, I think it is much better. Such a large minion on turn four is going to be difficult to deal with and I don't think giving your opponent two copies of The Coin are a huge downside.
Voidlord Rating 3(Average): It's a huge Taunt that can easily delay your opponent, without including the three minions that spawn from his Deathrattle. Although he's quite expensive he may just give you a couple of extra turns to finish off your opponent.
Fal'dorei Strider Rating 1(Excellent): The value from this card is outstanding and there's no downside. You've got the potential to get 16/16 worth of stats after paying only four mana. Well, there is actually one downside to this card. You can expect to see it paired against Vilespine Slayer in your draft, and that decision is going to hurt!
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"To build or destroy...only you decide which joy." - Last Crack
Agreed, while the drawback is real, Hoarding Dragon's immediate impact is just too good to pass. Come Kobolds, I'm ready for Dragon Treasure hunt!
Voidlord - Playable While it doesn't do much on offense, it's very, very good at protecting you or your board. Its another prime Silence target though.
Fal'dorei Strider - Excellent Aren't we just talking about how good free 4/4 minion is? Sorry Arcane Tyrant, move aside. I like that this also make your card drawing spells and minions way, way better (heard that rogues got a lot of those).
Hungry Ettin - Excellent I'd say that getting free two-mana minion isn't worth having to face 10-Health Taunt with 4 Attack (well except if you get Doomsayer).
Hungry Ettin Rating 3(Average): This is a huge Taunt, but I can't help but feel like it's giving too much to your opponent. Of course, if they can't deal with it right away, things aren't going to be looking so good for them. Don't be surprised to see a Doomsayer pop up every once in awhile just to ruin your day.
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"To build or destroy...only you decide which joy." - Last Crack
Voidlord (2): Nice buff to Bane of Doom. The card is about stabilizing the board. Getting hard removed is a problem for any top tier minion, and this card suffers the same fate if your opponent had Polymorph. It compares closest to Soggoth the Slitherer and Giant Mastodon and I'd argue it's somewhere in between, although this card might be the most likely to save you from death in most situations since hard removals are quite rare. Its a demon too, so theres always interesting synergies eith that.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): Great card from a value perspective, although it's value comes from drawing the spiders which may or may not come in that case it's a 4 mana 4/4 with no immediate impact which is nothing to write home about. Its not up to Vilespine Slayer power levels, but it's a solid card.
Hungry Ettin (3): Huge stats on turn 6, but if we compared this to Ancient of Blossoms, it's a difference of 1/2 stats for a 2 drop. The best 2 drop might be Dirty Rat stat wise and Doomsayer is another potentially crippling pull. In that comparison its strictly a worse Ancient.
Cataclysm (4): i don't feel this card is very good. If the text read "Discard your hand at end of turn", this card might have been excellent, but dumping your hand (potentially a full hand due to being WL) is just too punish to come back from even if you could draw 2 per turn. However, it is a comeback AOE so it will always have some playability in tough situations.
Call to Arms (2): Very powerful card since this pulls small cards from your deck instead of being randomly generated. If you can play this on curve with a deck full of good solid 1 mana and 2 mana drops this is going to be a real strong tempo play. It also thins your deck of smaller cards so your mid and late game draws are improved. Also follows paladins general game plan pretty well and synergies with its buff cards. Only reason this is not a 1 is because it is somewhat draft dependent since occasionally somme drafts will be starved for low mana minions.
Hungry Ettin (3): I was way more excited about this card at first, but in the end, it just looks average. It will perform very well when ur ahead for sure and even when ur behind, its a solid taunt, no question about that, but it has too much baggage attached to it (in many ways) for it to be called a solid card unconditionally. Seems like a prime example of a minion made for the Recruit mechanic tho.
Cataclysm (3): Im not totally sure about power level of this card. In arena ur out of cards relatively fast in most decks, tho WL has the hero power and thus built in draw engine, which makes him to have more cards in hand on average than most classes. But i suppose u can balance that, if u have this in your hand, u will purposely not draw cards, if u can avoid it. A Twisting Nether-ish for 4 mana is pretty cheap, but u cant rly set up a follow up, only thing u can do is to tap after and mby play what u got, if its cheap enough ... hmm, i rly dont know, this cards is looking worse and worse to me the more i think about it. Will have to see it in action to form a proper opinion.
Call to Arms (2): Pretty amazing arena card, technically Doppelgangster for 4 mana on average, which is already damn good value, on top of that it draws crap out of your deck that u would not want to draw into later on. The only problem is, that u dont want too many 2-drops total, so it might recruit just one or two minions later on, but with Hoarding Dragon being a thing, i suspect an early game part of the decks might shift to include a lot more 2-drops to guarantee yourself some board presence before T4 to be able to deal with the drake at all, so this card might be top notch when the meta stabilizes.
Call to Arms seems pretty nuts to me, I'd rate it a 1.
It thins your deck removing the topdecks you dont want while giving you some value. Can be game winning.
I agree, but it technically is a "very" draft dependant card, so there is some wiggle room between 1 and 2 rating and until we see how the meta will look like, im gonna be a bit more conservative, but like i said earlier, i do believe this will become 1 eventually :)
Hoarding Dragon (1) : Immediately I think of Hungry Dragon, although I do think this card is much stronger since it doesn't provide your opponent with an immediate compensation for the stats of the dragon. The delayed coins do make for a better turn from your opponent in the future, but they have to get thru the 5/6 body first and theres no guarentee they will be able to utilize the coins potential. The card also gets better as the game progresses since the coins decrease in value as the game drags on. You need to deal about 6 mana worth of tempo to make up for this card and its drawback, this shouldn't be an issue in most early game situations. Since its a common I'd expect this card to haunt us on turn 4s in many games to come.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
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Psychic Scream - Excellent.
Essentially Twisting Nether that costs 1 less and doesn't ignite Deathrattles. Now even Cobalt Scalebane can't completely save you from Priest's control prowess. Also I can see Arcane Tyrant peeking in the corner.
Hoarding Dragon - Good.
The Deathrattle is obviously bad, especially in Arena, but at least your opponent has to work for it. You can try to silence it too if you can afford it, for example by playing Defias Cleaner on curve. Also, hey, excellent flavor.
#1 NA, January 2018 Arena leaderboard. twitch.tv/sirosis_hs
Psychic Scream 2 : Clearly an incredibly strong card. Think it's better in constructed where the point of the Priest decks currently is basically being able to survive until you get your Raza/Anduin combo or draw into your big spells/minions. That doesn't happen in arena. You play this at Turn 7 in Arena and your opponent has a 7 or 8 mana turn where they get to play onto an empty board.
Still, if you're behind with cards in hand then it's the best board clear in the entire game, and both Doom and Twisting Nether are great cards so.
Hoarding Dragon 1 : I don't think the two coin downside is that big a deal (and is less of a big deal in arena than it is in constructed). About the only bad thing that'll happen to this on the turn you play it is it gets fireballed, most other classes are going to have a real problem handling a Turn 4 5/6, especially if you coin it out yourself! Will become a top tier arena card.
Arcane Tyrant 4 : Unreliable, slow, terrible stats. Good in the right deck but many many classes will simply never draft a spell that expensive.
Voidlord 4 : Bad stats. Such an incredibly slow play for Turn 9. Yes sometimes some big old taunts will save your life but given you've played such a dearth of stats on such a high turn I imagine you're just delaying the inevitable.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
Hoarding Dragon (1+++): Well, i guess we found our Bonemare of KAC. Hoarding Dragon is gonna be such a shit to go up against when played on curve. This card alone might make u draft a lot more early game to have at least some board. Imagine if u actually dont have a 2 and 3 drop and your opponent does and then he drops this. The game is basically over at that point.
Voidlord (3): Little heavy for arena for what it does, nice synergy with Bloodreaver Gul'dan in constructed and also when u do get it from random effects and the three Voidwalkers can help to stall even more, but ultimately, they wont do much. I would probably rather have Giant Mastodon than this tho.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): One of the best cards released so far. 4/4 for 4 isnt amazing, but its good enough for the added effect - three free 4/4s down the line. It might never happen, sure, but the potential value is just so damn high and the downside being one less stat over Chillwind Yeti ... which is nothing in comparison. You would probably want Vilespine Slayer or some others over this still tho :)
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Honestly, I can see situations where I would simply keep King's Ransom and push for tempo. All arena decks are a hodge-podge anyway, so unless there was a card still in my deck that would be game-wrecking if my opponent drew it, I'd just keep going. If you play the Ransom immediately, you effectively make King Togwaggle an 8 mana 5/5 that reads "Lock 5 of your opponent's mana crystals on their next turn." Rather than reward someone for playing such a bad card, I'd just keep it and kill them for it.
Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
Fal'dorei Strider 1 : Insanely good, will be the card that helps keep Rogue tier 1 in the new meta. Even if you only draw 1 of the 3 (very very likely) it's crazy good value. Best arena card so far in the expansion.
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Hoarding Dragon Rating 1(Excellent): Everyone will make the obvious comparison to Hungry Dragon, but because this one has a Deathrattle instead of a Battlecry, I think it is much better. Such a large minion on turn four is going to be difficult to deal with and I don't think giving your opponent two copies of The Coin are a huge downside.
Voidlord Rating 3(Average): It's a huge Taunt that can easily delay your opponent, without including the three minions that spawn from his Deathrattle. Although he's quite expensive he may just give you a couple of extra turns to finish off your opponent.
Fal'dorei Strider Rating 1(Excellent): The value from this card is outstanding and there's no downside. You've got the potential to get 16/16 worth of stats after paying only four mana. Well, there is actually one downside to this card. You can expect to see it paired against Vilespine Slayer in your draft, and that decision is going to hurt!
"To build or destroy...only you decide which joy." - Last Crack
Agreed, while the drawback is real, Hoarding Dragon's immediate impact is just too good to pass. Come Kobolds, I'm ready for Dragon Treasure hunt!
Voidlord - Playable
While it doesn't do much on offense, it's very, very good at protecting you or your board. Its another prime Silence target though.
Fal'dorei Strider - Excellent
Aren't we just talking about how good free 4/4 minion is? Sorry Arcane Tyrant, move aside. I like that this also make your card drawing spells and minions way, way better (heard that rogues got a lot of those).
Hungry Ettin - Excellent
I'd say that getting free two-mana minion isn't worth having to face 10-Health Taunt with 4 Attack (well except if you get Doomsayer).
Hungry Ettin Rating 3(Average): This is a huge Taunt, but I can't help but feel like it's giving too much to your opponent. Of course, if they can't deal with it right away, things aren't going to be looking so good for them. Don't be surprised to see a Doomsayer pop up every once in awhile just to ruin your day.
"To build or destroy...only you decide which joy." - Last Crack
Voidlord (2): Nice buff to Bane of Doom. The card is about stabilizing the board. Getting hard removed is a problem for any top tier minion, and this card suffers the same fate if your opponent had Polymorph. It compares closest to Soggoth the Slitherer and Giant Mastodon and I'd argue it's somewhere in between, although this card might be the most likely to save you from death in most situations since hard removals are quite rare. Its a demon too, so theres always interesting synergies eith that.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): Great card from a value perspective, although it's value comes from drawing the spiders which may or may not come in that case it's a 4 mana 4/4 with no immediate impact which is nothing to write home about. Its not up to Vilespine Slayer power levels, but it's a solid card.
Hungry Ettin (3): Huge stats on turn 6, but if we compared this to Ancient of Blossoms, it's a difference of 1/2 stats for a 2 drop. The best 2 drop might be Dirty Rat stat wise and Doomsayer is another potentially crippling pull. In that comparison its strictly a worse Ancient.
Cataclysm (4): i don't feel this card is very good. If the text read "Discard your hand at end of turn", this card might have been excellent, but dumping your hand (potentially a full hand due to being WL) is just too punish to come back from even if you could draw 2 per turn. However, it is a comeback AOE so it will always have some playability in tough situations.
Call to Arms (2): Very powerful card since this pulls small cards from your deck instead of being randomly generated. If you can play this on curve with a deck full of good solid 1 mana and 2 mana drops this is going to be a real strong tempo play. It also thins your deck of smaller cards so your mid and late game draws are improved. Also follows paladins general game plan pretty well and synergies with its buff cards. Only reason this is not a 1 is because it is somewhat draft dependent since occasionally somme drafts will be starved for low mana minions.
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Hungry Ettin (3): I was way more excited about this card at first, but in the end, it just looks average. It will perform very well when ur ahead for sure and even when ur behind, its a solid taunt, no question about that, but it has too much baggage attached to it (in many ways) for it to be called a solid card unconditionally. Seems like a prime example of a minion made for the Recruit mechanic tho.
Cataclysm (3): Im not totally sure about power level of this card. In arena ur out of cards relatively fast in most decks, tho WL has the hero power and thus built in draw engine, which makes him to have more cards in hand on average than most classes. But i suppose u can balance that, if u have this in your hand, u will purposely not draw cards, if u can avoid it. A Twisting Nether-ish for 4 mana is pretty cheap, but u cant rly set up a follow up, only thing u can do is to tap after and mby play what u got, if its cheap enough ... hmm, i rly dont know, this cards is looking worse and worse to me the more i think about it. Will have to see it in action to form a proper opinion.
Call to Arms (2): Pretty amazing arena card, technically Doppelgangster for 4 mana on average, which is already damn good value, on top of that it draws crap out of your deck that u would not want to draw into later on. The only problem is, that u dont want too many 2-drops total, so it might recruit just one or two minions later on, but with Hoarding Dragon being a thing, i suspect an early game part of the decks might shift to include a lot more 2-drops to guarantee yourself some board presence before T4 to be able to deal with the drake at all, so this card might be top notch when the meta stabilizes.
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Call to Arms seems pretty nuts to me, I'd rate it a 1.
It thins your deck removing the topdecks you dont want while giving you some value. Can be game winning.
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