Woecleaver Rating 4(Poor): I'm not a fan of this card. It's really expensive with a completely unreliable Recruit effect. It sounds cool, but I got over that fairly quickly.
To My Side! Rating 5(Terrible): This will never, ever, ever work in Arena. I'm sure there is some other unrevealed card(s) that may make this feasible in Constructed, but it's utter garbage for Arena.
Twilight Acolyte Rating 4(Poor): It definitely goes up in rating if you have drafted several dragons, otherwise it's a pretty 'meh' 3-drop.
Void Ripper Rating 3(Average): This seems decent enough and you could certainly get some value from early cards like Fire Fly. I guarantee this will make for some crazy plays in the late game too, by giving you the ability to topple some large Taunts.
Greedy Sprite Rating 3(Average): It's a fragile minion, but I like the ramp effect that it offers. Anything that gets you a turn closer to Bonemare is a good thing, right?
Murmuring Elemental Rating 4(Poor) Most of the time it will be garbage, but there will be some Battlecry minions that will be worth it, like Fire Elemental and Bonemare. It's going to be hit or miss and may sit in your hand doing nothing.
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"To build or destroy...only you decide which joy." - Last Crack
The Darkness - 5 - obviously this will be insane with a silence or anytime you can give it taunt, but without those (and lots of those!) types of triggers for it, it's undraftable. Silence priest buff, cuz why not have another insane priest deck in the meta? :/
Neither silence nor taunt work on The Darkness. It's dormant, like Sherazin (which you can't silence or taunt either)
The Darkness - 5 - obviously this will be insane with a silence or anytime you can give it taunt, but without those (and lots of those!) types of triggers for it, it's undraftable. Silence priest buff, cuz why not have another insane priest deck in the meta? :/
The Darkness won't work with silence and/or taunt. It's dormant until the condition is met, which is like Sherazin form after it dies - you can't target it etc.
Rhok'delar 5 : Obviously a 5 in Arena. 4/2 on Turn 7 just isn't enough and the effect is going to happen in 1 in 100000 decks.
Master Oakheart 3 : I actually think in Arena with such a minion based drafting process, this is pretty likely to grab 3 minions, in which case it is absolutely insane. Hell it's pretty crazy if it grabs 2. Yeah it sucks at the end of the game, but so do a lot of cards.
The Darkness 5 : Awesome card, terrible in Arena, but awesome card.
Astral Tiger 3 : The bounce back doesn't matter in Arena usually, and other than that a 4 mana 3/5 is...okay? Yeti's a 2 star card, making this a 3.
Shimmering Courser 4 : Another card I like a lot, but for constructed not arena really. Has potential in Paladin when played with Spikeridged though.
Corridor Creeper 1 : If this is in your hand for literally 2-3 turns it'll probably cost near 0. I imagine others will rate this lower, but I think it's going to be incredible in Arena in the same way Nerubian Prophet was.
Kobold Barbarian 4 : Stats are good, but the effect is such a downside that...eh. Even if it just said minion rather than enemy I'd rate it a 3 at least.
Ebon Dragonsmith 4 : Below average stats and an effect that will rarely go off.
Gravelsnout Knight 3 : Will usually trade positively into whatever your opponent spawns, but not with much HP left to make it actually worth. Ends up being...okay.
Hooked Reaver 1 : Awesome. Even as a flat 4 mana 4/4 it's...playable if need be, but holding off until sub 15 health is pretty easy as a Warlock. Cheap but viable late game card, 4 MANA 7/7 WITH NO OVERLOAD? Great card.
Scorp-o-matic 2 : In a world dominated by Fire Fly, this is a good card.
Kobold Monk 3 : Decent statline for arena. Effect is pretty useless, but the statline is good enough for a 3 rating.
Shrieking Shroom 3 : Never going to survive more than a turn. If a 1-drop is 1/2 on average then this is a 3 mana 2/4 which is average. It gains a point for the potential to snowball if you can protect it, but loses a point because spreading stats out like that tends to make them weaker.
Dark Pact 3 : Synergising this is much harder in Arena where you're unlikely to build a deck full of eggs etc. and... really the 8 health isn't such a big deal to handle the tempo loss. Still, it lets you tap a little harder.
Flanking Strike 1 : Incredible card, and it's a common! Will make Hunter a whole lot stronger in Arena. Bundling value like this is always, well, valuable.
Sleepy Dragon 3 : Another Mastodon, but I think the Mastodon is better. The 4 attack is going to be less impactful, not worth the health gain.
Cave Hydra 2 : I like it. Coined out it'll take out a 2-drop and a 1-drop (or a Fire Fly + Elemental etc.). Yeah effects like this haven't been good in the past, but at 3 mana it's MUCH more effective.
Cavern Shinyfinder 3 : Super draft dependent, for obvious reasons, but I feel this doesn't really work without the Kingsbane Constructed synergy.
Potion of Heroism 1 : Really strong. Cheap buff card that's viable in the late game as well as the early, and cycles itself? I'll take several please.
Cursed Disciple 5 : Against non-ping classes this actually has decent potential depending on the board state, but it's such a fringe case that it can't be any higher than this.
Fungalmancer 3 : This after Saronite Chain Gang is... amazing. It's generally a 5 mana 6/6 with partial charge that relies on you having a board however, so gets deducted a point.
Kobold Apprentice 4 : I can't get behind statlines like this that require you to highroll.
Candleshot 2 : Being able to ping for an extra 1 in the early game is actually invaluable, but I'm not sure how much the immunity will matter in a non-aggro Arena meta.
Barkskin 3 : Don't care about the armour much, so how good is 1 mana to give a minion 3 health? Well, it's...okay! Just okay. Let's your 2 mana 3/2 trade into something bigger and survive at least.
Healing Rain 2 : I know I hate healing, but this is SO MUCH HEALING. The important thing is this can hit your minions. 12! That's crazy. Hitting multiple targets is actually better than a targeted heal too - yeah you don't want to hit your face but given you're unlikely to be damaged much by say turn 5/6 this could give you some amazing trades. Maybe too optimistic on this one.
Crushing Hand 2 : Basically Flame Lance, which was a pretty good card. Sometimes splitting the mana is good, sometimes it's not.
Dire Mole 3 : 1/3 isn't actually terrible, but it's not exciting either. Still, competes with pretty much every 1-drop out there.
Shifting Scroll 3 : Unsure where to put this. Sitting in your hand unused until it happens to hit upon the one spell you need is kind of a pain and I feel like you'll spend a long time just waiting for something good, Mage actually has a decent number of mediocre spells.
Boisterous Bard 3 : Needs to hit 2 minions to be good value, that's pretty difficult on Turn 3.
Corrosive Sludge 3 : 5 mana 5/5, very rarely a benefit. Average card.
Dragonslayer 3 : 4/3 is pretty badly worse than 3/4 in arena and I don't see the effect going off too often given there really hasn't been many dragons added in this expansion. Goes up in value against Priest.
Fungal Enchanter 2 : Better than Earthern Farseer which I always liked for it's help with your trades. Pretty good little card which will combo well with your discounted early game minions with big health.
Gemstudded Golem 2 : Armour gain is much easier in Warrior than Druid, and the statline is a pretty effective wall that should let you hit it regardless. Probably a 3 in reality, but goes up because Warrior is going to have a lot of armour cards when KaC hits.
Green Jelly 3 : 5 mana 4/5 if it gets killed off on the next turn, which is definitely pretty likely given the health total. Has decent potential if you can protect it at all, but suffers against classes with cheap 3 damage abilities. If you're ahead on the board it gets a lot better, but I dislike win more cards in general.
Plated Beetle 3 : It's a 2 mana 2/3 with a TINY benefit (bigger in Warrior + Druid)
Sewer Crawler 3 : 3 mana 3/4. Sometimes having a 1/1 is bad, sometimes good, who knows, perfectly average card.
Shroom Brewer 3 : The 4 mana version of Earthern Farseer. Not really what you want to play on Turn 4 but it wouldn't be too upsetting if you had to.
Sneaky Devil 2 : A lot of classes will actually struggle to deal the 2 damage necessary to kill this sneaky devil, what's a Druid going to do, Swipe you twice? Rogue? Warrior? Not as good against some others, downright bad potentially against Mage but at least when you play it you may be able to make some positive trades.
Stoneskin Basilisk 2 : Poisonous is good in Arena, simple as that, and this is at the very least going to eat a ping and a cheap minion.
Toothy Chest 3 : How good this is is super dependent on whether you're going first or not and what the board state is. Onto an empty board it's a great card, obviously, but if they're the ones leading the charge then it suffers a lot more. It's a 2 sometimes and a 4 sometimes, ergo, it's a 3! Maffs.
Trogg Gloomeater 2 : I really like Poisonous okay. 5 damage is hard to do on turn 5 for everybody who isn't a Mage and this is likely to trade in for at least 2 minions.
Violet Wurm 1 : 8 mana 14/14! Optimistic but man, I love this card, it's like a little Onyxia. Even having a deathrattle isn't necessarily a bad thing, gives you time to clear out your minions before they take down the beast. Probably a 2 but I don't care I love it and it's a 1, fight me.
Rhok'delar (4) : Constructed card, for arena, its a 4/2 weapon for 7 mana. Pretty terrible. It's reach at least.
Dark Pact (4) : It's actually not that bad in some spots, can be synergistic and cost efficient for 8 hp, especially in warlock. Still unreliable for Arena.
Flanking Strike (1) : Great removal and minion into a nice package. Wolf is a beast for further beast synergies as well.
Kobold Barbarian (3) : Good stats for it's mana cost, and in the early game it's a fine card, however, gets progressively worse in the late game. It bypasses taunts as well so it can be lethal damage in rare situations.
Sleepy Dragon (3) : Bit worse then Giant Mastodon consider the low attack stat here, but still a big minion with taunt that's a dragon probably isn't that horrible most of the time.
Cave Hydra (3) : Pretty good card if you can get the attack in first, the stats are a bit underwhelming for the cost, but the effect is quite powerful. Overall an average to above average card that also has beast synergies too.
Astral Tiger (3) : Fair stats for the mana cost, and a value focused deathrattle that is hard to take advantage of in Arena. Has obvious synergies with Recruit heavy decks.
Master Oakheart (3) : Seems likely to get at the very least 9/9 worth of stats split over 4 minions which isn't completely worthless. Potential to pull better then average minions with low base line stats like dun dun dun.... Silver Vanguard
Cavern Shinyfinder (2) : Rogue has some strong turn 3 weapons that can play perfect after this card. At 3/1 also trades into almost all 2 drops, or requires an answer in the early game. Overall very powerful turn 2 play for Rogue that has a very small dependency on the draft.
Shimmering Courser (4) : Better in buff classes then non buff classes. Generally a 3/3 isn't a high threat to be removed by spells anyways, so it's ability isn't that relevant when it's played.
The Darkness (5) : 4 man do nothing - potentially never do anything. Not for arena.
Potion of Heroism (2) : Combines a cycle with Hand of Protection and actually seems okay. Divine Shield is a powerful trade up ability and the cycle affect makes it worthwhile in the late game as well.
Psionic Probe (4) : Depending on the class you are up against, this can be a complete bust or potentially game breaking. Generally it's probably okay other then stealing a weapon buff card.
Cursed Disciple (3) : Nice total stats for the mana, although they are easily handled by ping classes the 5 damage is threatening and probably need to be dealt with efficiently in order to save minions or face damage.
Fungalmancer (4) : 2/2 + 4/4 charge for 5 mana, seems good, but finding the targets for this might be difficult. It's going to be a dead card in your hand sometimes, and can't be played by itself without any targets, so its a bit inconsistent compared to cards like Doppelgangster.
Ebon Dragonsmith (5) : Unplayable in most of the classes, and even in weapon classes is barely even draftable. You don't see cards like Blackwater Pirate being overly valued in weapon classes for example. Doesn't matter if this is a dragon.
Kobold Apprentice (3) : If this was guarenteed to be delivered to minions it would be pretty huge since it can remove a 3 drop by itself on cast. As it is, it's not a bad card since the damage can also equal lethal on rare occasions, but missing the split damage and leaving a 2/1 body without removing any enemy minions is a pretty bad deal. Still a draftable card though and has upside.
Candleshot (2) : Solid card that gives Hunter access to an early ping. The immune ability is quite solid and this card should be at least better then Light's Justice.
Barkskin (3) : Feels like decent value for 1 mana and has some armor synergies with class cards from this new set. Draftable.
Healing Rain (4) : Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Corridor Creeper (2) : Card has some potential to be cheated out early. At 5 mana, it's fair for it's cost. Keep in mind it's ANY minion that dies, not just friendly, so it's pretty easy to achieve a nice tempo play with this being played for cheap. I'm surprised it's not a beast tag actually.
Corrosive Sludge (3) : Fair stats for the mana cost, and a solid battlecry for all the new weapons that surely will be in this meta.
Dragonslayer (2) : In the same power bracket as Golakka Crawler when the battlecry triggers. It's a strong on curve minion that doesn't suffer from loss of stats for potentially huge battle cry.
Fungal Enchanter (2) : Very decent card. Fair stats and a good board heal for only 3 mana investment. It's an improved Darkscale Healer
Gemstudded Golem (3) : Pretty beastly stats for it's mana cost, and 5 armor for Warrior shouldn't be overly difficult to achieve with the new and old armor boosting cards along with it's hero power. The 5 attack wall should be pretty relevant and prevent attackers from breaking through without suffering causalities.
Gilded Gargoyle (4) : Low tempo play for future tempo. Seems bit unstatted for it's effect, and since it's priest, finding it a bit hard for them to take advantage of a big tempo turn with the coin in their hand. But not a bad tool for them to smooth out their curve or reach their late game a bit earlier.
Gravelsnout Knight (5) : Rough a 1/2 net stats if we consider the resulting 1 mana spawn as a 1/1 minion. It's hard to like this card in any situation considering it's mediocre over stats vs it's drawbacks.
Hooked Reaver (2) : Pretty insane upside for a reasonable/controllable conditional battlecry. It's a Demon as well so theres some synergies there as well. Otherwise it's still a 4/4 demon for 4 mana.
Kobold Monk (2) : The ability isn't overly relevant in most instances but it's stats are quite strong for it's mana cost and it can produce some awkward situations for your opponent to play around.
Plated Beetle (3) : Easy pick if you need a curve filler. Solid 2 mana minion with healing upside and late game scalability. Also a beast.
Scorp-o-matic (4) : Occasional good battle cry, killing any minion with it will be good value for it's cost. As is, it's a bit unreliable and understatted.
Shrieking Shroom (3) : On average you're getting about 3/3 worth of stats split over 2 bodies, with a potential high roll of 3/5 stats over 2 bodies. Not broken good but not bad. Worse case is you roll something like a 1/1, but the original Shroom body still needs a response.
Shroom Brewer (3) : Blown up Earthen Ring Farseer. Fair stats for it's mana, nothing fancy about it's battlecry, but has late game playability.
Sneaky Devil (3) : Generally pretty bad without a board, but the stealth is helpful in giving you a chance to extract value from this card.
Stoneskin Basilisk (2) : Potentially a 2 for 1 card. This card is pretty bonkers unless your opponent has a specific card to stop this, or a couple throw away minions. At the very least it should be a 1 to 1 most of the time and can produce awkward turns for your opponent to stop this thing from getting value.
Toothy Chest (4) : Validated Doomsayer works in part to it's 7HP which makes it a bit more difficult to remove then this 4HP minion. Don't think this is a good card overall.
Trogg Gloomeater (3) : Seems okay, probably a bit low on the value scale for it's mana cost, but it should at least be a 1 to 1 card most of time potentially stopping a much larger threat. The combination of taunt and poisonous is definitely a premium defensive pairing that makes even poor statted minions worthwhile in most cases.
Violet Wurm (2) : Pretty damn powerful value card, the problem is it's a 8 mana do nothing card. But a 7/7 beast is still a threat and if this is dealt with efficiently, you still need something to deal with a board of 1/1s afterwards. It's a bit more value then Sated Threshadon but 1 mana slower. Would give it a similar rating.
Wax Elemental (4) : No tempo, and a small meat shield. does have the elemental tag for some synergy value.
Dire Mole (3) : It's a draftable 1 drop with beast synergy, nothing overly exciting.
Crushing Hand (3) : Overload cost seems a bit expensive for the immediate tempo, but still good as cheap removal, just plan accordingly.
Shifting Scroll (3) : Shifter Zerus is pretty terrible in Arena, this card is probably on the same levels of terribleness except the pool is a bit more specific which might churn out an answer or two once in a while in Arena.
Rhok'delar (5): You will never have a deck without minions in Arena. Only in fatigue, but thats beside the point. So 7 mana for 4/2 weapon is a horrible price.
Dark Pact (4): Decent health gain which u do want as WL, but sacrificing one of your minions is not exactly what u would like to do, if it ain an egg. Not the best topdeck either, but it is definitely a good tool and WL might actually find use for it more often than not.
Kobold Barbarian (3): Oh boy, our good ol' Ogre Brute is back. It will basically act as him 99% of the time, tho u cannot hold off the attack, if u rly wanted to, so its kinda a bit worse than him, but only ever so slightly. It will be a strong on curve play, but when it keeps goin face like the Ogre Brute often did and u lose a game cause of it .. yeah, that will happen. I can guarantee that right now.
Sleepy Dragon (3): I suppose in any class but priest i would rather have Giant Mastodon cause he has a better stat distribution, but the Dragon tag will be super important in a priest draft. Overall, its just a big taunt, nothing amazing, but it gets the job done as well as it can.
Cave Hydra (3): Cute minion, if u play it with the base stats, chances r it will be very very underwhelming, if ur not ahead on the board. The ability can act as a semi-aoe and help u clear some crap from the board, tho if u would play it in that situation, the Hydra would probably never lived to attack in a first place. There r some hand buffs in hunter and some beast synergy etc. I think this minion's real potential has to be discovered first, then we can form a proper opinion.
Astral Tiger (3): Stats r fine for its cost, tho the deathrattle is kinda a downside more than not. Its not a bad card per se, but i dont think u would want to draw into it over and over. Might be good in combination with some Recruit cards, but im not holding my breath.
Master Oakheart (3): I suppose he will be fine most of the time, not amazing, but fine.
Cavern Shinyfinder (3): Rogue's take on forge of souls, its better in terms of that it is a minion, not a spell, so it provides some value even when there is no weapon in your deck. 3/1 for 2 mana isnt end of the world, tho it does die to a ping. But i dont see this card drawing a weapon very often, u basically draft only Perdition's Blade or Shadowblade and both r rare. And if u do get them, u will have like just one in the entire deck. If this card can draw u the weapon, then it is definitely worth it, but i just dont see it happening very often. Its obviously a card that is supposed to make Kingsbane deck work.
Shimmering Courser (4): Very understated 4-drop to make up for the powerful ability. Too bad the ability is basically non-factor in arena most of the time, cause it will not live long enough to take advantage of. Sure u can combo it later on, but such a play is generally a bad idea to begin with.
The Darkness (5): Card draw is not a thing in the most arena decks, so this is basically a 4 mana "do nothing". The tempo lost from playin this card can probably never be recovered. Do not pick.
Potion of Heroism (1): That is one strong card. I will gladly pay 1 more mana over hand of protection to draw a card, hell yeah! I mean u already dont leave any minions on board for paladin, if u can avoid it, but this card is so good i wouldnt be even too worried just playing it on a minion i just slapped down, since it cycles itself. Very nice.
Psionic Probe (3): Id say better than Mind Vision, but i mean ur just trading a card for a random spell from your opponents deck. Arguably a removal, aoe or a buff since what else would they draft, right? I think it will perform just fine actually and will be super annoying, but i still give it just average rating, cause it is random in the end and who knows what can happen.
Cursed Disciple (4): This will most likely perform about as good as Arrogant Crusader most of the time. Probably even worse, since u can ping one or both forms. I mean it will require a response, but im not too convinced that this will get 4 mana worth of a response out of your opponent.
Fungalmancer (4): This can be super strong, but its basically a win more card, since if u dont have board, u cant rly play this. It can help your minions to get HP above some AOE's thresholds or to trade up, which is nice, but i mean its not gonna perfom that well on average, i think id rather have Sunborne Val'kyr over this every time.
Ebon Dragonsmith (4): I like it better than Blackwater Pirate cause of the stat distribution and the (probably) meaningless dragon tag for weapon classes, but in the end its about as bad. Another very obvious card that was made solely to support Legendary weapons in constructed.
Kobold Apprentice (3): As much as i HAAAAAAAAAAAAATE Mad Bomber, i would still probably take him over this. Even tho this can no longer target friendly characters, the stats for the cost r just horrible. U rly have to hit what ur aiming for, if this is ever to be worth it.
Candleshot (2): Hell yeah, i will take a Light's Justice-like ping weapon that protects me from taking damage. It is actually better than Light's Justice, since u can ping big minions without worries.
Plated Beetle (2): One of the better 2-drops for sure. Armor is more valuable than Health and can be a combo piece for some other cards. Vanilla 2-drop stats with an upside, whats not to like?:) Dont forget to light a candle (*wink wink*) for the poor River Crocolisk on your way out!
Dire Mole (4): This is a lot better in ping classes, but its still nothing exciting. Just another 1-drop. I would rather have a 2/1 most of the time.
Barkskin (1): Oh boy, are we making druid into a priest? This shit is gonna be SO powerful. Honestly the armor part could have had been out and it would still be an amazing card, but since the Armor is there, the card is that much stronger. Also some bonus synergies with the armor for druid in this expansion beyond a bonus "health" for your hero.
Crushing Hand (3): The overload will suck, but this is a pretty strong tempo play as many other shaman removals with Overload attached. This card is definitely a boost for shaman arena. But it might be a bit too punishing playin this in the early turns after all that anyway :/
Boisterous Bard (3): Pretty much literally 3-cost Sunborne Val'kyr. Or shattered sun cleric, that changed the attack for health on another minion. I honestly dont know which of these three would i rather have. It will most likely depend on the draft at any given point i get this offered. Its a decent enough minion that can help your guys survive the trade and the stats r fine enough for this to be considered. So yeah, ok card, but situational.
Healing Rain (4): Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Corridor Creeper (2): Nerubian Prophet-esque card. Should be fairly easy to get a couple of discounts, since enemy minions count as well.
Corrosive Sludge (2): Wow, we certainly didnt need another ooze, that isnt even understated (ok by one point, but cmon :p). Decent 5-drop that will occasionally destroy a weapon. Tho u will probably not keep this in hand for the battlecry as u do with the other oozes.
Dragonslayer (1): Until the meta settles down, this will be a very high priority pick for one simple reason: Hoarding Dragon. Yeah, its not gonna be on curve play, but if u can remove him with this card, u basically played a 1-cost 4/3 that killed your opponents 4-drop. That seems like a preeeeeety good value, doesnt it? And it wont be just Hoarding Dragon, that will get killed by this, there will be a pretty good number of dragons u will see very often. This card will be totally disgusting, when played against you.
Fungal Enchanter (2): Wow, another old timer cries in a corner - Earthen Ring Farseer. Basically superior version, one less 1hp for the ability to heal your board. You usually heal minions with him anyway, so this is basically a heal for your hero more than the other way around. Very nice card.
Gemstudded Golem (1): WOW pretty sick taunt for just 6 mana. 5 armor is a bit high for arena standards, but mby some of the new cards can help you with that. But even if u wont be able to attack with this, its a gigantic stat wall that is very much cost efficient. Premium taunt right there.
Gilded Gargoyle (4): This card looks like it was made for the priest legendary weapon - Dragon Soul. But for arena standards, paying mana to save mana in the future is a backwards thinking and will probably not pay off, tho i wouldnt be surprised if it did in a priest deck with Free From Amber, Psychic Scream or Mind Control. Still, i dont recommend picking this card.
Gravelsnout Knight (5): Eh, about as bad as Hungry Dragon, worse actually. It has to be worse, since its a T1 play tho. Can be "recovered" in the same way, but then will u rly get value out of this and not lose even more, if u have to clear that 1-drop with something else? Meh, i think i ll pass.
Green Jelly (3): Its gonna be annoying more than anything most of the time. It is a taunt in the end, but its no Hogger. I think id rather have Silver Hand Knight over this most of the time, tho if it survies a turn, it will provide more value already. Not bad, but not amazing either.
Healing Rain (4): As much as i like healing and healing my minions, this card is a bit meh. Tho 12 hp for 3 mana is a decent amount, i dunno, mby it will be part of the comeback tool that is missing for shaman in some games, but given his poor card draw options, i doubt he can afford to draft this.
Hooked Reaver (1): WOW thats a card! Pretty strong. Its a meh 4/4 when played on curve, but can become a 6/6 taunt when ur behind, pretty sick. Being a demon might have additional advantages as well. Pretty solid card for WL in general.
Kobold Monk (2): No that the ability will matter like in 99% of your games, but 3/6 for 4-mana is a very nice statline, so just take that and be happy :)
Scorp-o-matic (5): The battlecry will not kill anything 99% of the time. Not worth pickin for the battlecry and stats r abysmal without it, so just dont pick it.
Shifting Scroll (4): Shifter Zerus but for spells. Problem with this will be pretty much the same as with Zerus, when u get something good, u will most likely not be able to play it or it wont be the time to play it. I think this card is kinda more of a late game card than anything, but its randomness is what will rly hold it down in arena. Unreliable RNG is not something u want to rely on. Still its a mage spell, so ... it cant be that bad, right ?:D
Shrieking Shroom (3): About as good as Sewer Crawler on average, it does need to be answered to stop the value genration, shouldnt be too hard with that statline. It will be more of an annoyance than anything most of the time, but i guess there r worse cards.
Shroom Brewer (3): Decent card for what it does, i imagine it will actually make several archetypes playable in constructed, since its a decent amount of healing with not much tempo loss. But for arena standards, its about average value. U wont be sad to draft it, but u will hope for a better card.
Sneaky Devil (4): This card will be super annoying, if u cant draw a board clear, but with 2 health, basically almost any AOE will clear that. It will definitely cause me some headaches, i know that already, but until i see it in action, i will not be looking for it in my drafts (mby shaman, but thats about it :p).
Stoneskin Basilisk (2): Wow, pretty high value card. In absolutely very least it should be a less controlable (in terms of where u trade with it) Giant Wasp, but with potential to kill off two minions. Very nice card. SUPER annoying to deal with.
Toothy Chest (4): Validated Doomsayer of 3-drops. It would be an ok play on curve when there r no enemy minions. After that the value goes rapidly down. We will 100% see this card work, but i would imagine its not worth gambling on it. Its a good 3-drop if it works, but a "heal 4 hp for 3 mana" in every other situation.
Trogg Gloomeater (3): Probably better than venomancer, since u cant just ignore it. The one attack traded for taunt has 0 meaning, since poisonous, so ... yeah. Decent card for anyone who doesnt run into friggin Stampeding Kodos on T5 every other game like me :)
Violet Wurm (3): Pretty strong looking card with an amazing value. But its a tad slow for my taste. We shall see how this performs.
Wax Elemental (4): This will be pretty sick with handbuffs, but not in arena. It does barely stop two attacks, but thats about it. Not worth a deck slot.
Twilight Acolyte - Good. At worst, it is 2/4 for 3 mana, not really bad. At best, you Humility a creature and making this a deadlier threat, which is nice.
2/4 for 3 is pretty bad tbh ... but all that aside, u need a dragon in hand to activate, thats why we rated it so low, sure, there is a high chance that priest will have decent dragon synergy, but that doesnt change the fact, that this is a combo card, most likely an unreliable combo card.
Most 3 mana minions in standard is 3/3, so really, 2/4 is still okay. But I agreed that there are better epics than a vanilla 2/4. Let's see if Sleepy Dragon or Hoarding Dragon can help with this.
I'm a bit high on Twilight Acolyte just on a hunch. I just have a feeling Priest is going to be able to draft dragons fairly consistently, therefore t will activate more often than not.
Also, watch out for Kobold Berserker. Don't let the random attack fool you, it's comparable to Ogre Brute, and that was a solid minion back in the day, despite the drawback. 4/4 for 3 is just powerful, and will often trade two for one.
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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.
Rhok'delar Rating 4(Poor): Definitely a constructed card. I didn't rate it terrible because at the very least it's an overpriced 4/2 Weapon.
Master Oakheart Rating 3(Average): I'll think he'll just be alright most of the time, but if you did get one of each you would have (at the very least) 6/3 additional combined stats to your 5/5 body, giving you a total of 11/8 in combined stats. That's really not too bad and the Health stats are likely to be better than my example. If you don't get at least two minions from the Battlecry, then he's not worth it.
The Darkness Rating 5(Terrible): This is a really cool card, but it has no place in Arena. It is highly likely that it would sit dormant the entire game and just be a waste of space.
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"To build or destroy...only you decide which joy." - Last Crack
Astral Tiger Rating 3(Average): This is a cool concept, but could prevent you getting to the cards you need in the late game. Few things will be more frustrating than digging for your removal or a Taunt, only to draw this again.
Shimmering Courser Rating 4(Poor): This is another cool card that has way more potential in Constructed than in Arena.
Corridor Creeper Rating 1(Excellent): It shouldn't be hard to get a discount on this minion because it doesn't have to be your minions that die, anything will work! You'll be seeing a lot of comparisons to this and Nerubian Prophet.
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"To build or destroy...only you decide which joy." - Last Crack
Kobold Barbarian Rating 4(Poor): If you get this early he probably ranks a bit higher, but after that it's really a toss-up for how well he'll perform. There will be the occasional chance that he gets lethal for you, but it's not going to be a consistent minion at all.
Ebon Dragonsmith Rating 4(Poor): His stats are bad and the effect will be unlikely to trigger, but I suppose he has some potential interaction with other cards since he is a Dragon.
Gravelsnout Knight Rating 4(Poor): Most of the time I don't think you'll be thrilled at the outcome and it's going to be super frustrating if you summon your opponent their own Gravelsnout Knight.
Hooked Reaver Rating 2(Good): If you don't get the Battlecry it's a decent enough minion, but if you're at 15 Health or less, then this easily moves up to an Excellent rating!
Kobold Monk Rating 3(Average): Most of the time the inability to use a Hero Power on an opponent won't be a huge factor, but the stats are good for the cost of this minion.
Scorp-o-matic Rating 4(Poor): Most of the time it's going to be a crappy two-drop, but it can really come in handy when you're facing a Shaman or your opponent starts off with a Fire Fly. I was really surprised to see this lone Mech for the new set! This makes me think we'll definitely see more Mechs again in the next set or two down the road.
Shrieking Shroom Rating 3(Average): If this pops out a Shieldbearer I think it becomes an annoyance, but I'm not sure it will live long enough to make a huge impact. I'm also not sure you want to leave it out there, filling your board with 1-cost minions. Unless you have a Bloodlust, they probably aren't going to win you the game.
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"To build or destroy...only you decide which joy." - Last Crack
Twilight Acolyte - Good. At worst, it is 2/4 for 3 mana, not really bad. At best, you Humility a creature and making this a deadlier threat, which is nice.
2/4 for 3 is pretty bad tbh ... but all that aside, u need a dragon in hand to activate, thats why we rated it so low, sure, there is a high chance that priest will have decent dragon synergy, but that doesnt change the fact, that this is a combo card, most likely an unreliable combo card.
Most 3 mana minions in standard is 3/3, so really, 2/4 is still okay. But I agreed that there are better epics than a vanilla 2/4. Let's see if Sleepy Dragon or Hoarding Dragon can help with this.
I agree that theoretically, its basically the same, but in reality it is not. Mby in ping classes it would be fine, but in non-ping classes u most definitely want a 3/3 over 2/4 so it can trade with 2/3s and 4/3s.
I'm a bit high on Twilight Acolyte just on a hunch. I just have a feeling Priest is going to be able to draft dragons fairly consistently, therefore t will activate more often than not.
I think so too, and i hate it. I will draft all the Dragonslayers of the world!
Also, watch out for Kobold Berserker. Don't let the random attack fool you, it's comparable to Ogre Brute, and that was a solid minion back in the day, despite the drawback. 4/4 for 3 is just powerful, and will often trade two for one.
Yeah, i said it as well that its basically Ogre Brute, but i still have nightmares over the lost games cause that little f*** went face 4 times in a row and completely cost me the board. This will be the same :D
In constructed yes way too weak, too many pings and aoe but in arena, the gibberer could easily be plopped behind a taunt and you get an extrA, then two extra, and it could help trading up and filling out your curve. Maybe it will be too slow but I will try drafting it with taunts to protect it
Dark Pact Rating 4(Poor): It's a huge Health gain, but as we've always observed in the past, heals are not a priority card in Arena. Sure, it will come in handy in the right situation, but it won't consistently be something you want to draw.
Flanking Strike Rating 1(Excellent): Great removal and minion for the cost!
Sleepy Dragon Rating 3(Average): This guy is huge and won't be easy for your opponent to get rid of, but I think I'd rather take the extra Attack and less Health from the Giant Mastodon.
Cave Hydra Rating 3(Average): I like it, but the 2 Attack is only so-so. If you're able to hit this with a Houndmaster or Bonemare, then it becomes insanely good!
Cavern Shinyfinder Rating 3(Average): It's a nice way to thin out your deck and get a Weapon in the process, but this guy is very fragile. You could definitely have fun drawing into a Perdition's Blade.
Potion of Heroism Rating 2(Good): It's an improved Hand of Protection and replaces itself, since you're drawing a card. Looks pretty good to me!
Psionic Probe Rating 3(Average): You will be disappointed if your opponent has no remaining spells in his/her deck, but most of the time this might as well be a a Mind Vision and you never know what you'll get. At the very least, you know you won't draw The Coin.
Cursed Disciple Rating 4(Poor): It's just so easy to kill, but it has the potential to be problematic and is a great answer to Tar Creeper.
Fungalmancer Rating 4(Poor): If you've already got the board, then this is a great card. If you're only hitting one minion, then you're only getting 4/4 worth of combined stats for 5-mana...and that's not a good deal.
Kobold Apprentice Rating 3(Average): I like that it only hits enemies, but the stats are really terrible. I think I'd rather go for Mad Bomber and risk hitting myself.
Candleshot Rating 2(Good): Early ping ability with immunity? Yeah, that seems good to me!
Plated Beetle Rating 3(Average): I think it's fine for a two-drop and has some benefits for Warrior and Druid.
Dire Mole Rating 3(Average): It seems okay for a one-drop and could have some benefit with the Beast tag, but it's definitely nothing to get too excited about.
Barkskin Rating 3(Average): There are a lot of 1 Health minions that could actually be a threat after getting this (like the Cursed Disciple, but I don't think it's going to break the game.
Crushing Hand Rating 2(Good): The Overload sucks, but it's good, cheap removal for big minions in your way.
Boisterous Bard Rating 3(Average): If you hit at least one other minion it's decent, giving you combined stats of 3/3 for three-mana.
Corrosive Sludge Rating 3(Average): It's a bigger Acidic Swamp Ooze and I think the cost is just fine whether, you trigger the Battlecry or not.
Dragonslayer Rating 3(Average): If you trigger the Battlecry this easily moves up to a 1, but otherwise it's just an average three-drop.
Fungal Enchanter Rating 2(Good): By itself this card is fine, but the healing effect would normally cost two more mana (see Darkscale Healer), so this is pretty good!
Gemstudded Golem Rating 2(Good): That is a really large Taunt for only 6 mana! I don't think it will be too difficult to get the Armor necessary to attack, but even if you don't, it's still a big wall for your opponent to break through.
Gilded Gargoyle Rating 4(Poor): Getting The Coin is probably not enough of a reason to draft this.
Green Jelly Rating 3(Average): It's like a mini Hogger, and it will often create problems for your opponent. It will at least add another hurdle for them to get through and it has to be killed or it will get out of hand.
Healing Rain Rating 3(Average): That is a lot of healing for your side of the board and could really help make some favorable trades and continue to stay alive.
Sewer Crawler Rating 3(Average) It's been pointed out this is basically a reverse Razorfen Hunter, and I have to agree.
Shroom Brewer Rating 3(Average): It's seems like there are a lot of Common heals appearing in this set, and while they're nice, it doesn't really add much value to this minion.
Sneaky Devil Rating 3(Average): This has the potential to be truly annoying, as it is a Stealthed Raid Leader. You may be able to force your opponent into a less than optimal AoE just to get rid of it, because they really can't leave it on the board indefinitely.
Stoneskin Basilisk Rating 2(Good): If your opponent can't use their Hero Power to pop its shield, you're going to be able to get some really good value and huge annoyance factor out of this minion.
Toothy Chest Rating 3(Average): I know this is easier to kill outright over its brother, Validated Doomsayer, but I think it will surprise us how often it is still a big, early threat.
Trogg Gloomeater Rating 2(Good): This will definitely cause problems, since it has Taunt, and the Attack power is irrelevant due to being a Poisonous minion.
Violet Wurm Rating 2(Good): As long as it doesn't get hit with Polymorph you're looking at 14/14 worth of combined stats for only eight mana!
Wax Elemental Rating 4(Poor): This will buy you a couple of turns, but it's still pretty crappy.
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"To build or destroy...only you decide which joy." - Last Crack
Corridor Creeper is going to be the surprise card of the set, I think it'll surprise a lot of people with just how damn good it is in Arena where minion to minion trades happen on pretty much every single turn. Will not be a rare play at all on Turn 4 which is already good, and any earlier and it's legitimately incredible. Even late game it's a decent stat stick.
Corridor Creeper is going to be the surprise card of the set, I think it'll surprise a lot of people with just how damn good it is in Arena where minion to minion trades happen on pretty much every single turn. Will not be a rare play at all on Turn 4 which is already good, and any earlier and it's legitimately incredible. Even late game it's a decent stat stick.
I agree, I think it probably is better then Neurbian Prophet which is a borderline tier 1 card. You'd probably want to keep the Creeper in your opener same as the Prophet.
I agree with AbusingKel on this, Nerubian Prophet is good because it's reliable and unconditional. I like Corridor Creeper but I would hardly keep it in my mulligan, unless I had the godstart.
You don't exactly need an incredible start - if you had 2 drops ranging from 1-3 then you'd absolutely keep it. Obviously that's a solid start but (and especially when you're going second) it's hardly unlikely if you've drafted correctly. Yeah I'd throw it if my mulligan was 3 5 drops etc.
Yep I agree, probably only keep if had 2 playable cards early. either a T1-T2 or a T2-T3 drop. Very possible to cheat the 5/5 on T4 with that kind of start.
Woecleaver Rating 4(Poor): I'm not a fan of this card. It's really expensive with a completely unreliable Recruit effect. It sounds cool, but I got over that fairly quickly.
To My Side! Rating 5(Terrible): This will never, ever, ever work in Arena. I'm sure there is some other unrevealed card(s) that may make this feasible in Constructed, but it's utter garbage for Arena.
Twilight Acolyte Rating 4(Poor): It definitely goes up in rating if you have drafted several dragons, otherwise it's a pretty 'meh' 3-drop.
Void Ripper Rating 3(Average): This seems decent enough and you could certainly get some value from early cards like Fire Fly. I guarantee this will make for some crazy plays in the late game too, by giving you the ability to topple some large Taunts.
Greedy Sprite Rating 3(Average): It's a fragile minion, but I like the ramp effect that it offers. Anything that gets you a turn closer to Bonemare is a good thing, right?
Murmuring Elemental Rating 4(Poor) Most of the time it will be garbage, but there will be some Battlecry minions that will be worth it, like Fire Elemental and Bonemare. It's going to be hit or miss and may sit in your hand doing nothing.
"To build or destroy...only you decide which joy." - Last Crack
Right then, many cards, here we go.
Rhok'delar 5 : Obviously a 5 in Arena. 4/2 on Turn 7 just isn't enough and the effect is going to happen in 1 in 100000 decks.
Master Oakheart 3 : I actually think in Arena with such a minion based drafting process, this is pretty likely to grab 3 minions, in which case it is absolutely insane. Hell it's pretty crazy if it grabs 2. Yeah it sucks at the end of the game, but so do a lot of cards.
The Darkness 5 : Awesome card, terrible in Arena, but awesome card.
Astral Tiger 3 : The bounce back doesn't matter in Arena usually, and other than that a 4 mana 3/5 is...okay? Yeti's a 2 star card, making this a 3.
Shimmering Courser 4 : Another card I like a lot, but for constructed not arena really. Has potential in Paladin when played with Spikeridged though.
Corridor Creeper 1 : If this is in your hand for literally 2-3 turns it'll probably cost near 0. I imagine others will rate this lower, but I think it's going to be incredible in Arena in the same way Nerubian Prophet was.
Kobold Barbarian 4 : Stats are good, but the effect is such a downside that...eh. Even if it just said minion rather than enemy I'd rate it a 3 at least.
Ebon Dragonsmith 4 : Below average stats and an effect that will rarely go off.
Gravelsnout Knight 3 : Will usually trade positively into whatever your opponent spawns, but not with much HP left to make it actually worth. Ends up being...okay.
Hooked Reaver 1 : Awesome. Even as a flat 4 mana 4/4 it's...playable if need be, but holding off until sub 15 health is pretty easy as a Warlock. Cheap but viable late game card, 4 MANA 7/7 WITH NO OVERLOAD? Great card.
Scorp-o-matic 2 : In a world dominated by Fire Fly, this is a good card.
Kobold Monk 3 : Decent statline for arena. Effect is pretty useless, but the statline is good enough for a 3 rating.
Shrieking Shroom 3 : Never going to survive more than a turn. If a 1-drop is 1/2 on average then this is a 3 mana 2/4 which is average. It gains a point for the potential to snowball if you can protect it, but loses a point because spreading stats out like that tends to make them weaker.
Dark Pact 3 : Synergising this is much harder in Arena where you're unlikely to build a deck full of eggs etc. and... really the 8 health isn't such a big deal to handle the tempo loss. Still, it lets you tap a little harder.
Flanking Strike 1 : Incredible card, and it's a common! Will make Hunter a whole lot stronger in Arena. Bundling value like this is always, well, valuable.
Sleepy Dragon 3 : Another Mastodon, but I think the Mastodon is better. The 4 attack is going to be less impactful, not worth the health gain.
Cave Hydra 2 : I like it. Coined out it'll take out a 2-drop and a 1-drop (or a Fire Fly + Elemental etc.). Yeah effects like this haven't been good in the past, but at 3 mana it's MUCH more effective.
Cavern Shinyfinder 3 : Super draft dependent, for obvious reasons, but I feel this doesn't really work without the Kingsbane Constructed synergy.
Potion of Heroism 1 : Really strong. Cheap buff card that's viable in the late game as well as the early, and cycles itself? I'll take several please.
Psionic Probe 4 : Like Babbling Book, but worse.
Cursed Disciple 5 : Against non-ping classes this actually has decent potential depending on the board state, but it's such a fringe case that it can't be any higher than this.
Fungalmancer 3 : This after Saronite Chain Gang is... amazing. It's generally a 5 mana 6/6 with partial charge that relies on you having a board however, so gets deducted a point.
Kobold Apprentice 4 : I can't get behind statlines like this that require you to highroll.
Candleshot 2 : Being able to ping for an extra 1 in the early game is actually invaluable, but I'm not sure how much the immunity will matter in a non-aggro Arena meta.
Barkskin 3 : Don't care about the armour much, so how good is 1 mana to give a minion 3 health? Well, it's...okay! Just okay. Let's your 2 mana 3/2 trade into something bigger and survive at least.
Healing Rain 2 : I know I hate healing, but this is SO MUCH HEALING. The important thing is this can hit your minions. 12! That's crazy. Hitting multiple targets is actually better than a targeted heal too - yeah you don't want to hit your face but given you're unlikely to be damaged much by say turn 5/6 this could give you some amazing trades. Maybe too optimistic on this one.
Crushing Hand 2 : Basically Flame Lance, which was a pretty good card. Sometimes splitting the mana is good, sometimes it's not.
Dire Mole 3 : 1/3 isn't actually terrible, but it's not exciting either. Still, competes with pretty much every 1-drop out there.
Shifting Scroll 3 : Unsure where to put this. Sitting in your hand unused until it happens to hit upon the one spell you need is kind of a pain and I feel like you'll spend a long time just waiting for something good, Mage actually has a decent number of mediocre spells.
Boisterous Bard 3 : Needs to hit 2 minions to be good value, that's pretty difficult on Turn 3.
Corrosive Sludge 3 : 5 mana 5/5, very rarely a benefit. Average card.
Dragonslayer 3 : 4/3 is pretty badly worse than 3/4 in arena and I don't see the effect going off too often given there really hasn't been many dragons added in this expansion. Goes up in value against Priest.
Fungal Enchanter 2 : Better than Earthern Farseer which I always liked for it's help with your trades. Pretty good little card which will combo well with your discounted early game minions with big health.
Gemstudded Golem 2 : Armour gain is much easier in Warrior than Druid, and the statline is a pretty effective wall that should let you hit it regardless. Probably a 3 in reality, but goes up because Warrior is going to have a lot of armour cards when KaC hits.
Gilded Gargoyle 4 : It's sort of a 2 mana 2/2. Which sucks.
Green Jelly 3 : 5 mana 4/5 if it gets killed off on the next turn, which is definitely pretty likely given the health total. Has decent potential if you can protect it at all, but suffers against classes with cheap 3 damage abilities. If you're ahead on the board it gets a lot better, but I dislike win more cards in general.
Plated Beetle 3 : It's a 2 mana 2/3 with a TINY benefit (bigger in Warrior + Druid)
Sewer Crawler 3 : 3 mana 3/4. Sometimes having a 1/1 is bad, sometimes good, who knows, perfectly average card.
Shroom Brewer 3 : The 4 mana version of Earthern Farseer. Not really what you want to play on Turn 4 but it wouldn't be too upsetting if you had to.
Sneaky Devil 2 : A lot of classes will actually struggle to deal the 2 damage necessary to kill this sneaky devil, what's a Druid going to do, Swipe you twice? Rogue? Warrior? Not as good against some others, downright bad potentially against Mage but at least when you play it you may be able to make some positive trades.
Stoneskin Basilisk 2 : Poisonous is good in Arena, simple as that, and this is at the very least going to eat a ping and a cheap minion.
Toothy Chest 3 : How good this is is super dependent on whether you're going first or not and what the board state is. Onto an empty board it's a great card, obviously, but if they're the ones leading the charge then it suffers a lot more. It's a 2 sometimes and a 4 sometimes, ergo, it's a 3! Maffs.
Trogg Gloomeater 2 : I really like Poisonous okay. 5 damage is hard to do on turn 5 for everybody who isn't a Mage and this is likely to trade in for at least 2 minions.
Violet Wurm 1 : 8 mana 14/14! Optimistic but man, I love this card, it's like a little Onyxia. Even having a deathrattle isn't necessarily a bad thing, gives you time to clear out your minions before they take down the beast. Probably a 2 but I don't care I love it and it's a 1, fight me.
Wax Elemental 5 : I however, do not love this.
Rhok'delar (4) : Constructed card, for arena, its a 4/2 weapon for 7 mana. Pretty terrible. It's reach at least.
Dark Pact (4) : It's actually not that bad in some spots, can be synergistic and cost efficient for 8 hp, especially in warlock. Still unreliable for Arena.
Flanking Strike (1) : Great removal and minion into a nice package. Wolf is a beast for further beast synergies as well.
Kobold Barbarian (3) : Good stats for it's mana cost, and in the early game it's a fine card, however, gets progressively worse in the late game. It bypasses taunts as well so it can be lethal damage in rare situations.
Sleepy Dragon (3) : Bit worse then Giant Mastodon consider the low attack stat here, but still a big minion with taunt that's a dragon probably isn't that horrible most of the time.
Cave Hydra (3) : Pretty good card if you can get the attack in first, the stats are a bit underwhelming for the cost, but the effect is quite powerful. Overall an average to above average card that also has beast synergies too.
Astral Tiger (3) : Fair stats for the mana cost, and a value focused deathrattle that is hard to take advantage of in Arena. Has obvious synergies with Recruit heavy decks.
Master Oakheart (3) : Seems likely to get at the very least 9/9 worth of stats split over 4 minions which isn't completely worthless. Potential to pull better then average minions with low base line stats like dun dun dun.... Silver Vanguard
Cavern Shinyfinder (2) : Rogue has some strong turn 3 weapons that can play perfect after this card. At 3/1 also trades into almost all 2 drops, or requires an answer in the early game. Overall very powerful turn 2 play for Rogue that has a very small dependency on the draft.
Shimmering Courser (4) : Better in buff classes then non buff classes. Generally a 3/3 isn't a high threat to be removed by spells anyways, so it's ability isn't that relevant when it's played.
The Darkness (5) : 4 man do nothing - potentially never do anything. Not for arena.
Potion of Heroism (2) : Combines a cycle with Hand of Protection and actually seems okay. Divine Shield is a powerful trade up ability and the cycle affect makes it worthwhile in the late game as well.
Psionic Probe (4) : Depending on the class you are up against, this can be a complete bust or potentially game breaking. Generally it's probably okay other then stealing a weapon buff card.
Cursed Disciple (3) : Nice total stats for the mana, although they are easily handled by ping classes the 5 damage is threatening and probably need to be dealt with efficiently in order to save minions or face damage.
Fungalmancer (4) : 2/2 + 4/4 charge for 5 mana, seems good, but finding the targets for this might be difficult. It's going to be a dead card in your hand sometimes, and can't be played by itself without any targets, so its a bit inconsistent compared to cards like Doppelgangster.
Ebon Dragonsmith (5) : Unplayable in most of the classes, and even in weapon classes is barely even draftable. You don't see cards like Blackwater Pirate being overly valued in weapon classes for example. Doesn't matter if this is a dragon.
Kobold Apprentice (3) : If this was guarenteed to be delivered to minions it would be pretty huge since it can remove a 3 drop by itself on cast. As it is, it's not a bad card since the damage can also equal lethal on rare occasions, but missing the split damage and leaving a 2/1 body without removing any enemy minions is a pretty bad deal. Still a draftable card though and has upside.
Candleshot (2) : Solid card that gives Hunter access to an early ping. The immune ability is quite solid and this card should be at least better then Light's Justice.
Barkskin (3) : Feels like decent value for 1 mana and has some armor synergies with class cards from this new set. Draftable.
Healing Rain (4) : Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Corridor Creeper (2) : Card has some potential to be cheated out early. At 5 mana, it's fair for it's cost. Keep in mind it's ANY minion that dies, not just friendly, so it's pretty easy to achieve a nice tempo play with this being played for cheap. I'm surprised it's not a beast tag actually.
Corrosive Sludge (3) : Fair stats for the mana cost, and a solid battlecry for all the new weapons that surely will be in this meta.
Dragonslayer (2) : In the same power bracket as Golakka Crawler when the battlecry triggers. It's a strong on curve minion that doesn't suffer from loss of stats for potentially huge battle cry.
Fungal Enchanter (2) : Very decent card. Fair stats and a good board heal for only 3 mana investment. It's an improved Darkscale Healer
Gemstudded Golem (3) : Pretty beastly stats for it's mana cost, and 5 armor for Warrior shouldn't be overly difficult to achieve with the new and old armor boosting cards along with it's hero power. The 5 attack wall should be pretty relevant and prevent attackers from breaking through without suffering causalities.
Gilded Gargoyle (4) : Low tempo play for future tempo. Seems bit unstatted for it's effect, and since it's priest, finding it a bit hard for them to take advantage of a big tempo turn with the coin in their hand. But not a bad tool for them to smooth out their curve or reach their late game a bit earlier.
Gravelsnout Knight (5) : Rough a 1/2 net stats if we consider the resulting 1 mana spawn as a 1/1 minion. It's hard to like this card in any situation considering it's mediocre over stats vs it's drawbacks.
Green Jelly (2) : Good card that requires an answer from the opponent. Similar to Hogger and Silver Hand Knight in power level.
Hooked Reaver (2) : Pretty insane upside for a reasonable/controllable conditional battlecry. It's a Demon as well so theres some synergies there as well. Otherwise it's still a 4/4 demon for 4 mana.
Kobold Monk (2) : The ability isn't overly relevant in most instances but it's stats are quite strong for it's mana cost and it can produce some awkward situations for your opponent to play around.
Plated Beetle (3) : Easy pick if you need a curve filler. Solid 2 mana minion with healing upside and late game scalability. Also a beast.
Scorp-o-matic (4) : Occasional good battle cry, killing any minion with it will be good value for it's cost. As is, it's a bit unreliable and understatted.
Sewer Crawler (3) : Backward Razorfen Hunter. It's about as good.
Shrieking Shroom (3) : On average you're getting about 3/3 worth of stats split over 2 bodies, with a potential high roll of 3/5 stats over 2 bodies. Not broken good but not bad. Worse case is you roll something like a 1/1, but the original Shroom body still needs a response.
Shroom Brewer (3) : Blown up Earthen Ring Farseer. Fair stats for it's mana, nothing fancy about it's battlecry, but has late game playability.
Sneaky Devil (3) : Generally pretty bad without a board, but the stealth is helpful in giving you a chance to extract value from this card.
Stoneskin Basilisk (2) : Potentially a 2 for 1 card. This card is pretty bonkers unless your opponent has a specific card to stop this, or a couple throw away minions. At the very least it should be a 1 to 1 most of the time and can produce awkward turns for your opponent to stop this thing from getting value.
Toothy Chest (4) : Validated Doomsayer works in part to it's 7HP which makes it a bit more difficult to remove then this 4HP minion. Don't think this is a good card overall.
Trogg Gloomeater (3) : Seems okay, probably a bit low on the value scale for it's mana cost, but it should at least be a 1 to 1 card most of time potentially stopping a much larger threat. The combination of taunt and poisonous is definitely a premium defensive pairing that makes even poor statted minions worthwhile in most cases.
Violet Wurm (2) : Pretty damn powerful value card, the problem is it's a 8 mana do nothing card. But a 7/7 beast is still a threat and if this is dealt with efficiently, you still need something to deal with a board of 1/1s afterwards. It's a bit more value then Sated Threshadon but 1 mana slower. Would give it a similar rating.
Wax Elemental (4) : No tempo, and a small meat shield. does have the elemental tag for some synergy value.
Dire Mole (3) : It's a draftable 1 drop with beast synergy, nothing overly exciting.
Crushing Hand (3) : Overload cost seems a bit expensive for the immediate tempo, but still good as cheap removal, just plan accordingly.
Shifting Scroll (3) : Shifter Zerus is pretty terrible in Arena, this card is probably on the same levels of terribleness except the pool is a bit more specific which might churn out an answer or two once in a while in Arena.
Boisterous Bard (3) : It's okay, needs at least 1 target to be fair which seems reasonable. A worse Shattered Sun Cleric
See my thoughts to all revealed cards HERE!
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Thanks will edit.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Rhok'delar (5): You will never have a deck without minions in Arena. Only in fatigue, but thats beside the point. So 7 mana for 4/2 weapon is a horrible price.
Dark Pact (4): Decent health gain which u do want as WL, but sacrificing one of your minions is not exactly what u would like to do, if it ain an egg. Not the best topdeck either, but it is definitely a good tool and WL might actually find use for it more often than not.
Flanking Strike (1): WOW. Fire Plume Phoenix that deals 3 damage and is a beast for hunter's beast synergies. Damn!
Kobold Barbarian (3): Oh boy, our good ol' Ogre Brute is back. It will basically act as him 99% of the time, tho u cannot hold off the attack, if u rly wanted to, so its kinda a bit worse than him, but only ever so slightly. It will be a strong on curve play, but when it keeps goin face like the Ogre Brute often did and u lose a game cause of it .. yeah, that will happen. I can guarantee that right now.
Sleepy Dragon (3): I suppose in any class but priest i would rather have Giant Mastodon cause he has a better stat distribution, but the Dragon tag will be super important in a priest draft. Overall, its just a big taunt, nothing amazing, but it gets the job done as well as it can.
Cave Hydra (3): Cute minion, if u play it with the base stats, chances r it will be very very underwhelming, if ur not ahead on the board. The ability can act as a semi-aoe and help u clear some crap from the board, tho if u would play it in that situation, the Hydra would probably never lived to attack in a first place. There r some hand buffs in hunter and some beast synergy etc. I think this minion's real potential has to be discovered first, then we can form a proper opinion.
Astral Tiger (3): Stats r fine for its cost, tho the deathrattle is kinda a downside more than not. Its not a bad card per se, but i dont think u would want to draw into it over and over. Might be good in combination with some Recruit cards, but im not holding my breath.
Master Oakheart (3): I suppose he will be fine most of the time, not amazing, but fine.
Cavern Shinyfinder (3): Rogue's take on forge of souls, its better in terms of that it is a minion, not a spell, so it provides some value even when there is no weapon in your deck. 3/1 for 2 mana isnt end of the world, tho it does die to a ping. But i dont see this card drawing a weapon very often, u basically draft only Perdition's Blade or Shadowblade and both r rare. And if u do get them, u will have like just one in the entire deck. If this card can draw u the weapon, then it is definitely worth it, but i just dont see it happening very often. Its obviously a card that is supposed to make Kingsbane deck work.
Shimmering Courser (4): Very understated 4-drop to make up for the powerful ability. Too bad the ability is basically non-factor in arena most of the time, cause it will not live long enough to take advantage of. Sure u can combo it later on, but such a play is generally a bad idea to begin with.
The Darkness (5): Card draw is not a thing in the most arena decks, so this is basically a 4 mana "do nothing". The tempo lost from playin this card can probably never be recovered. Do not pick.
Potion of Heroism (1): That is one strong card. I will gladly pay 1 more mana over hand of protection to draw a card, hell yeah! I mean u already dont leave any minions on board for paladin, if u can avoid it, but this card is so good i wouldnt be even too worried just playing it on a minion i just slapped down, since it cycles itself. Very nice.
Psionic Probe (3): Id say better than Mind Vision, but i mean ur just trading a card for a random spell from your opponents deck. Arguably a removal, aoe or a buff since what else would they draft, right? I think it will perform just fine actually and will be super annoying, but i still give it just average rating, cause it is random in the end and who knows what can happen.
Cursed Disciple (4): This will most likely perform about as good as Arrogant Crusader most of the time. Probably even worse, since u can ping one or both forms. I mean it will require a response, but im not too convinced that this will get 4 mana worth of a response out of your opponent.
Fungalmancer (4): This can be super strong, but its basically a win more card, since if u dont have board, u cant rly play this. It can help your minions to get HP above some AOE's thresholds or to trade up, which is nice, but i mean its not gonna perfom that well on average, i think id rather have Sunborne Val'kyr over this every time.
Ebon Dragonsmith (4): I like it better than Blackwater Pirate cause of the stat distribution and the (probably) meaningless dragon tag for weapon classes, but in the end its about as bad. Another very obvious card that was made solely to support Legendary weapons in constructed.
Kobold Apprentice (3): As much as i HAAAAAAAAAAAAATE Mad Bomber, i would still probably take him over this. Even tho this can no longer target friendly characters, the stats for the cost r just horrible. U rly have to hit what ur aiming for, if this is ever to be worth it.
Candleshot (2): Hell yeah, i will take a Light's Justice-like ping weapon that protects me from taking damage. It is actually better than Light's Justice, since u can ping big minions without worries.
Plated Beetle (2): One of the better 2-drops for sure. Armor is more valuable than Health and can be a combo piece for some other cards. Vanilla 2-drop stats with an upside, whats not to like?:) Dont forget to light a candle (*wink wink*) for the poor River Crocolisk on your way out!
Dire Mole (4): This is a lot better in ping classes, but its still nothing exciting. Just another 1-drop. I would rather have a 2/1 most of the time.
Barkskin (1): Oh boy, are we making druid into a priest? This shit is gonna be SO powerful. Honestly the armor part could have had been out and it would still be an amazing card, but since the Armor is there, the card is that much stronger. Also some bonus synergies with the armor for druid in this expansion beyond a bonus "health" for your hero.
Crushing Hand (3): The overload will suck, but this is a pretty strong tempo play as many other shaman removals with Overload attached. This card is definitely a boost for shaman arena. But it might be a bit too punishing playin this in the early turns after all that anyway :/
Boisterous Bard (3): Pretty much literally 3-cost Sunborne Val'kyr. Or shattered sun cleric, that changed the attack for health on another minion. I honestly dont know which of these three would i rather have. It will most likely depend on the draft at any given point i get this offered. Its a decent enough minion that can help your guys survive the trade and the stats r fine enough for this to be considered. So yeah, ok card, but situational.
Healing Rain (4): Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Corridor Creeper (2): Nerubian Prophet-esque card. Should be fairly easy to get a couple of discounts, since enemy minions count as well.
Corrosive Sludge (2): Wow, we certainly didnt need another ooze, that isnt even understated (ok by one point, but cmon :p). Decent 5-drop that will occasionally destroy a weapon. Tho u will probably not keep this in hand for the battlecry as u do with the other oozes.
Dragonslayer (1): Until the meta settles down, this will be a very high priority pick for one simple reason: Hoarding Dragon. Yeah, its not gonna be on curve play, but if u can remove him with this card, u basically played a 1-cost 4/3 that killed your opponents 4-drop. That seems like a preeeeeety good value, doesnt it? And it wont be just Hoarding Dragon, that will get killed by this, there will be a pretty good number of dragons u will see very often. This card will be totally disgusting, when played against you.
Fungal Enchanter (2): Wow, another old timer cries in a corner - Earthen Ring Farseer. Basically superior version, one less 1hp for the ability to heal your board. You usually heal minions with him anyway, so this is basically a heal for your hero more than the other way around. Very nice card.
Gemstudded Golem (1): WOW pretty sick taunt for just 6 mana. 5 armor is a bit high for arena standards, but mby some of the new cards can help you with that. But even if u wont be able to attack with this, its a gigantic stat wall that is very much cost efficient. Premium taunt right there.
Gilded Gargoyle (4): This card looks like it was made for the priest legendary weapon - Dragon Soul. But for arena standards, paying mana to save mana in the future is a backwards thinking and will probably not pay off, tho i wouldnt be surprised if it did in a priest deck with Free From Amber, Psychic Scream or Mind Control. Still, i dont recommend picking this card.
Gravelsnout Knight (5): Eh, about as bad as Hungry Dragon, worse actually. It has to be worse, since its a T1 play tho. Can be "recovered" in the same way, but then will u rly get value out of this and not lose even more, if u have to clear that 1-drop with something else? Meh, i think i ll pass.
Green Jelly (3): Its gonna be annoying more than anything most of the time. It is a taunt in the end, but its no Hogger. I think id rather have Silver Hand Knight over this most of the time, tho if it survies a turn, it will provide more value already. Not bad, but not amazing either.
Healing Rain (4): As much as i like healing and healing my minions, this card is a bit meh. Tho 12 hp for 3 mana is a decent amount, i dunno, mby it will be part of the comeback tool that is missing for shaman in some games, but given his poor card draw options, i doubt he can afford to draft this.
Hooked Reaver (1): WOW thats a card! Pretty strong. Its a meh 4/4 when played on curve, but can become a 6/6 taunt when ur behind, pretty sick. Being a demon might have additional advantages as well. Pretty solid card for WL in general.
Kobold Monk (2): No that the ability will matter like in 99% of your games, but 3/6 for 4-mana is a very nice statline, so just take that and be happy :)
Scorp-o-matic (5): The battlecry will not kill anything 99% of the time. Not worth pickin for the battlecry and stats r abysmal without it, so just dont pick it.
Sewer Crawler (3): Reversed Razorfen Hunter. Same value, average.
Shifting Scroll (4): Shifter Zerus but for spells. Problem with this will be pretty much the same as with Zerus, when u get something good, u will most likely not be able to play it or it wont be the time to play it. I think this card is kinda more of a late game card than anything, but its randomness is what will rly hold it down in arena. Unreliable RNG is not something u want to rely on. Still its a mage spell, so ... it cant be that bad, right ?:D
Shrieking Shroom (3): About as good as Sewer Crawler on average, it does need to be answered to stop the value genration, shouldnt be too hard with that statline. It will be more of an annoyance than anything most of the time, but i guess there r worse cards.
Shroom Brewer (3): Decent card for what it does, i imagine it will actually make several archetypes playable in constructed, since its a decent amount of healing with not much tempo loss. But for arena standards, its about average value. U wont be sad to draft it, but u will hope for a better card.
Sneaky Devil (4): This card will be super annoying, if u cant draw a board clear, but with 2 health, basically almost any AOE will clear that. It will definitely cause me some headaches, i know that already, but until i see it in action, i will not be looking for it in my drafts (mby shaman, but thats about it :p).
Stoneskin Basilisk (2): Wow, pretty high value card. In absolutely very least it should be a less controlable (in terms of where u trade with it) Giant Wasp, but with potential to kill off two minions. Very nice card. SUPER annoying to deal with.
Toothy Chest (4): Validated Doomsayer of 3-drops. It would be an ok play on curve when there r no enemy minions. After that the value goes rapidly down. We will 100% see this card work, but i would imagine its not worth gambling on it. Its a good 3-drop if it works, but a "heal 4 hp for 3 mana" in every other situation.
Trogg Gloomeater (3): Probably better than venomancer, since u cant just ignore it. The one attack traded for taunt has 0 meaning, since poisonous, so ... yeah. Decent card for anyone who doesnt run into friggin Stampeding Kodos on T5 every other game like me :)
Violet Wurm (3): Pretty strong looking card with an amazing value. But its a tad slow for my taste. We shall see how this performs.
Wax Elemental (4): This will be pretty sick with handbuffs, but not in arena. It does barely stop two attacks, but thats about it. Not worth a deck slot.
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I'm a bit high on Twilight Acolyte just on a hunch. I just have a feeling Priest is going to be able to draft dragons fairly consistently, therefore t will activate more often than not.
Also, watch out for Kobold Berserker. Don't let the random attack fool you, it's comparable to Ogre Brute, and that was a solid minion back in the day, despite the drawback. 4/4 for 3 is just powerful, and will often trade two for one.
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.
Rhok'delar Rating 4(Poor): Definitely a constructed card. I didn't rate it terrible because at the very least it's an overpriced 4/2 Weapon.
Master Oakheart Rating 3(Average): I'll think he'll just be alright most of the time, but if you did get one of each you would have (at the very least) 6/3 additional combined stats to your 5/5 body, giving you a total of 11/8 in combined stats. That's really not too bad and the Health stats are likely to be better than my example. If you don't get at least two minions from the Battlecry, then he's not worth it.
The Darkness Rating 5(Terrible): This is a really cool card, but it has no place in Arena. It is highly likely that it would sit dormant the entire game and just be a waste of space.
"To build or destroy...only you decide which joy." - Last Crack
Astral Tiger Rating 3(Average): This is a cool concept, but could prevent you getting to the cards you need in the late game. Few things will be more frustrating than digging for your removal or a Taunt, only to draw this again.
Shimmering Courser Rating 4(Poor): This is another cool card that has way more potential in Constructed than in Arena.
Corridor Creeper Rating 1(Excellent): It shouldn't be hard to get a discount on this minion because it doesn't have to be your minions that die, anything will work! You'll be seeing a lot of comparisons to this and Nerubian Prophet.
"To build or destroy...only you decide which joy." - Last Crack
Kobold Barbarian Rating 4(Poor): If you get this early he probably ranks a bit higher, but after that it's really a toss-up for how well he'll perform. There will be the occasional chance that he gets lethal for you, but it's not going to be a consistent minion at all.
Ebon Dragonsmith Rating 4(Poor): His stats are bad and the effect will be unlikely to trigger, but I suppose he has some potential interaction with other cards since he is a Dragon.
Gravelsnout Knight Rating 4(Poor): Most of the time I don't think you'll be thrilled at the outcome and it's going to be super frustrating if you summon your opponent their own Gravelsnout Knight.
Hooked Reaver Rating 2(Good): If you don't get the Battlecry it's a decent enough minion, but if you're at 15 Health or less, then this easily moves up to an Excellent rating!
Kobold Monk Rating 3(Average): Most of the time the inability to use a Hero Power on an opponent won't be a huge factor, but the stats are good for the cost of this minion.
Scorp-o-matic Rating 4(Poor): Most of the time it's going to be a crappy two-drop, but it can really come in handy when you're facing a Shaman or your opponent starts off with a Fire Fly. I was really surprised to see this lone Mech for the new set! This makes me think we'll definitely see more Mechs again in the next set or two down the road.
Shrieking Shroom Rating 3(Average): If this pops out a Shieldbearer I think it becomes an annoyance, but I'm not sure it will live long enough to make a huge impact. I'm also not sure you want to leave it out there, filling your board with 1-cost minions. Unless you have a Bloodlust, they probably aren't going to win you the game.
"To build or destroy...only you decide which joy." - Last Crack
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In constructed yes way too weak, too many pings and aoe but in arena, the gibberer could easily be plopped behind a taunt and you get an extrA, then two extra, and it could help trading up and filling out your curve. Maybe it will be too slow but I will try drafting it with taunts to protect it
Dark Pact Rating 4(Poor): It's a huge Health gain, but as we've always observed in the past, heals are not a priority card in Arena. Sure, it will come in handy in the right situation, but it won't consistently be something you want to draw.
Flanking Strike Rating 1(Excellent): Great removal and minion for the cost!
Sleepy Dragon Rating 3(Average): This guy is huge and won't be easy for your opponent to get rid of, but I think I'd rather take the extra Attack and less Health from the Giant Mastodon.
Cave Hydra Rating 3(Average): I like it, but the 2 Attack is only so-so. If you're able to hit this with a Houndmaster or Bonemare, then it becomes insanely good!
Cavern Shinyfinder Rating 3(Average): It's a nice way to thin out your deck and get a Weapon in the process, but this guy is very fragile. You could definitely have fun drawing into a Perdition's Blade.
Potion of Heroism Rating 2(Good): It's an improved Hand of Protection and replaces itself, since you're drawing a card. Looks pretty good to me!
Psionic Probe Rating 3(Average): You will be disappointed if your opponent has no remaining spells in his/her deck, but most of the time this might as well be a a Mind Vision and you never know what you'll get. At the very least, you know you won't draw The Coin.
Cursed Disciple Rating 4(Poor): It's just so easy to kill, but it has the potential to be problematic and is a great answer to Tar Creeper.
Fungalmancer Rating 4(Poor): If you've already got the board, then this is a great card. If you're only hitting one minion, then you're only getting 4/4 worth of combined stats for 5-mana...and that's not a good deal.
Kobold Apprentice Rating 3(Average): I like that it only hits enemies, but the stats are really terrible. I think I'd rather go for Mad Bomber and risk hitting myself.
Candleshot Rating 2(Good): Early ping ability with immunity? Yeah, that seems good to me!
Plated Beetle Rating 3(Average): I think it's fine for a two-drop and has some benefits for Warrior and Druid.
Dire Mole Rating 3(Average): It seems okay for a one-drop and could have some benefit with the Beast tag, but it's definitely nothing to get too excited about.
Barkskin Rating 3(Average): There are a lot of 1 Health minions that could actually be a threat after getting this (like the Cursed Disciple, but I don't think it's going to break the game.
Crushing Hand Rating 2(Good): The Overload sucks, but it's good, cheap removal for big minions in your way.
Boisterous Bard Rating 3(Average): If you hit at least one other minion it's decent, giving you combined stats of 3/3 for three-mana.
Corrosive Sludge Rating 3(Average): It's a bigger Acidic Swamp Ooze and I think the cost is just fine whether, you trigger the Battlecry or not.
Dragonslayer Rating 3(Average): If you trigger the Battlecry this easily moves up to a 1, but otherwise it's just an average three-drop.
Fungal Enchanter Rating 2(Good): By itself this card is fine, but the healing effect would normally cost two more mana (see Darkscale Healer), so this is pretty good!
Gemstudded Golem Rating 2(Good): That is a really large Taunt for only 6 mana! I don't think it will be too difficult to get the Armor necessary to attack, but even if you don't, it's still a big wall for your opponent to break through.
Gilded Gargoyle Rating 4(Poor): Getting The Coin is probably not enough of a reason to draft this.
Green Jelly Rating 3(Average): It's like a mini Hogger, and it will often create problems for your opponent. It will at least add another hurdle for them to get through and it has to be killed or it will get out of hand.
Healing Rain Rating 3(Average): That is a lot of healing for your side of the board and could really help make some favorable trades and continue to stay alive.
Sewer Crawler Rating 3(Average) It's been pointed out this is basically a reverse Razorfen Hunter, and I have to agree.
Shifting Scroll Rating 3(Average): It's like a Shifter Zerus or Molten Blade for Spells, but I'm not crazy about either one of those.
Shroom Brewer Rating 3(Average): It's seems like there are a lot of Common heals appearing in this set, and while they're nice, it doesn't really add much value to this minion.
Sneaky Devil Rating 3(Average): This has the potential to be truly annoying, as it is a Stealthed Raid Leader. You may be able to force your opponent into a less than optimal AoE just to get rid of it, because they really can't leave it on the board indefinitely.
Stoneskin Basilisk Rating 2(Good): If your opponent can't use their Hero Power to pop its shield, you're going to be able to get some really good value and huge annoyance factor out of this minion.
Toothy Chest Rating 3(Average): I know this is easier to kill outright over its brother, Validated Doomsayer, but I think it will surprise us how often it is still a big, early threat.
Trogg Gloomeater Rating 2(Good): This will definitely cause problems, since it has Taunt, and the Attack power is irrelevant due to being a Poisonous minion.
Violet Wurm Rating 2(Good): As long as it doesn't get hit with Polymorph you're looking at 14/14 worth of combined stats for only eight mana!
Wax Elemental Rating 4(Poor): This will buy you a couple of turns, but it's still pretty crappy.
"To build or destroy...only you decide which joy." - Last Crack
Corridor Creeper is going to be the surprise card of the set, I think it'll surprise a lot of people with just how damn good it is in Arena where minion to minion trades happen on pretty much every single turn. Will not be a rare play at all on Turn 4 which is already good, and any earlier and it's legitimately incredible. Even late game it's a decent stat stick.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
I agree with AbusingKel on this, Nerubian Prophet is good because it's reliable and unconditional. I like Corridor Creeper but I would hardly keep it in my mulligan, unless I had the godstart.
You don't exactly need an incredible start - if you had 2 drops ranging from 1-3 then you'd absolutely keep it. Obviously that's a solid start but (and especially when you're going second) it's hardly unlikely if you've drafted correctly. Yeah I'd throw it if my mulligan was 3 5 drops etc.
Yep I agree, probably only keep if had 2 playable cards early. either a T1-T2 or a T2-T3 drop. Very possible to cheat the 5/5 on T4 with that kind of start.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20