It's still really early, but the combo I'm already dying to try is to hit a Carnivorous Cube with another Carnivorous Cube. Immediately spawn 2 copies of the minion eaten by the first cube, then the second cube dies and spawns 2 more cubes, which will each spawn 2 more of the original target... yes, please.
I don't think it will work that way, but it still sounds awesome! Whenever a Moat Lurker targets a Druid of the Claw, after it returns it doesn't remember what choices were made and it comes back as the base 4/4 card with no other abilities. I think the cubes will operate this way too since they don't know any information about the minions that were eaten by the previous cubes.
Yeah, i doubt that the newly spawned cubes will remember the minion they eaten previously, so that interaction is highly unlikely .... but eating a cube with another cube to get insta spawn of the minion the 1st one eaten is a nice combo ... and gettin 2x 4/6 minion afterwards is still a very decent outcome nonetheless, so ... :)
Tested the interaction with Moat Lurker, and as you guys suspected, the resummoned minions do not "remember" the deathrattle. Still, as Sinti remarked, spawning 2 copies of the originally eaten minion while playing a 4/6 that spawns 2 more 4/6's when it dies is pretty solid.
Rollback Post to RevisionRollBack
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.
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
People putting Feral Gibberer at anything but 5 is mind-boggling to me. Card is trash. Utter, utter trash. Oh great you attacked the hero and your reward is... a bad Wisp! Great.
Anywho! Great to see the thread back. Will put together my list at some point later today, nice to see the same old faces!
Aluneth 2 : Think it's being underrated. It's a little draft dependent, but if you can get yourself a low-cost deck then Aluneth is legitimately insane. Your opponent simply will not be able to keep up with such incredible card draw and you should be able to win the game within a handful of turns. Yeah you could fatigue out, and if your deck is mainly 6+ cards it gets a lot worse, but has such insane potential I can't put it lower.
Kathrena Winterwisp 2 : Thins your deck or pulls in a powerful minion, twice, win win. MUCH stronger in Arena which is traditionally a control based format for every class. The impact of getting rid of a 'free' 2-drop in the late game is actually pretty significant.
Marin the Fox 4 : Just a bit slow. You don't want to play both a) a weak card and then b) spend probably at least 2-3 attacks doing something with no immediate board impact. Yeah you get a lot of value in the end, but your opponent probably just won the game.
Rin, the First Disciple 5 : Awful. 6 mana 3/6 is pitiful (Fen Creeper is already a 4 imo) and you're obviously never going to pull off the big spell in arena. Nope.
The Runespear 3 : I like this in Arena more than constructed, and more than others seem to. Arena is a slower format, you can get insane value out of this in the late game.
Twig of the World Tree 4 : Has potential to be incredible, but arena is so tempo orientated that you can't throw away your Turn 4 like this.
Zola the Gorgon 3 : It's a bit slow on the tempo despite being good value, so a 3. A bit better than 'draw from your deck' cards because you get to control the choice, but on the other hand you need to have an actual board for it to work. Okay card but low on the legendary tier.
Grumble, Worldshaker 2 : Incredibly draft and situation dependent. I can see why people are rating it highly, it has the potential for insane value and is a decent stat stick on 6 mana regardless. But I nearly had him at 3. I'm really struggling to rate him, there's so many different possible permutations. Empty board? 6 mana 7/7, probably a 2. Losing the game? Probably can't trade your minions efficiently before returning or you wouldn't be losing. Will make you lose MORE from that point. Winning? Huge tempo loss that you don't want to play on 7 mana at least. Board of weak creatures, battlecries, or 2-3 minions that can attack in first and you're on 9-10 mana? Well that's when he becomes a top level card. My main problem is that the majority of the time he's just not a good card to play when you're behind, you're probably going to weaken your position. Much better in constructed where you can build a deck built entirely around powerful battlecries, so he's just very draft dependent. May lower or higher, who knows.
Temporus 5 : Utterly terrible in Arena. Possibly THE worst legendary in arena. Obviously the point of the card is to step up a OTK in Constructed Priest. Unfortunately that's how how arena works and all you're doing is setting up your opponent to dominate the board ot murder you. Awful.
Sonya Shadowdancer 3 - Think with Bonemare, Cobalt, VIlespine etc. turning up so often she's a pretty damn good value generator. Draft dependent but really the chances of drafting 0 decent deathrattles or battlecries is low, still, worse in Arena than Constructed because of that unreliability.
Lynessa Sunsorrow 4 : One Spikeridged Steed makes this card pretty damn insane, and she's certainly a 1 in the right deck but you're going to want to hope to draft her super early so you've got time to prioritise buff cards or super late after you've already happened to do so. 9 times out of 10 she's tier 5.
Ixlid, Fungal Lord 4 : Such bad stats, suuuuch bad stats. Basically has to survive a turn in order to be good (if you play this with a 5 drop it's...fine but not that impressive)
Val'anyr 1 : Love it, now fighting for 'best arena card of the expansion' I think, the value is so good and the tempo loss isn't that bad since you can still swing the turn you get it. Susceptible to silence sure but, that's about it.
Dragoncaller Alanna 4 : Stats suck, too expensive. You'd have to have casted two 5+ spells to make this good, which sure, doesn't sound that difficult, but I just don't see it as consistent enough to rate it any higher. Some games this'll be insane and completely carry you, but it's much more likely to be a 9 mana 3/3 clogging up your hand.
Kingsbane 4 : Love the design, like the potential in constructed, don't see it in arena. Again it's a problem of deck consistency - you have to draw your buff cards and Kingsbane or you've got a bad Light's Justice in your hand. In some decks this will be a great card but I don't think the deck shuffling mechanic will matter much in arena. If Rogues get a common buff card this could be a 3.
Geosculptor Yip 4 : Obviously has the potential for immense value, but the chances of you gaining this much armour in arena seem low even with the new cards. Combine this with the new 2 mana card when your opponent has a lot of board and it's pretty good though.
Skull of the Man'ari 5 : Likewise, potential value, but way way way too slow and unreliable in arena. Spending 5 mana to do nothing and then being unable to use the summoned minion next turn...eurgh.
Woecleaver 4 : I've gone between putting this at 4 and putting it at 5 several times and I'm still unsure. There's decent value to be had here, let's say for arguments sake you get a 3-4 drop on average, that's 10 mana or so worth of minions, plus 3 mana worth of drawing a card, plus the 3 or so mana for the weapon itself. It could of course be much better, but it could be much worse. But it is so slow, so painfully, agonisingly, unbelievably slow. In Constructed where you craft a deck of nothing but high cost minions it has more value (barely) but in arena? where you can pull Fire Fly etc.? the agony.
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.
EPIC:
Branching Paths 2 : Fair value, nice flexibility. All around great card.
Carnivorous Cube 2 : Think it's being slightly overrated and I may drop it to 3, not sure. If you can trade in your 4-drop so it has low health and then Cube it is of course immense value buuuut if you're doing this on a full cost minion then it's a pretty huge tempo loss.
Bladed Gauntlet 3 : Just not going to be consistent enough in Arena where armour gain is ehhhh. Gets a bonus because of all the armour gain cards in KaC which will be more prevalent.
Crushing Walls 2 : More control options for Hunter, and great in the minion-based format of Arena.
Rummaging Kobold 5 : Obviously awful for most classes. Potentially actually amazing if you've rolled a good legendary weapon but it's a niche combination that doesn't warrant picking an epic for most of the time. Stats just too bad.
Spiteful Summoner 3 : Pretty strong potentially in Mage where your deck may well be stocked with expensive spells. Otherwise? On average it's well, average.
Grand Archivist 5 - Terrible stat line, requires you to draft every spell in your deck around it otherwise you may well just lose yourself the game instead. Awful in arena as it clearly requires a specific deck to be built.
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.
Call to Arms 1 : Thins your deck of stuff you don't want to keep drawing, only needs to summon 2 minions to be absolutely immense value. Absolutely top tier
Cataclysm 4 : Has immense potential in Constructed I feel, particularly at the turn of the next expansion, but not so much for arena.
Windshear Stormcaller 3 : 5 mana 5/5. Epic cards have an odd habit of being terrible so I imagine there's many times this'll be one of your better options.
Dragon's Fury 3 : Considered putting it at 4 but I'm not sure. Really does depend on the deck you have but as a Mage you're likely to want to draft great spells like Frostbolt and Primordial Glyph. Paying 5 mana for a Volcanic Potion is not value. Highroll/lowroll card, but more consistent than the two mentioned previously, and at least you can make some favourable trades before casting it.
Dragonhatcher 5 : It's a 9 mana 2/4 that requires you to have drafted only expensive dragons and even then it's "okay".
Unstable Evolution 1 : Incredible flexibility which is important in arena, fits into your curve as long as you have a single minion on board.
Evasion 5 : Epic that doesn't really do much except delay your death for a turn, less reliable than Ice Block and Ice Block is already mediocre.
Deck of Wonders 5 : Obviously utterly terrible. Spend 5 mana to sometimes completely screw yourself up or do nothing at all? Sweet. Trolden highlights incoming.
Reckless Flurry 4 : Potential in constructed but with the unreliable armour gain of arena plus the self damage, eh.
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.
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 My Side! 5 : I think one day this will be good in constructed, one day (in part thanks to the new Hunter spellstone and the DK) but for now? no. and in arena? never.
Void Ripper 3 : 3/3 is average, solid, and it's fine to drop this down on 3 alone (or even better if your opponent has a 3/2 on the board). Will occassionally allow for some very strong trades. Fun card.
Twilight Acolyte 4 : Value 2/4 less than 3/3, and the effect is much harder to find value in. Between Duskbreaker and Hoarding Dragon and the continued love for things like Bone Drake, it's not going to be too hard to draft a dragon deck but even then this is a very niche 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.
Level Up! 5 : Has to hit 4-5 minions to be good. That's not going to happen. Bad. Baaaaad.
RARE:
Duskbreaker 4 : Just no reliable enough to draft a Dragon deck in Arena. CRAZY good if you have a lot of them, otherwise, eh.
Feral Gibberer 5 : People putting this at something other than 5, please, explain it to me. Even if you get infinite returns on this (which you won't) you're filling your hand with mediocre cards... do not see the appeal at all.
Gather Your Party 5 : Potentially great in Constructed, but awful in Arena. Arena's too reliant on early game minions to establish your board. If you drafted a deck where Gather Your Party was likely to pull an expensive minion, well, you probably already lost.
Lesser Jasper Spellstone 1 : Even the default 1 mana 2 damage is pretty damn good in Druid. Couple that with an easy upgrade path and... insane card.
Lesser Mithril Spellstone 3 : Underrated perhaps. It's really not that hard to equip just one weapon in Arena and that's all it takes for this card to suddenly be great value.
Lesser Sapphire Spellstone 5 : Much worse than Mithril because it requires you to have a board already. Maybe a 4 but, 5 for now.
Wandering Monster 3 : Only a 3 because compared to some other Hunter secrets it's much weaker in the late game, but still, solid in the first few turns, potentially great value.
Seeping Oozeling 4 : I want to like it, and I think in the right deck this is a pretty incredible card. Unfortunately that deck is not an arena deck.
Unidentified Maul 2 : Almost put it at a 3. A lot of it depends on which version you get. Champion's Maul is awesome value and would be a 1, Purifier's Maul is pretty damn good too. The others? Less convinced. Sacred Maul in particular is going to be mediocre 9 times out of 10.
Lone Champion 1 : I really like this. 2/4 on 3 with Divine Shield is very strong and really not that hard to make happen. If you've played a 2-Drop and they've played nothing to trade into then you play it as a 3 mana 2/4 and dominate the board anyway. Perfect arena card.
Grizzled Guardian 3 : The Recruit effect has the added benefit of thinning out your deck in the lategame, but it's such a prime silence etc. target that it's hard to rate it higher than this.
Explosive Runes 3 : The face damage doesn't matter as much in arena as it does in constructed so it loses a point.
Lesser Pearl Spellstone 2 : Only needs to be upgraded once and it's great value, don't think that'll prove to be difficult at all in arena with the amount of healing cards knocking about.
Lesser Ruby Spellstone 4 : Less impressed with this one. Playing elementals seems much harder to me than the Paladin one, and it's base has less value.
Hungry Ettin 3 : Still iffy on the 2 or 3 ratiing but the potential downside is a bit too big. Think having 4 attack over the 3 of Blossoms is a big deal though.
Lesser Amethyst Spellstone 2 : ONLY a 2 for the period between Kobolds and the next expansion. The two next cards on this review make the Amethyst Spellstone 100x better and since they're common and Kobold cards will appear more often, you can reliably expect to draft them. It'll drop to at least a 3 post new expansion.
Primal Talismans 5 : Hit 2 minions to be "okay" value, even then it's pricey, and isn't going to happen consistently. Will try to never draft it.
Possessed Lackey 5 : As with most recruit cards, it's terrible in arena. And constructed as it happens, but still.
Lesser Emerald Spellstone 2 : As people said, even the base form isn't so bad. Weak to AOE, will suck against Mages but, still, great value and not hard to upgrade.
Lesser Diamond Spellstone 5 : So much worse in Arena than Constructed. No way to guarantee those big minions you'll be aiming for since in Arena you need to be playing your early game or, well, you'll lose.
Lesser Onyx Spellstone 5 : Pay 2 mana more to Deadly Shot something? Nah. Not seeing enough good deathrattles to make drafting a DR heavy deck likely, don't think this is even that good even if you do.
Twilight's Call 4 : Sure it's good in the right deck, what card isn't? But again the deathrattles so far really haven't been that impressive. In terms of it's consistent drafting value, it's no good.
Drywhisker Armorer 3 : 2 mana 2/2 with a potentially big heal, tempted to put it at 4 given armour is unlikely to matter in arena but... I just love armour too much to do it.
Elven Minstrel 1 : Being underrated, card is absolutely god damn insane. It's an Arcane Intellect with a body attached for one more mana - so the way to look at it is a 4 mana arcane intellect that also draws and PLAYS a small minion. Combo isn't a big deal at all, and it doesn't have to be a Turn 4 play. Tempo isn't as important to Rogue in arena as it is in constructed.
Furbolg Mossbinder 4 : Don't think this would be particularly strong even at 4 mana, nevermind 5. Only gets a 4 because of the potential of it in Shaman or Paladin where it's still somewhat mediocre. Like Bonemare if Bonemare was a terrible card. Even if you trade in and 'heal' a minion it's NOT GOOD VALUE.
Leyline Manipulator 2 : A few expansions ago I'd have had this at 1, but I don't know if yeti stats are that value anymore. Has great potential but really does rely on a Cabalists Tome or similar, if not it's just solid.
Crystal Lion 2 : 6 mana 5/5 with Divine Shield isn't so bad on it's own, which is good, because comboing this is going to be very difficult.
Murmuring Elemental 4 : Shaman and elementals have some decently strong battlecries, but a 2 mana 1/1, eh. I don't see the value. Every now and again it'll be incredible but 9 times out of 10 it's going to be a dead card.
Greedy Sprite 3 : Value this a little higher. 3/1 stat line is below average but if you're going second and can coin it out, it'll trade into a two-drop usually and then gain you the ramp effect. It's probably a 4, but I do love to ramp. Even if it just eats 2 mana from a Druid/Mage/Rogue that could be worth the long-term ramp effect depending on your deck composition.
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.
COMMON:
Cheat Death 3 : Better than Shadowstep in terms of value but also less certain. Not really an Arena card. Unless your only minion is Sherazin in which case it's incredible.
Drygulch Jailor 4 : The 1/1s aren't bad for rounding out your curve, but obviously the point is to buff them up and the buff cards suck so.
Guild Recruiter 2 : Probably going to pull a 3/4 or so on average which makes it actually pretty great stats for a 5 drop. Sometimes this pulls a Yeti and you flat out win the game, sometimes it pulls Babbling Book and you cry.
Kobold Illusionist 4 : It's a 3 mana 4/4 ISH? But not really. Not good in Arena.
Sudden Betrayal 3 : It's alright. A better Misdirection, but Misdirection is already eh.
Unidentified Elixir 2 : Some of the variations are much better than others and you'll be sad if you get lifesteal 99% of the time, but it's a bit more early game love for Priests and is pretty much always going to be good on your 2-drop. A MUCH better card if you're going first.
Raven Familiar 3 : 2 mana 2/2 sometimes draw a card is... eh? I'd prefer Loot Hoarder.
Silver Vanguard 5 : Dreadful. Stats are terrible and the effect is unreliable in arena.
Benevolent Djinn 3 : 3 mana 2/4 with a tiny upside. Average card unless you draft a load of Blackguards too.
Arcane Artificer 4 - It's a 1 mana 1/2. The times when the armour this gives you is actually going to be valuable are so low that it's definitely not worth picking up. Ice Barrier is a bottom tier card in arena and that gives you 8 armour.
Kobold Hermit 4 : Being able to clutch out a taunt or spell power totem as need be is pretty good, but the stats... the staaats. Sure it's more definitive than your hero power but you're giving up a card draw for it.
Kobold Librarian 1 : 1 mana 2/1 that self-cycles? It's like Loot Hoarder but 2x as good. 2 damage to face is really negligible. To put it another way, it's half the cost of your hero power and gives you a 2/1 body as well as the card.
Vulgar Homunculus 1 : Again, great stats for such a minor detriment. These two common cards are going to raise up Warlock at least a Tier in arena. Crazy powerful early game now, probably unmatch by any other class.
Ironwood Golem 4 : Druid (along with Warrior) is my favourite class, and this card has annoyed me. It is so clearly statted to be useless that I really want to hear Blizzard's justification. This is a worse card than Sen'jin Shieldmasta despite being a class card in a much more powerful metagame. 3/6 is fine in arena, whatever, it's just a wall. Eurgh. 3 armour is even harder to get in arena. This could have easily been a 4/6 and still been a mediocre card that wouldn't see constructed play.
Oaken Summons 4 : Blizzard why do you hate my favourite class. The 6 armour is basically worth 1.2 mana but that card (Iron Hide) was never played and armour is worth less in arena than it is in constructed. This is a card you partially build your deck around but you're obviously not going to do that in arena... 4 mana to gain a little armour and potentially summon a 2-drop? Eh.
Unidentified Shield 2 : 3 of the options are pretty damn good, one of them (guess) is pretty damn terrible. So on average, above average.
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.
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.
People putting Feral Gibberer at anything but 5 is mind-boggling to me. Card is trash. Utter, utter trash. Oh great you attacked the hero and your reward is... a bad Wisp! Great.
Anywho! Great to see the thread back. Will put together my list at some point later today, nice to see the same old faces!
Great to see you back again, contributing awesome conversation and insight to the thread!
I put Feral Gibberer a little higher just because it can get out of control if ignored. Yes, it can easily be killed by most of the Hero Powers, but it still has to be dealt with. Wretched Tiller is pretty terrible too, but if you're facing it on your first turn you've still got to do something about it quickly before you've taken a ridiculous amount of damage from such a crappy minion.
If you put this out on turn 1 and your opponent misses their 2-drop, by the time they put something on the board at their 3rd turn you have FOUR Feral Gibberer on the board and as long as it's not a Taunt you'll have 7 damage on the board by your fourth turn (that's 14 damage in total so far). If they do put a Taunt on the board at this point you can just run all your guys into it and likely still have some left.
Yes, I realize this is a perfect scenario. Yes, I realize it fills your hand and makes other plays awkward. Yes, it's a crappy card, but it can get out of control with very little effort on your part.
I remember when Journey to Un'Goro was released and I rated Vicious Fledgling very high you didn't agree with me (later it turns out you misread the card), but it ends up we were both wrong on that one, cause it was WAY stronger than either of us anticipated.
At any rate, I look forward to more great debate in the upcoming weeks!
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"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
People putting Feral Gibberer at anything but 5 is mind-boggling to me. Card is trash. Utter, utter trash. Oh great you attacked the hero and your reward is... a bad Wisp! Great.
Anywho! Great to see the thread back. Will put together my list at some point later today, nice to see the same old faces!
I put it at 4. Its still just a shitty 1/1 90% of the time, but it is better than some 1-drops and especially vs non-ping classes it can provide some value. Also the 1/1 u would get might help u to fill the curve on some turns when u dont have anything better to play and gettin out extra 1-health minion with something already on the board at 1-health will make one of those something survive (mby). Yeah its all mby/if/when. Im not gonna argue that this card is amazing. It is not. But i wouldnt say this card is outright 5.
Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
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"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree (4) - having an upgraded hero power for 5 turns can be useful but you will still need to make use of the deathrattle effect to get full value. Having a big set up turn for 18-20 mana to spend is the dream, the likelihood is low though given that you have to trigger the effect thru attacking while having a hand ready to capitalize on the mana. It's very slow and spending 4 mana on 1 damage might cost you the game on turn 4.
Zola the Gorgon (4) - Card draw that requires a board, you'll be able to get some value from this occasionally but it feels strictly like a worse Shadowcaster. It's also similar to Howling Commander, both of these cards aren't really awe inspiring cards and I don't see any new interactions with Zola that will change that trend. Potentially an average card but for a legendary it feels weak.
Rummaging Kobold (5) - For most decks this card is a 5, even with legendary weapons the delayed value on using, exhausting and resummon a legendary weapon thru the Kobold are probably games that will never happen. For classes like Rogue, Paladin, or Warrior, getting an extra Truesilver Champion, or Shadowblade is never a bad thing which probably makes this a bit better, but still a 5.
Spiteful Summoner (2) - Getting a 2 mana spell, that generates a 2/2 is pretty fair value for this card, so it's not that hard for this to be an okay card. With that said the tempo gained from pulling a huge spell into game breaking minion on turn 6 is a real reality and I can see this card being higher in value for certain classes that have playing large spells such as Priest, Mage, Warlocks, and Druids. The issue is having a draft with spell offerings and having them remaining in your deck, it should be a reasonable requirement tho so just a small issue. The reveal aspect of the card can cramp your style a bit giving your opponent a heads up on what's in your deck, but he might be dead before then anyways.
Seeping Oozeling (4) - Some of the absolute best 6 mana deathrattle minions include Savannah Highmane, Cairne Bloodhoof, and old Sylvannas. Now this card at 5/4 stats to start is equal to or worse then all the cards I've mentioned, it needs to gain an effect similar to those elite 6 mana deathrattle cards to be A+ tier. Also keep in mind Deathrattle minions aren't even that plentiful and the reliability of this card gets even more spotty. Overall inconsistent card with a random effect wrapped into a understatted body makes this a poor card.
Hi, that review format is awesome, is it available to everyone?
Rin, the First Disciple - 1. This might be controversial but I'll explain. Maintaining card advantage in arena is absolutely crucial, you will lose when you get nothing to play. Rin is a minion that gives you a card, that gives you a card, that gives you a card, etc. Imagine drawing her on a top deck war, pretty sure she will win you the game due to card advantage only.
Hi, that review format is awesome, is it available to everyone?
I'm glad you like it! I'm sorry, but I just made the headers for myself and the mods. DyingAtheist was the one exception because he snagged one of my original images. Since I replaced them all I figured I would reward his initiative and make him one too!
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"To build or destroy...only you decide which joy." - Last Crack
Hi, that review format is awesome, is it available to everyone?
I'm glad you like it! I'm sorry, but I just made the headers for myself and the mods. DyingAtheist was the one exception because he snagged one of my original images. Since I replaced them all I figured I would reward his initiative and make him one too!
Oh I see, that's cool. If I may give a suggestion, I think upgraded spellstone is better put into "tokens" section rather than the class card section. I think it would be tidier that way compared to seeing three version of the same card.
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
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"To build or destroy...only you decide which joy." - Last Crack
Oh I see, that's cool. If I may give a suggestion, I think upgraded spellstone is better put into "tokens" section rather than the class card section. I think it would be tidier that way compared to seeing three version of the same card.
I wanted to keep them together so you could easily find the upgraded spells, rather than going to a different section. Thanks for the suggestion though.
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"To build or destroy...only you decide which joy." - Last Crack
You're welcome. I've also been thinking it would be interesting if there also some kind "community score" for each card in arena mode (seeing how Arena Impact forum tends to be so full of information), but that might be difficult to do. Anyway, the front-page format for this season is just amazing. looking forward for checking this thread often!
Hi, that review format is awesome, is it available to everyone?
Rin, the First Disciple - 1. This might be controversial but I'll explain. Maintaining card advantage in arena is absolutely crucial, you will lose when you get nothing to play. Rin is a minion that gives you a card, that gives you a card, that gives you a card, etc. Imagine drawing her on a top deck war, pretty sure she will win you the game due to card advantage only.
edit: adds the [card] tag
All this is nice, but if you're spending 5 mana to summon a 2/2 or 3/3 minion, u might lose long before u get to destroy your opponents deck. Thats why we rate her so low. She a gigantic tempo dump for what she does.
Yes, that's why I don't really judge her when it's still mid-game and you still have other playables. When it's late and you finally ran out of cards though, you will be able to convert your mana into board presences, without relying on your draw. I know the condition sounds very situational, but I've been there. I think it's a nice option to have, at the cost of putting a more expensive Fen Creeper into your arena deck. There are better Legendaries of course, but I believe Rin is a solid arena pick for a Legendary minion.
Yes, that's why I don't really judge her when it's still mid-game and you still have other playables. When it's late and you finally ran out of cards though, you will be able to convert your mana into board presences, without relying on your draw. I know the condition sounds very situational, but I've been there. I think it's a nice option to have, at the cost of putting a more expensive Fen Creeper into your arena deck. There are better Legendaries of course, but I believe Rin is a solid arena pick for a Legendary minion.
It's good in the same way that Pyros is good, but it's bad in the same way most other bad cards are bad, mainly the cost per play is not worth the stats you are getting. Cards that generate more cards are good, but the cards are just not great value per cost therefore the overall card just isn't that great.
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Tested the interaction with Moat Lurker, and as you guys suspected, the resummoned minions do not "remember" the deathrattle. Still, as Sinti remarked, spawning 2 copies of the originally eaten minion while playing a 4/6 that spawns 2 more 4/6's when it dies is pretty solid.
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.
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Level Up! Rating 5(Terrible): This is a really expensive card for a specific type of deck. If you've got a ton of Lost in the Jungle, Stand Against Darkness, or Vinecleaver, then maybe you can make a convincing case for it.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
"To build or destroy...only you decide which joy." - Last Crack
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People putting Feral Gibberer at anything but 5 is mind-boggling to me. Card is trash. Utter, utter trash. Oh great you attacked the hero and your reward is... a bad Wisp! Great.
Anywho! Great to see the thread back. Will put together my list at some point later today, nice to see the same old faces!
LEGENDARY:
Aluneth 2 : Think it's being underrated. It's a little draft dependent, but if you can get yourself a low-cost deck then Aluneth is legitimately insane. Your opponent simply will not be able to keep up with such incredible card draw and you should be able to win the game within a handful of turns. Yeah you could fatigue out, and if your deck is mainly 6+ cards it gets a lot worse, but has such insane potential I can't put it lower.
Dragon Soul 5 : Terrible in Arena. Not reliable.
Kathrena Winterwisp 2 : Thins your deck or pulls in a powerful minion, twice, win win. MUCH stronger in Arena which is traditionally a control based format for every class. The impact of getting rid of a 'free' 2-drop in the late game is actually pretty significant.
Marin the Fox 4 : Just a bit slow. You don't want to play both a) a weak card and then b) spend probably at least 2-3 attacks doing something with no immediate board impact. Yeah you get a lot of value in the end, but your opponent probably just won the game.
Rin, the First Disciple 5 : Awful. 6 mana 3/6 is pitiful (Fen Creeper is already a 4 imo) and you're obviously never going to pull off the big spell in arena. Nope.
The Runespear 3 : I like this in Arena more than constructed, and more than others seem to. Arena is a slower format, you can get insane value out of this in the late game.
Twig of the World Tree 4 : Has potential to be incredible, but arena is so tempo orientated that you can't throw away your Turn 4 like this.
Zola the Gorgon 3 : It's a bit slow on the tempo despite being good value, so a 3. A bit better than 'draw from your deck' cards because you get to control the choice, but on the other hand you need to have an actual board for it to work. Okay card but low on the legendary tier.
Grumble, Worldshaker 2 : Incredibly draft and situation dependent. I can see why people are rating it highly, it has the potential for insane value and is a decent stat stick on 6 mana regardless. But I nearly had him at 3. I'm really struggling to rate him, there's so many different possible permutations.
Empty board? 6 mana 7/7, probably a 2.
Losing the game? Probably can't trade your minions efficiently before returning or you wouldn't be losing. Will make you lose MORE from that point.
Winning? Huge tempo loss that you don't want to play on 7 mana at least.
Board of weak creatures, battlecries, or 2-3 minions that can attack in first and you're on 9-10 mana? Well that's when he becomes a top level card.
My main problem is that the majority of the time he's just not a good card to play when you're behind, you're probably going to weaken your position. Much better in constructed where you can build a deck built entirely around powerful battlecries, so he's just very draft dependent. May lower or higher, who knows.
Temporus 5 : Utterly terrible in Arena. Possibly THE worst legendary in arena. Obviously the point of the card is to step up a OTK in Constructed Priest. Unfortunately that's how how arena works and all you're doing is setting up your opponent to dominate the board ot murder you. Awful.
King Togwaggle 5 : Do I really have to explain why?
Sonya Shadowdancer 3 - Think with Bonemare, Cobalt, VIlespine etc. turning up so often she's a pretty damn good value generator. Draft dependent but really the chances of drafting 0 decent deathrattles or battlecries is low, still, worse in Arena than Constructed because of that unreliability.
Lynessa Sunsorrow 4 : One Spikeridged Steed makes this card pretty damn insane, and she's certainly a 1 in the right deck but you're going to want to hope to draft her super early so you've got time to prioritise buff cards or super late after you've already happened to do so. 9 times out of 10 she's tier 5.
Ixlid, Fungal Lord 4 : Such bad stats, suuuuch bad stats. Basically has to survive a turn in order to be good (if you play this with a 5 drop it's...fine but not that impressive)
Val'anyr 1 : Love it, now fighting for 'best arena card of the expansion' I think, the value is so good and the tempo loss isn't that bad since you can still swing the turn you get it. Susceptible to silence sure but, that's about it.
Dragoncaller Alanna 4 : Stats suck, too expensive. You'd have to have casted two 5+ spells to make this good, which sure, doesn't sound that difficult, but I just don't see it as consistent enough to rate it any higher. Some games this'll be insane and completely carry you, but it's much more likely to be a 9 mana 3/3 clogging up your hand.
Kingsbane 4 : Love the design, like the potential in constructed, don't see it in arena. Again it's a problem of deck consistency - you have to draw your buff cards and Kingsbane or you've got a bad Light's Justice in your hand. In some decks this will be a great card but I don't think the deck shuffling mechanic will matter much in arena. If Rogues get a common buff card this could be a 3.
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.
EPIC:
Branching Paths 2 : Fair value, nice flexibility. All around great card.
Carnivorous Cube 2 : Think it's being slightly overrated and I may drop it to 3, not sure. If you can trade in your 4-drop so it has low health and then Cube it is of course immense value buuuut if you're doing this on a full cost minion then it's a pretty huge tempo loss.
Bladed Gauntlet 3 : Just not going to be consistent enough in Arena where armour gain is ehhhh. Gets a bonus because of all the armour gain cards in KaC which will be more prevalent.
Crushing Walls 2 : More control options for Hunter, and great in the minion-based format of Arena.
Rummaging Kobold 5 : Obviously awful for most classes. Potentially actually amazing if you've rolled a good legendary weapon but it's a niche combination that doesn't warrant picking an epic for most of the time. Stats just too bad.
Spiteful Summoner 3 : Pretty strong potentially in Mage where your deck may well be stocked with expensive spells. Otherwise? On average it's well, average.
Grand Archivist 5 - Terrible stat line, requires you to draft every spell in your deck around it otherwise you may well just lose yourself the game instead. Awful in arena as it clearly requires a specific deck to be built.
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.
Call to Arms 1 : Thins your deck of stuff you don't want to keep drawing, only needs to summon 2 minions to be absolutely immense value. Absolutely top tier
Cataclysm 4 : Has immense potential in Constructed I feel, particularly at the turn of the next expansion, but not so much for arena.
Windshear Stormcaller 3 : 5 mana 5/5. Epic cards have an odd habit of being terrible so I imagine there's many times this'll be one of your better options.
Dragon's Fury 3 : Considered putting it at 4 but I'm not sure. Really does depend on the deck you have but as a Mage you're likely to want to draft great spells like Frostbolt and Primordial Glyph. Paying 5 mana for a Volcanic Potion is not value. Highroll/lowroll card, but more consistent than the two mentioned previously, and at least you can make some favourable trades before casting it.
Dragonhatcher 5 : It's a 9 mana 2/4 that requires you to have drafted only expensive dragons and even then it's "okay".
Unstable Evolution 1 : Incredible flexibility which is important in arena, fits into your curve as long as you have a single minion on board.
Evasion 5 : Epic that doesn't really do much except delay your death for a turn, less reliable than Ice Block and Ice Block is already mediocre.
Deck of Wonders 5 : Obviously utterly terrible. Spend 5 mana to sometimes completely screw yourself up or do nothing at all? Sweet. Trolden highlights incoming.
Reckless Flurry 4 : Potential in constructed but with the unreliable armour gain of arena plus the self damage, eh.
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.
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 My Side! 5 : I think one day this will be good in constructed, one day (in part thanks to the new Hunter spellstone and the DK) but for now? no. and in arena? never.
Void Ripper 3 : 3/3 is average, solid, and it's fine to drop this down on 3 alone (or even better if your opponent has a 3/2 on the board). Will occassionally allow for some very strong trades. Fun card.
Twilight Acolyte 4 : Value 2/4 less than 3/3, and the effect is much harder to find value in. Between Duskbreaker and Hoarding Dragon and the continued love for things like Bone Drake, it's not going to be too hard to draft a dragon deck but even then this is a very niche 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.
Level Up! 5 : Has to hit 4-5 minions to be good. That's not going to happen. Bad. Baaaaad.
RARE:
Duskbreaker 4 : Just no reliable enough to draft a Dragon deck in Arena. CRAZY good if you have a lot of them, otherwise, eh.
Feral Gibberer 5 : People putting this at something other than 5, please, explain it to me. Even if you get infinite returns on this (which you won't) you're filling your hand with mediocre cards... do not see the appeal at all.
Gather Your Party 5 : Potentially great in Constructed, but awful in Arena. Arena's too reliant on early game minions to establish your board. If you drafted a deck where Gather Your Party was likely to pull an expensive minion, well, you probably already lost.
Lesser Jasper Spellstone 1 : Even the default 1 mana 2 damage is pretty damn good in Druid. Couple that with an easy upgrade path and... insane card.
Lesser Mithril Spellstone 3 : Underrated perhaps. It's really not that hard to equip just one weapon in Arena and that's all it takes for this card to suddenly be great value.
Lesser Sapphire Spellstone 5 : Much worse than Mithril because it requires you to have a board already. Maybe a 4 but, 5 for now.
Wandering Monster 3 : Only a 3 because compared to some other Hunter secrets it's much weaker in the late game, but still, solid in the first few turns, potentially great value.
Seeping Oozeling 4 : I want to like it, and I think in the right deck this is a pretty incredible card. Unfortunately that deck is not an arena deck.
Unidentified Maul 2 : Almost put it at a 3. A lot of it depends on which version you get. Champion's Maul is awesome value and would be a 1, Purifier's Maul is pretty damn good too. The others? Less convinced. Sacred Maul in particular is going to be mediocre 9 times out of 10.
Lone Champion 1 : I really like this. 2/4 on 3 with Divine Shield is very strong and really not that hard to make happen. If you've played a 2-Drop and they've played nothing to trade into then you play it as a 3 mana 2/4 and dominate the board anyway. Perfect arena card.
Grizzled Guardian 3 : The Recruit effect has the added benefit of thinning out your deck in the lategame, but it's such a prime silence etc. target that it's hard to rate it higher than this.
Explosive Runes 3 : The face damage doesn't matter as much in arena as it does in constructed so it loses a point.
Lesser Pearl Spellstone 2 : Only needs to be upgraded once and it's great value, don't think that'll prove to be difficult at all in arena with the amount of healing cards knocking about.
Lesser Ruby Spellstone 4 : Less impressed with this one. Playing elementals seems much harder to me than the Paladin one, and it's base has less value.
Hungry Ettin 3 : Still iffy on the 2 or 3 ratiing but the potential downside is a bit too big. Think having 4 attack over the 3 of Blossoms is a big deal though.
Lesser Amethyst Spellstone 2 : ONLY a 2 for the period between Kobolds and the next expansion. The two next cards on this review make the Amethyst Spellstone 100x better and since they're common and Kobold cards will appear more often, you can reliably expect to draft them. It'll drop to at least a 3 post new expansion.
Primal Talismans 5 : Hit 2 minions to be "okay" value, even then it's pricey, and isn't going to happen consistently. Will try to never draft it.
Possessed Lackey 5 : As with most recruit cards, it's terrible in arena. And constructed as it happens, but still.
Lesser Emerald Spellstone 2 : As people said, even the base form isn't so bad. Weak to AOE, will suck against Mages but, still, great value and not hard to upgrade.
Lesser Diamond Spellstone 5 : So much worse in Arena than Constructed. No way to guarantee those big minions you'll be aiming for since in Arena you need to be playing your early game or, well, you'll lose.
Lesser Onyx Spellstone 5 : Pay 2 mana more to Deadly Shot something? Nah. Not seeing enough good deathrattles to make drafting a DR heavy deck likely, don't think this is even that good even if you do.
Twilight's Call 4 : Sure it's good in the right deck, what card isn't? But again the deathrattles so far really haven't been that impressive. In terms of it's consistent drafting value, it's no good.
Murmuring Elemental 4 : Shaman and elementals have some decently strong battlecries, but a 2 mana 1/1, eh. I don't see the value. Every now and again it'll be incredible but 9 times out of 10 it's going to be a dead card.
Greedy Sprite 3 : Value this a little higher. 3/1 stat line is below average but if you're going second and can coin it out, it'll trade into a two-drop usually and then gain you the ramp effect. It's probably a 4, but I do love to ramp. Even if it just eats 2 mana from a Druid/Mage/Rogue that could be worth the long-term ramp effect depending on your deck composition.
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.
COMMON:
Cheat Death 3 : Better than Shadowstep in terms of value but also less certain. Not really an Arena card. Unless your only minion is Sherazin in which case it's incredible.
Drygulch Jailor 4 : The 1/1s aren't bad for rounding out your curve, but obviously the point is to buff them up and the buff cards suck so.
Guild Recruiter 2 : Probably going to pull a 3/4 or so on average which makes it actually pretty great stats for a 5 drop. Sometimes this pulls a Yeti and you flat out win the game, sometimes it pulls Babbling Book and you cry.
Kobold Illusionist 4 : It's a 3 mana 4/4 ISH? But not really. Not good in Arena.
Sudden Betrayal 3 : It's alright. A better Misdirection, but Misdirection is already eh.
Unidentified Elixir 2 : Some of the variations are much better than others and you'll be sad if you get lifesteal 99% of the time, but it's a bit more early game love for Priests and is pretty much always going to be good on your 2-drop. A MUCH better card if you're going first.
Raven Familiar 3 : 2 mana 2/2 sometimes draw a card is... eh? I'd prefer Loot Hoarder.
Silver Vanguard 5 : Dreadful. Stats are terrible and the effect is unreliable in arena.
Benevolent Djinn 3 : 3 mana 2/4 with a tiny upside. Average card unless you draft a load of Blackguards too.
Arcane Artificer 4 - It's a 1 mana 1/2. The times when the armour this gives you is actually going to be valuable are so low that it's definitely not worth picking up. Ice Barrier is a bottom tier card in arena and that gives you 8 armour.
Kobold Hermit 4 : Being able to clutch out a taunt or spell power totem as need be is pretty good, but the stats... the staaats. Sure it's more definitive than your hero power but you're giving up a card draw for it.
Kobold Librarian 1 : 1 mana 2/1 that self-cycles? It's like Loot Hoarder but 2x as good. 2 damage to face is really negligible. To put it another way, it's half the cost of your hero power and gives you a 2/1 body as well as the card.
Vulgar Homunculus 1 : Again, great stats for such a minor detriment. These two common cards are going to raise up Warlock at least a Tier in arena. Crazy powerful early game now, probably unmatch by any other class.
Ironwood Golem 4 : Druid (along with Warrior) is my favourite class, and this card has annoyed me. It is so clearly statted to be useless that I really want to hear Blizzard's justification. This is a worse card than Sen'jin Shieldmasta despite being a class card in a much more powerful metagame. 3/6 is fine in arena, whatever, it's just a wall. Eurgh. 3 armour is even harder to get in arena. This could have easily been a 4/6 and still been a mediocre card that wouldn't see constructed play.
Oaken Summons 4 : Blizzard why do you hate my favourite class. The 6 armour is basically worth 1.2 mana but that card (Iron Hide) was never played and armour is worth less in arena than it is in constructed. This is a card you partially build your deck around but you're obviously not going to do that in arena... 4 mana to gain a little armour and potentially summon a 2-drop? Eh.
Unidentified Shield 2 : 3 of the options are pretty damn good, one of them (guess) is pretty damn terrible. So on average, above average.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
"To build or destroy...only you decide which joy." - Last Crack
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Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree (4) - having an upgraded hero power for 5 turns can be useful but you will still need to make use of the deathrattle effect to get full value. Having a big set up turn for 18-20 mana to spend is the dream, the likelihood is low though given that you have to trigger the effect thru attacking while having a hand ready to capitalize on the mana. It's very slow and spending 4 mana on 1 damage might cost you the game on turn 4.
Zola the Gorgon (4) - Card draw that requires a board, you'll be able to get some value from this occasionally but it feels strictly like a worse Shadowcaster. It's also similar to Howling Commander, both of these cards aren't really awe inspiring cards and I don't see any new interactions with Zola that will change that trend. Potentially an average card but for a legendary it feels weak.
Rummaging Kobold (5) - For most decks this card is a 5, even with legendary weapons the delayed value on using, exhausting and resummon a legendary weapon thru the Kobold are probably games that will never happen. For classes like Rogue, Paladin, or Warrior, getting an extra Truesilver Champion, or Shadowblade is never a bad thing which probably makes this a bit better, but still a 5.
Spiteful Summoner (2) - Getting a 2 mana spell, that generates a 2/2 is pretty fair value for this card, so it's not that hard for this to be an okay card. With that said the tempo gained from pulling a huge spell into game breaking minion on turn 6 is a real reality and I can see this card being higher in value for certain classes that have playing large spells such as Priest, Mage, Warlocks, and Druids. The issue is having a draft with spell offerings and having them remaining in your deck, it should be a reasonable requirement tho so just a small issue. The reveal aspect of the card can cramp your style a bit giving your opponent a heads up on what's in your deck, but he might be dead before then anyways.
Seeping Oozeling (4) - Some of the absolute best 6 mana deathrattle minions include Savannah Highmane, Cairne Bloodhoof, and old Sylvannas. Now this card at 5/4 stats to start is equal to or worse then all the cards I've mentioned, it needs to gain an effect similar to those elite 6 mana deathrattle cards to be A+ tier. Also keep in mind Deathrattle minions aren't even that plentiful and the reliability of this card gets even more spotty. Overall inconsistent card with a random effect wrapped into a understatted body makes this a poor card.
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
Hi, that review format is awesome, is it available to everyone?
Rin, the First Disciple - 1. This might be controversial but I'll explain. Maintaining card advantage in arena is absolutely crucial, you will lose when you get nothing to play. Rin is a minion that gives you a card, that gives you a card, that gives you a card, etc. Imagine drawing her on a top deck war, pretty sure she will win you the game due to card advantage only.
edit: adds the [card] tag
"To build or destroy...only you decide which joy." - Last Crack
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
You're welcome. I've also been thinking it would be interesting if there also some kind "community score" for each card in arena mode (seeing how Arena Impact forum tends to be so full of information), but that might be difficult to do. Anyway, the front-page format for this season is just amazing. looking forward for checking this thread often!
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Yes, that's why I don't really judge her when it's still mid-game and you still have other playables. When it's late and you finally ran out of cards though, you will be able to convert your mana into board presences, without relying on your draw. I know the condition sounds very situational, but I've been there. I think it's a nice option to have, at the cost of putting a more expensive Fen Creeper into your arena deck. There are better Legendaries of course, but I believe Rin is a solid arena pick for a Legendary minion.
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