Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
Fluffy Fire Rune - Average Six damage is huge, and you are "compensated" by good amount of face damage if it does get played around. Its nice that now it exists together with Mirror Entity, your opponent would think twice before playing important minion, even if you don't actually have either.
Lesser Pearl Spellstone - Good I imagine its not difficult to upgrade it at least once, at which point it becomes Saronite Chain Gang for two mana, which is already very good. Casting it without upgrade is not a nightmare either, which adds to its value.
Explosive Runes (3) :Excellent value card, but easy to play around since opponents will play their worst minion into all mage secrets. It's best to consider this a removal card and it's damage portion as an additional affect. Overall at the very worst it's a small removal plus some burn. At it's best it'll give you lethal.
Lesser Pearl Spellstone (3) : In a pinch the base spell is a Frostwolf Grunt, with an upside that's not terrible at all. Getting 3HP isn't necessarily that hard for paladin and at 1 upgrade, this card is a very strong card for 2 mana.
Lesser Ruby Spellstone (4): Babbling Book would be a 1, Shimmering Tempest a 2, and Cabalist's Tome a 3, this card is probably worse then all 3. The likelihood of maxing this spellstone will probably be impossible in Arena, and at its base form its a pretty sub par card so aiming for 1 upgrade for good value is ideal. I'm questioning how likely getting 2 playable elemental are in a draft let alone playing them while this is in hand. Not convinced it will work out right now on this card.
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.
My bad, haven't checked that yet. Now its a huge taunt when upgraded. While there are good things and bad things about multiple taunt, 4/4 for two mana is also very nice.
Sonya Shadowdancer Rating 4(Poor): You have to already have the board, and preferably some Battlecry or Deathrattle minions that will generate some card advantage for you. Otherwise, it's really nothing to get too excited about.
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"To build or destroy...only you decide which joy." - Last Crack
Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
Sonya Shadowdancer - Good. She is a mix of Soul Echo, Shadowcaster, and Cult Master, and all of them are good cards. Agreed that she's likely draft dependent, as you'd want good abilities, but I don't think you'll struggle to do so especially as rogue. I think Grumble would be little jealous now.
I want to make a quick point about Lesser Pearl Spellstone: it doesn't matter what the target is that gets health restored. It could be your hero; it could one (or more) of your minions; it could even be your opponent or your opponent's minions, though the situations where that would be advisable are rare. I can already see a turn 5 play: value-trade with 4-drop, damaging it by 3; heal 4-drop with Farseer for 3; drop 4/4 taunt for 2. Corrupted healbot synergy as well.
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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.
Arcane Artificer Rating 3(Average): Normally I think this is going to be a mere annoyance, but if you manage to hang on to him with a Cabalist's Tome, then suddenly your initial Armor gain starts to get out of hand. Even getting one use from this minion, coupled with a Flamestrike, could be crucial in the late game.
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"To build or destroy...only you decide which joy." - Last Crack
Sonya Shadowdancer (3) : A board centric value generator, similar to Cult Master, but slightly more situational since the minions being changed to 1 mana versions need to have some kind of effect rather then be vanilla minions. The body also doesn't compete well when played on curve if needed compared to Cult Master. With all that said, it has a game breaking ability to recycle minions battle cries in the late game such as Bonemare, or Vilespine Slayer, so this card can be a difference maker in relatively common sitatuions. I'd argue that generating one card is enough value if that card can flip the turn in your favor, the key is not to be too greedy with this card.
Arcane Artificer (4) : Poor stat line and an ability that doesn't impact the board. It's value comes from it's low mana cost, so if you can afford to play a big spell 1 turn late, you can piggyback this card to gain a bunch of armor. Keeping in mind spells aren't a guarantee in any drasft and you have a near trash tier card. It's an elemental at least.
Grand Archivist (5) : Horrible stats for its cost. There's a couple ways Blizzard could have went to make this card playable, as it is right now it's terrible. If you consider Arena drafts, most will contain AOE, removal and minion buffs most often. So spending a removal on your own minion or buffing your opponents is certain disaster. The reason Tortollan Primalist is playable inspite of it's horrible body is the discover effect. The reason why Servant of Yogg-Saron is playable is because it's body is serviceable insight of it's completely random effect. I think this new card is much worse then those cards because it's random pool of cards will often consist of cards to remove or buff, but when you have a random target, it's a much higher chance of something going wrong.
Arcane Tyrant (3) : The card is better in certain classes then others and a bit draft dependent. It's a card that is suppose to pick up tempo after using a large spell. The classes that come to mind which would benefit the most would probably be Priest and Mage, for example after using cards like Mind Control or Firelands Portal. Its a scary sitiation when you combine high value and high tempo. Worse case scenario this card can at least be played as a 4/4 for 5 which isn't totally useless.
Psychic Scream (2): Another tool for Priest, this one is a full double sided unconditional removal. Really scary card and can't be played around. Probably a bit better then Twisting Nether, since it negates deathrattle effects. Since its an epic, luckily we won't be experiencing this card that often.
Arcane Artificer - Bad. When you are behind, it might be nice to gain 6-7 armor while at the same time controlling the board. In most situation though, might be no more than 1 mana 1/2, which is uninteresting. As elemental goes, Fire Fly might be more valuable, but you might be offered this more, being a new class card, I guess it could work when you need to squeeze few cheap elemental into your deck.
Grand Archivist - Average. Another draft dependent ability. This card's true value lies in what spell you draft, if you get something big, non-targeting spells like Flamestrike, Spreading Plague, Sprint, or Crushing Walls I think this would be good. It helps that it has high health to survive more than one turn.
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.
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.
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.
Sonya Shadowdancer - Good. She is a mix of Soul Echo, Shadowcaster, and Cult Master, and all of them are good cards. Agreed that she's likely draft dependent, as you'd want good abilities, but I don't think you'll struggle to do so especially as rogue. I think Grumble would be little jealous now.
I dont think he would. I actually still think that grumble is way better than this, but since he is a shaman card and Sonya is a rogue card, Sonya will perform better on average. Tho i will not rate her higher, since she is way more combo-y.
I want to make a quick point about Lesser Pearl Spellstone: it doesn't matter what the target is that gets health restored. It could be your hero; it could one (or more) of your minions; it could even be your opponent or your opponent's minions, though the situations where that would be advisable are rare. I can already see a turn 5 play: value-trade with 4-drop, damaging it by 3; heal 4-drop with Farseer for 3; drop 4/4 taunt for 2. Corrupted healbot synergy as well.
Thanks for this. I totally didnt realize that at all. I think i will keep the 2 score, but this makes it almost a 1 :)
Arcane Artificer 4 - It's a 1 mana 2/1. 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.
Its a 1/2, not 2/1 :) I think if it was 2/1 it would have been better for arena, about the same tier bad, but better. Obviously the stats r like this so it can survive pings, but for arena, 2/1 would have been better.Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
Grand Archivist (5): it can be an interesting and honestly busted card in a deck, where u got screwed by the drafting process and have only some specific spell pool. But in an average situation, this is WAY worse than Tortollan Primalist and that guy is already pretty bad.
Arcane Tyrant (3): Quite a draft dependant card. Similar tempo play as Nerubian Prophet, but only in later turns and with much more difficult condition to fulfil on average. The elemental tag is something to keep in mind tho, might make the card worth it alone in a right deck with just one or two 5+ cost spells.
Arcane Tyrant - Good. The ability is obviously strong. It all depends on how many big spells you manage to draft. You'd never want to play 4/4 vanilla minion for five mana, but hey, at least its a minion, and an Elemental on top of that, so it definitely has other uses. Thinking about this card in Arena perspective makes me shudder at thought of how this will be played in Constructed, brrr.
Anyway, I thought this would be an interesting thread on its own but turns out that might be more relevant here after all. I sorted the cards according to its general response when they are revealed, and filters badly reviewed cards (with Arena perspective):
Currenty, there are about 20 well-liked cards and 20 not-well-liked cards. From those responses, its interesting to imagine how classes would play, and what neutrals would be arena staples after the expansion hits. Druids and Paladins got versatile cards, Hunters get removal tools and powerful Legendary, Mages are going to look for big spells, and I'd try to pick every Lone Champion offered to me.
Arcane Tyrant - Good. The ability is obviously strong. It all depends on how many big spells you manage to draft. You'd never want to play 4/4 vanilla minion for five mana, but hey, at least its a minion, and an Elemental on top of that, so it definitely has other uses. Thinking about this card in Arena perspective makes me shudder at thought of how this will be played in Constructed, brrr.
Anyway, I thought this would be an interesting thread on its own but turns out that might be more relevant here after all. I sorted the cards according to its general response when they are revealed, and filters badly reviewed cards (with Arena perspective):
Currenty, there are about 20 well-liked cards and 20 not-well-liked cards. From those responses, its interesting to imagine how classes would play, and what neutrals would be arena staples after the expansion hits. Druids and Paladins got versatile cards, Hunters get removal tools and powerful Legendary, Mages are going to look for big spells, and I'd try to pick every Lone Champion offered to me.
Since we r talking about arena, epics and especially legendaries dont matter that much in this regard.
Paladin has it the best so far, thats for sure.
I think so far the best cards released for arena for me are Unidentified Maul and Unidentified Elixir, Elixir being common will obviously show up more often, so thats the #1 in my book right now. Also i just now realized, both of these are the new type of card "unidentified item", im curious to see these for other classes, if they r gonna be at similar power level.
There hasnt been any Bonemare level broken card yet tho, lets see if this expansion will bring one :)
One thing is sure already tho, we can see that rogue will 100 % get toned down a bit with KAC, since all three common class cards r basically garbage. And two of these r secrets, so ppl will pick those, some rogue plays might get very predictable and taken advantage of.
One thing is sure already tho, we can see that rogue will 100 % get toned down a bit with KAC, since all three common class cards r basically garbage. And two of these r secrets, so ppl will pick those, some rogue plays might get very predictable and taken advantage of.
I want to see the third Rogue secret before passing final judgement. Until we know how all 3 work, we won't know the full extent of how to play around them, and thus their impact.
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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.
One thing is sure already tho, we can see that rogue will 100 % get toned down a bit with KAC, since all three common class cards r basically garbage. And two of these r secrets, so ppl will pick those, some rogue plays might get very predictable and taken advantage of.
I want to see the third Rogue secret before passing final judgement. Until we know how all 3 work, we won't know the full extent of how to play around them, and thus their impact.
I dont think it matters, its obviously gonna be rare or epic, so u will consider it last in most situations, when playing around them. Might depend on what will it actually do, but at this point, i doubt it.
Only thing that might change this is, if there was a card or cards that would synergize with em ... but those would have to be neutral commons at very least.Psychic Scream (3): Decent enough board clear, most opponents will not have enough card draw in their deck to get any advantage out of this and if u add some shit minion in the mix, it might hurt them even more. But 7-cost is quite heavy price, u will basically spend your entire turn playin this, tho your opponent cant rly play around this as with Flamestrike for example, so ... i think this card will have much more impact indirectly, the sole existence of it will make u question your plays when faced against priest, which only adds to the frustration u already feel every time u are up against the class. YUCK!
Arcane Tyrant Rating 3(Average): This is going to be really good in the right deck, but even if you have to pay for it I'd say it's still okay.
Grand Archivist Rating 5(Terrible): Bad stats and bad effect. Every spell is precious in Arena and the last thing you want to do is to start casting them with random targets.
Psychic Scream Rating 2(Good): This is pretty astounding removal for Arena, but it's likely going to leave you with an empty board too, unless you have something cheap you can cast. This will definitely be the source of many, many screams, psychic or otherwise.
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"To build or destroy...only you decide which joy." - Last Crack
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Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
"To build or destroy...only you decide which joy." - Last Crack
Fluffy Fire Rune - Average
Six damage is huge, and you are "compensated" by good amount of face damage if it does get played around. Its nice that now it exists together with Mirror Entity, your opponent would think twice before playing important minion, even if you don't actually have either.
Lesser Pearl Spellstone - Good
I imagine its not difficult to upgrade it at least once, at which point it becomes Saronite Chain Gang for two mana, which is already very good. Casting it without upgrade is not a nightmare either, which adds to its value.
Did you see the change to Pearl Spellstone's effect after the upgrades? Might wanna read closer in case that changes your opinion.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
Explosive Runes (3) :Excellent value card, but easy to play around since opponents will play their worst minion into all mage secrets. It's best to consider this a removal card and it's damage portion as an additional affect. Overall at the very worst it's a small removal plus some burn. At it's best it'll give you lethal.
Lesser Pearl Spellstone (3) : In a pinch the base spell is a Frostwolf Grunt, with an upside that's not terrible at all. Getting 3HP isn't necessarily that hard for paladin and at 1 upgrade, this card is a very strong card for 2 mana.
Lesser Ruby Spellstone (4): Babbling Book would be a 1, Shimmering Tempest a 2, and Cabalist's Tome a 3, this card is probably worse then all 3. The likelihood of maxing this spellstone will probably be impossible in Arena, and at its base form its a pretty sub par card so aiming for 1 upgrade for good value is ideal. I'm questioning how likely getting 2 playable elemental are in a draft let alone playing them while this is in hand. Not convinced it will work out right now on this card.
See my thoughts to all revealed cards HERE!
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
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.
My bad, haven't checked that yet. Now its a huge taunt when upgraded. While there are good things and bad things about multiple taunt, 4/4 for two mana is also very nice.
Sonya Shadowdancer Rating 4(Poor): You have to already have the board, and preferably some Battlecry or Deathrattle minions that will generate some card advantage for you. Otherwise, it's really nothing to get too excited about.
"To build or destroy...only you decide which joy." - Last Crack
Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
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Sonya Shadowdancer - Good. She is a mix of Soul Echo, Shadowcaster, and Cult Master, and all of them are good cards. Agreed that she's likely draft dependent, as you'd want good abilities, but I don't think you'll struggle to do so especially as rogue. I think Grumble would be little jealous now.
I want to make a quick point about Lesser Pearl Spellstone: it doesn't matter what the target is that gets health restored. It could be your hero; it could one (or more) of your minions; it could even be your opponent or your opponent's minions, though the situations where that would be advisable are rare. I can already see a turn 5 play: value-trade with 4-drop, damaging it by 3; heal 4-drop with Farseer for 3; drop 4/4 taunt for 2. Corrupted healbot synergy as well.
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.
Arcane Artificer Rating 3(Average): Normally I think this is going to be a mere annoyance, but if you manage to hang on to him with a Cabalist's Tome, then suddenly your initial Armor gain starts to get out of hand. Even getting one use from this minion, coupled with a Flamestrike, could be crucial in the late game.
"To build or destroy...only you decide which joy." - Last Crack
Sonya Shadowdancer (3) : A board centric value generator, similar to Cult Master, but slightly more situational since the minions being changed to 1 mana versions need to have some kind of effect rather then be vanilla minions. The body also doesn't compete well when played on curve if needed compared to Cult Master. With all that said, it has a game breaking ability to recycle minions battle cries in the late game such as Bonemare, or Vilespine Slayer, so this card can be a difference maker in relatively common sitatuions. I'd argue that generating one card is enough value if that card can flip the turn in your favor, the key is not to be too greedy with this card.
Arcane Artificer (4) : Poor stat line and an ability that doesn't impact the board. It's value comes from it's low mana cost, so if you can afford to play a big spell 1 turn late, you can piggyback this card to gain a bunch of armor. Keeping in mind spells aren't a guarantee in any drasft and you have a near trash tier card. It's an elemental at least.
Grand Archivist (5) : Horrible stats for its cost. There's a couple ways Blizzard could have went to make this card playable, as it is right now it's terrible. If you consider Arena drafts, most will contain AOE, removal and minion buffs most often. So spending a removal on your own minion or buffing your opponents is certain disaster. The reason Tortollan Primalist is playable inspite of it's horrible body is the discover effect. The reason why Servant of Yogg-Saron is playable is because it's body is serviceable insight of it's completely random effect. I think this new card is much worse then those cards because it's random pool of cards will often consist of cards to remove or buff, but when you have a random target, it's a much higher chance of something going wrong.
Arcane Tyrant (3) : The card is better in certain classes then others and a bit draft dependent. It's a card that is suppose to pick up tempo after using a large spell. The classes that come to mind which would benefit the most would probably be Priest and Mage, for example after using cards like Mind Control or Firelands Portal. Its a scary sitiation when you combine high value and high tempo. Worse case scenario this card can at least be played as a 4/4 for 5 which isn't totally useless.
Psychic Scream (2): Another tool for Priest, this one is a full double sided unconditional removal. Really scary card and can't be played around. Probably a bit better then Twisting Nether, since it negates deathrattle effects. Since its an epic, luckily we won't be experiencing this card that often.
See my thoughts to all revealed cards HERE!
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
When you are behind, it might be nice to gain 6-7 armor while at the same time controlling the board. In most situation though, might be no more than 1 mana 1/2, which is uninteresting. As elemental goes, Fire Fly might be more valuable, but you might be offered this more, being a new class card, I guess it could work when you need to squeeze few cheap elemental into your deck.
Another draft dependent ability. This card's true value lies in what spell you draft, if you get something big, non-targeting spells like Flamestrike, Spreading Plague, Sprint, or Crushing Walls I think this would be good. It helps that it has high health to survive more than one turn.
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.
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.
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.
Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
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Arcane Tyrant - Good.
The ability is obviously strong. It all depends on how many big spells you manage to draft. You'd never want to play 4/4 vanilla minion for five mana, but hey, at least its a minion, and an Elemental on top of that, so it definitely has other uses. Thinking about this card in Arena perspective makes me shudder at thought of how this will be played in Constructed, brrr.
Anyway, I thought this would be an interesting thread on its own but turns out that might be more relevant here after all. I sorted the cards according to its general response when they are revealed, and filters badly reviewed cards (with Arena perspective):
Well-liked Class Cards
Druid: Branching Paths, Grizzled Guardian, Lesser Jasper Spellstone
Hunter: Kathrena Winterwisp, Crushing Walls, Wandering Monster
Mage: Explosive Runes, Raven Familiar
Paladin: Lesser Pearl Spellstone, Unidentified Maul, Benevolent Djinn
Priest: Unidentified Elixir
Rogue: Cheat Death, Sudden Betrayal
Shaman: Grumble, Worldshaker
Warlock: none!
Warrior: none!
Well-liked Neutral Cards
Legendary: Marin the Fox, Zola the Gorgon
Epic: Carnivorous Cube, Arcane Tyrant
Rare: Lone Champion
Common: Guild Recruiter
Currenty, there are about 20 well-liked cards and 20 not-well-liked cards. From those responses, its interesting to imagine how classes would play, and what neutrals would be arena staples after the expansion hits. Druids and Paladins got versatile cards, Hunters get removal tools and powerful Legendary, Mages are going to look for big spells, and I'd try to pick every Lone Champion offered to me.
- Click Here To Join Us On Discord! -
I want to see the third Rogue secret before passing final judgement. Until we know how all 3 work, we won't know the full extent of how to play around them, and thus their impact.
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.
Psychic Scream (3): Decent enough board clear, most opponents will not have enough card draw in their deck to get any advantage out of this and if u add some shit minion in the mix, it might hurt them even more. But 7-cost is quite heavy price, u will basically spend your entire turn playin this, tho your opponent cant rly play around this as with Flamestrike for example, so ... i think this card will have much more impact indirectly, the sole existence of it will make u question your plays when faced against priest, which only adds to the frustration u already feel every time u are up against the class. YUCK!
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Arcane Tyrant Rating 3(Average): This is going to be really good in the right deck, but even if you have to pay for it I'd say it's still okay.
Grand Archivist Rating 5(Terrible): Bad stats and bad effect. Every spell is precious in Arena and the last thing you want to do is to start casting them with random targets.
Psychic Scream Rating 2(Good): This is pretty astounding removal for Arena, but it's likely going to leave you with an empty board too, unless you have something cheap you can cast. This will definitely be the source of many, many screams, psychic or otherwise.
"To build or destroy...only you decide which joy." - Last Crack