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.
Yeah this is my problem with it. Card advantage is all well and good but you're spending so much mana for bad minions that it becomes pretty irrelevant. A card isn't a 1 just because of very very niche situations.
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.
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.
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.
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.
Find my complete review of all released cards HERE.Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
[card]Seeping Oozeling[/card] (4): This card seems pretty bad, even if it gets some rly good deathrattle .. Bone Drake has a powerful one and without extra condition and its a 6/5 for 6. This has -1/-1 over it and has to get some seriously sick deathrattle to be worth it. Mby if you could land one from Abominable Bowman or something, but thats unlikely.
Lone Champion (2): This seems like a rly nice card. Not much threatening, but it will be annyoing to get through. Certainly more than worth it for the cost, if u can get it to trigger, which shouldnt rly be that hard at all.
Silver Vanguard (5): This one looks so far like the worst card for Arena in this expansion. Not only the stats for the cost are abysmal, its slow > cause deathrattle. And on top of that ... what 8-cost minion do u even draft in arena? Charged Devilsaur, Eldritch Horror, Ironbark Protector. Thats it. Nope, this card will not be played.
Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
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"To build or destroy...only you decide which joy." - Last Crack
Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Unidentified Maul (Purifier's Maul/Sacred Maul/Champion's Maul/Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
Unidentified Maul (2) : Lets all remember how insane Coghammer was when played at the right moment. Let's also remember how good Muster for Battle was on turn 3. This card is a bit of a mix of those insane powerful cards while adding some RNG to the effects. ALL 4 variations are strong, with the Sacred Maul probably being the worse since you sometimes don't want certain things Taunted. The Fact it affects your whole board for 3 mana can lead to some explosive comeback turns and finishes. It's probably a 1, but the small bit of randomness keeps it out of auto snap pick territory.
Raven Familiar (3) : Stats are bad, but it's Joust card draw probably benefits Mage more then most other classes since the class has some very good larger spells. Average at best card tho.
Silver Vanguard (5) : Pay 7 mana and proceed to lose the game. No thanks.
Lone Champion (2) : Solid card, probably not as good as Tar Creeper, but its pretty darn close. It's a small come back card early without sacrificing much stats even if the taunt and divine shield isn't triggered. Late game it has the same ability to help you mount your comeback and try to stabilize the board. Good card.
Rin, the First Disciple - Average (from Excellent) That Rin-Pyros argument is understandable. I still like the fact that she give you five free card (although very weak).
Grumble, Worldshaker - Excellent At first, I can't believe the stats for cost, and begin looking for Overload, but it doesn't have it, then I go "Oh wow, interesting". The stats is clearly premium for arena. It does ruin your board, and you do have to spend some mana to build them again, but you also heals your minions and activate good battlecries along the way.
Lone Champion - Excellent At worst, it is vanilla 2/4 for 3 mana, which is not bad at all. When you do get the ability its a way cheaper Psych-o-Tron, which is amazing.
Unidentified Maul - Good I think all Unidentified cards are intentionally made strong due to you can't rely on getting one ability. I think Divine Shield and Silver Hands will make me happy, but I'm not sure if +1 Attack and Taunt will be useful often. It is still a weapon, which is always good.
Silver Vanguard - Terrible I think everyone will agree that this card is way too specific for arena.
Raven Familiar - Good At best, you get to draw a spell, which is a very decent upside. You still need to consider your draft though, as every class got a huge spell nowadays, and a vanilla 2/2 is just not impressive.
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
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"To build or destroy...only you decide which joy." - Last Crack
Grumble, Worldshaker (Rating : 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.
Fluffy Genie (Rating : 4) How can a genie be fluffy...? Anyway. It's a 3 mana 2/4 in Arena, which is below average, so, it gets a below average score. Easy peasy!
Benevolent Djinn - Average. Vanilla 2/4 for 3 isn't bad for me. In mid game the life gain is quite ok and allow it to be some kind of soft taunt in certain situation.
Temporus - Bad. I think spending 7 mana, getting a 6/6 vanilla dragon and skipping your next turn is a bad idea in most arena situation. This might change as I haven't read much about it, anyone?
Grumble, Worldshaker (2): Wow, thats a card. This alone will definitely push elemental shaman in constructed up a notch, since there r plenty of battlecry elementals u will be glad to replay. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
Fluffy Genie (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Temporus (5): I understand why this card works like this, gettin two turns is powerful AF, so your opponent gets it first and u can manage the danger by choosing when to play it, but in arena passing a turn doing nothing would usually equal losing the game. You could try and setup something, like that you would be able to play minions and attack with em right away, but your opponent could do that first. Sure, you would be able to set up better, since you know its comming, but its just too risky to attempt this, i think it would backfire 99/100 times. Also, since its a priest card, no shenanigans with Savage Roars/Bloodlusts and such. But i am looking forward to seeing someone play this for sure.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
Grizzled Guardian - Average. While its not a big life saver like Ironbark Protector, I imagine this is a card you won't happy to see on the other side of the battlefield, because you never know what minions it could be recruiting. Terrible against silence, but you do get to influence its recruit. For example, by drafting fewer 1 and 2 drops.
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.
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.
Grumble, Worldshaker (3) - The body is excellent obviously, but the battecry can be awkward. The trouble here is it's a Shaman card which means overload minions. Having any on the board and bounced back to your hand can be painful. If you can get some buffs, heals, or damage off the recasting of your board then this can be insane. However I'm not sold that you'll get that much value on this cards affect often. Still obviously a stud play on an empty turn 6, but if you had to bounce back anything to your hand, it's a tempo loss for future value. Interesting mix of tempo and value. Should be a good card to great card.
Benevolent Djinn (3) - Fair stats, with a below average effect. Heals are generally lower value, especially one you can't target, however 3hp a turn is a good amount if left unchecked.
Temporus (5) - if this card was a 10/10 Taunt minion it might be playable but with that body and that battle cry being such a huge negative effect, I'm not sure how you can argue this card working out in 99% of situations.
Grizzled Guardian (3) - For it's heavy mana cost luckily this card has taunt, otherwise this card might be junk. If we were to compare this card to Ironbark Protector a very solid Druid card, we are giving up 5/3 worth of immediate stats for a deathrattle effect split into 2 separate bodies. I would argue that squeezing out 6/6 worth of stats from the deathrattle is probably enough to match the Ironbarks stat line. This seems quite reasonable albeit a bit draft dependent. If you get hit by Shadow Madness I'd rage quit too. The card should be at least an average card in most instances.
King Togwaggle (5) - Horrible stats per mana cost. Effect is also horrible. This is purely some kind of troll card from Blizzard and I hope it gets banned from Arena eventually. A waste of a pick.
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
Yeah don't need my own thing for this, sums it up enough. Useless arena card... but super fun as well. Probably still a better choice than Temporus!
Side note, my average in arena is plummeting the past couple of days. My drafts are routinely terrible and I'm scraping 4-5 wins most of the time. Kobolds please come save me soon.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
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"To build or destroy...only you decide which joy." - Last Crack
Lesser Ruby Spellstone - Average. I'm not sure how often you could upgrade this card in the arena. On the upside, even just upgrading it once makes it "draw two cards for 2 mana", which is nice, especially considering the cards are spells. Nice card, but you might need to draft and play accordingly to make it useful, as you'd hate to cast this without any upgrade.
Lesser Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Fluffy fire rune (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
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Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
"To build or destroy...only you decide which joy." - Last Crack
Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Unidentified Maul (Purifier's Maul/Sacred Maul/Champion's Maul/Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
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Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
Unidentified Maul (2) : Lets all remember how insane Coghammer was when played at the right moment. Let's also remember how good Muster for Battle was on turn 3. This card is a bit of a mix of those insane powerful cards while adding some RNG to the effects. ALL 4 variations are strong, with the Sacred Maul probably being the worse since you sometimes don't want certain things Taunted. The Fact it affects your whole board for 3 mana can lead to some explosive comeback turns and finishes. It's probably a 1, but the small bit of randomness keeps it out of auto snap pick territory.
Raven Familiar (3) : Stats are bad, but it's Joust card draw probably benefits Mage more then most other classes since the class has some very good larger spells. Average at best card tho.
Silver Vanguard (5) : Pay 7 mana and proceed to lose the game. No thanks.
Lone Champion (2) : Solid card, probably not as good as Tar Creeper, but its pretty darn close. It's a small come back card early without sacrificing much stats even if the taunt and divine shield isn't triggered. Late game it has the same ability to help you mount your comeback and try to stabilize the board. Good 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
Rin, the First Disciple - Average (from Excellent)
That Rin-Pyros argument is understandable. I still like the fact that she give you five free card (although very weak).
Grumble, Worldshaker - Excellent
At first, I can't believe the stats for cost, and begin looking for Overload, but it doesn't have it, then I go "Oh wow, interesting". The stats is clearly premium for arena. It does ruin your board, and you do have to spend some mana to build them again, but you also heals your minions and activate good battlecries along the way.
Lone Champion - Excellent
At worst, it is vanilla 2/4 for 3 mana, which is not bad at all. When you do get the ability its a way cheaper Psych-o-Tron, which is amazing.
Unidentified Maul - Good
I think all Unidentified cards are intentionally made strong due to you can't rely on getting one ability. I think Divine Shield and Silver Hands will make me happy, but I'm not sure if +1 Attack and Taunt will be useful often. It is still a weapon, which is always good.
Silver Vanguard - Terrible
I think everyone will agree that this card is way too specific for arena.
Raven Familiar - Good
At best, you get to draw a spell, which is a very decent upside. You still need to consider your draft though, as every class got a huge spell nowadays, and a vanilla 2/2 is just not impressive.
edit: format edit
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
"To build or destroy...only you decide which joy." - Last Crack
Grumble, Worldshaker (Rating : 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.
Fluffy Genie (Rating : 4)
How can a genie be fluffy...? Anyway. It's a 3 mana 2/4 in Arena, which is below average, so, it gets a below average score. Easy peasy!
Benevolent Djinn - Average. Vanilla 2/4 for 3 isn't bad for me. In mid game the life gain is quite ok and allow it to be some kind of soft taunt in certain situation.
Temporus - Bad. I think spending 7 mana, getting a 6/6 vanilla dragon and skipping your next turn is a bad idea in most arena situation. This might change as I haven't read much about it, anyone?
Grumble, Worldshaker (2): Wow, thats a card. This alone will definitely push elemental shaman in constructed up a notch, since there r plenty of battlecry elementals u will be glad to replay. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
Fluffy Genie (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Temporus (5): I understand why this card works like this, gettin two turns is powerful AF, so your opponent gets it first and u can manage the danger by choosing when to play it, but in arena passing a turn doing nothing would usually equal losing the game. You could try and setup something, like that you would be able to play minions and attack with em right away, but your opponent could do that first. Sure, you would be able to set up better, since you know its comming, but its just too risky to attempt this, i think it would backfire 99/100 times. Also, since its a priest card, no shenanigans with Savage Roars/Bloodlusts and such. But i am looking forward to seeing someone play this for sure.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
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Grizzled Guardian - Average. While its not a big life saver like Ironbark Protector, I imagine this is a card you won't happy to see on the other side of the battlefield, because you never know what minions it could be recruiting. Terrible against silence, but you do get to influence its recruit. For example, by drafting fewer 1 and 2 drops.
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.
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.
Grumble, Worldshaker (3) - The body is excellent obviously, but the battecry can be awkward. The trouble here is it's a Shaman card which means overload minions. Having any on the board and bounced back to your hand can be painful. If you can get some buffs, heals, or damage off the recasting of your board then this can be insane. However I'm not sold that you'll get that much value on this cards affect often. Still obviously a stud play on an empty turn 6, but if you had to bounce back anything to your hand, it's a tempo loss for future value. Interesting mix of tempo and value. Should be a good card to great card.
Benevolent Djinn (3) - Fair stats, with a below average effect. Heals are generally lower value, especially one you can't target, however 3hp a turn is a good amount if left unchecked.
Temporus (5) - if this card was a 10/10 Taunt minion it might be playable but with that body and that battle cry being such a huge negative effect, I'm not sure how you can argue this card working out in 99% of situations.
Grizzled Guardian (3) - For it's heavy mana cost luckily this card has taunt, otherwise this card might be junk. If we were to compare this card to Ironbark Protector a very solid Druid card, we are giving up 5/3 worth of immediate stats for a deathrattle effect split into 2 separate bodies. I would argue that squeezing out 6/6 worth of stats from the deathrattle is probably enough to match the Ironbarks stat line. This seems quite reasonable albeit a bit draft dependent. If you get hit by Shadow Madness I'd rage quit too. The card should be at least an average card in most instances.
King Togwaggle (5) - Horrible stats per mana cost. Effect is also horrible. This is purely some kind of troll card from Blizzard and I hope it gets banned from Arena eventually. A waste of a pick.
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
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
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King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
"To build or destroy...only you decide which joy." - Last Crack
Lesser Ruby Spellstone - Average.
I'm not sure how often you could upgrade this card in the arena. On the upside, even just upgrading it once makes it "draw two cards for 2 mana", which is nice, especially considering the cards are spells. Nice card, but you might need to draft and play accordingly to make it useful, as you'd hate to cast this without any upgrade.
Lesser Ruby Spellstone, Ruby Spellstone, Greater Ruby Spellstone (3): In an average deck, this card will give u just one random spell, definitely not worth it. But in an elemental deck, this card would be absolutely busted, 2-cost Cabalist's Tome basically, even the Ruby Spellstone is worth it already. Very much draft dependant card.
Lesser Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Fluffy fire rune (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
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