Lesser Emerald Spellstone (1) : Great card at face value. Both wolves are beasts and you get good stats without having to upgrade. After playing one secret the card starts getting into insane territory. Now drafting and playing secrets migh not be a sure thing but I won't imagine it being that much of a stretch considering most hunter secrets are draftable.
Lesser Onyx Spellstone (3) : Removal is always playable in Arena, but this one is a much more expensive Deadly Shot with an upgrade condition that is probably never going to happen in Arena. If this was 4 mana it is probably at least an above average card but 5 mana is real expensive for a situational card with a rarely realized upside. Also, it's Rogue, they have plenty of tools for removing minions.
Lesser Diamond Spellstone (4) : The value of the card is there as long as the random targets are decent sized (no guarentees here, needs to at least 2 3+ mana drops or this is a disaster. The odd chance this card gets upgraded is rare, but plausible in the late game. Overall too unreliable, but probably worse cards out there.
Twilight's Call (4) : Deathrattle isn't an extremely common ability and to have two friendly minions to target from the graveyard is a bit of a stretch. Pretty unreliable card potentially a completely dead card. To be honest it's a great value card if you have the right deck (generates 2/2 stats and 2 deathrattle effects) but seems very unlikely to be able to reach its potential in Arena.
Dragoncaller Alanna (4) : Very draft dependent card but feels more plausible in Mage. To get fair value you'll need at least one 5 cost spell played, beyond that is just gravy. The problem is that with 9 mana, summon a bunch of stats that don't impact the board probably isn't going to cut it in most cases. It's potentially a one card army for the late game, but needs a supporting draft to accommodate it.
Twilight's Call - Good. Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good. Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
Twilight's Call - 5: Too many conditions attached to it, draft needs to have good DR minions that must have died on top of it. What's the best result, Twilight Summoner? Nope, dead card most of the time, even if you're lucky enough to have drafted a couple DR minions. Will be great resurrecting those Hoarding Dragons...
Nice catch on Hoarding Dragon! Yeah, that makes the card even worse than i originally gave it credit for, which wasnt much :D
Dragoncaller Alanna Rating 5(Terrible): You could potentially get nothing except a 3/3 for nine mana, and that is an absolutely terrible deal.
Dragon's Fury Rating 4(Poor): This is really going to be draft dependent, because you could potentially draw nothing or hit for less than 3 (which would make this an overcosted Volcanic Potion). Unfortunately, it's going to be pretty unreliable for Arena most of the time.
Dragon's Fury (3): This card is a bit RNG based, depending on the deck, u might not care if it will deal 4 or 7 dmg, but if u have a lot of Frostbolts or Breath of Sindragosas, u might want to rethink drafting this. I wouldnt even consider this as a factor, but the fact is, that u will show your opponent a spell in your deck, which will give him some knowledge. Its not end of the world, but its another little downside of this card.
Twilight's Call - Good. Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good. Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
You're an optimistic sort aren't you! I'd have both cards at 5 personally, way too much variance to be reliably good.
Twilight's Call - Good. Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good. Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
You're an optimistic sort aren't you! I'd have both cards at 5 personally, way too much variance to be reliably good.
I mean i have both at 4, but i can see the potential, especially with Alanna. Like Kel said, she might very well be one of the sleeper cards in this expansion.
Twilight's Call - Good. Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good. Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
You're an optimistic sort aren't you! I'd have both cards at 5 personally, way too much variance to be reliably good.
Lol yeah, we haven't played it after all, it doesn't hurt to be optimistic. I find both have certain consistency though:
For Twilight's Call : Summoning two minion with one card is always nice, even two 1/1 tokens have some flexibility of use. I'd say 3 mana is justified because both tokens have Deathrattle, which increases their value (yeah, except Hoarding Dragon, etc). I didn't find minion with decent deathrattle hard to find, though I'm not sure if K&C will be the same.
For Dragoncaller Alanna : Now, five mana spells looks harder to find than deathrattle minions, but the reward is huge. Multiple 5/5 bodies are very difficult to handle. Most big spells are decent too; Firelands Portal are common, Blizzard are rare, and you'd want Meteor, or Pyroblast if offered.
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)
Possessed Lackey 5 : As with most recruit cards, it's terrible in arena. And constructed as it happens, but still.
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.
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.
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.
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".
Ironbark 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.
Ironwood Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
I can understand that, but overall it is a good card and since its a common, new players will get it relatively fast and will help their early decks. Also i find it funny, how in KFT everyone was bitchin about the OP cards druid got and when they get a worse one for a change, qq again :) The card is nowhere near Purify level bad, but the bitchin is. Probably just enhanced by the poor delivery tho.
Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
I can understand that, but overall it is a good card and since its a common, new players will get it relatively fast and will help their early decks. Also i find it funny, how in KFT everyone was bitchin about the OP cards druid got and when they get a worse one for a change, qq again :) The card is nowhere near Purify level bad, but the bitchin is. Probably just enhanced by the poor delivery tho.
My problem with it is that it's a waste, basically. I expected Druid to be 'punished' basically after being so strong for so long, and it does seem to be happening given the low quality of their cards, but the card is literally just some tiny changes away from barely scratching 'playable' - and instead they left it at trash tier. That's not interesting design, and it's a shame that it still happens. It's not a good card, it's a bad card, it's worse than Sen'jin Shieldmasta which obviously never sees play, but that would be a better choice for new players.
I definitely care more because I'm a Druid main, though.
Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
I can understand that, but overall it is a good card and since its a common, new players will get it relatively fast and will help their early decks. Also i find it funny, how in KFT everyone was bitchin about the OP cards druid got and when they get a worse one for a change, qq again :) The card is nowhere near Purify level bad, but the bitchin is. Probably just enhanced by the poor delivery tho.
My problem with it is that it's a waste, basically. I expected Druid to be 'punished' basically after being so strong for so long, and it does seem to be happening given the low quality of their cards, but the card is literally just some tiny changes away from barely scratching 'playable' - and instead they left it at trash tier. That's not interesting design, and it's a shame that it still happens. It's not a good card, it's a bad card, it's worse than Sen'jin Shieldmasta which obviously never sees play, but that would be a better choice for new players.
I definitely care more because I'm a Druid main, though.
I guess im defending it more than i should, or wanted to, but on the other hand u seem to be a lot biased the other way, probably cause like u said, it feels like its a waste of a card and u like Druid. Im sorry u feel that way and lets hope we get something better in the future ;-)
Oaken Summons (3): Pretty nice card to have in a mix, similar to some of the warrior ones. Not one u will be looking for, but ultimately not one u will be too sad about.
Aluneth Rating 4(Poor): At first, it seems average (compare to Nourish and Sprint), but you'll quickly start milling yourself, and you won't have a deck with enough low cost cards in arena to compensate with a hyperaggressive playstyle.
Dragon Soul Rating 5(Terrible): Just bad. Unlikely to get even one activation.
Geosculptor Yip Rating 4(Poor): Not that terrible, since 4/8 isn't that bad and it could live a few turns, constantly spawning 2 mana minions, with a chance of getting better stuff. Still below average.
Grumble, Worldshaker Rating 1(Excellent): Great card. 7/7 for 6, with a battlecry that will do good probably as often as it would harm. There's a bunch of strong common battlecry minions, and returning them to your hand can also be considered heal or carddraw, if you get to return some damaged minion. And let's not forget that they cost just 1! So basically, if you're forced to return 1 minion, you can play it right after and still just paid for vanilla - nothing for heal or a potential battlecry.
King Togwaggle Rating 5(Terrible): Just bad, nothing to discuss here
Lynessa Sunsorrow Rating 5(Terrible): Waaaay to expensive to pay off. I wouldn't even call this draft dependent, the card is just way too inconsistent.
Marin the Fox Rating 3(Average): Poor in tempo, but potentially game winning. However, only in situations where you're slightly ahead of the game, or have some Crazed Alchemist shenanigans. Thus, more a win-more card most of the time and thus average.
Rin, the First Disciple Rating 4(Poor): Battlecry is pretty much worthless, so what's left is a 3/6 taunt. For 6 mana, that's poor.
Skull of the Man'ari Rating 5(Terrible): Your rarely have enough demons to get value, but if you manage to get 2 activations off it which are not for 1 cost demons, it is decent. Still too inconsistent to be average. The more I think about it, the worse it gets. The fact that it is the beginning of your turn means it takes two turns until you could attack with the first demon it pulled, if you happen to have one of high costs. Unless the rest of the expansion is full of high quality demons with Taunt or Charge, this isn't just poor, but total garbage.
Sonya Shadowdancer Rating 4(Poor): Similar to Cult Master, but worse. 2/2 for 3 often is a worse deal than 4/2 for 4, and the 1/1s will only help if they have a strong battlecry or Combo. Inconsistent, thus poor.
Temporus Rating 5(Terrible): I love the concept of the card, but it is just not good in arena by any means.
The Runespear Rating 4(Poor): If it only was cheaper... The discover spell mechanic might end up pretty good, as you're often able to pick something that clearly benefits you, and you always have the chance for a boardclear with Volcano. Kinda inconsistent still, and a bit too expensive, thus poor (borderline to average)
Twig of the World Tree Rating 2 (Good): Heropower buff / free pings for 5 turns is nice, but not great for 4 mana. Deathrattle can be ignored, unlikely to get anything of it, you will have 10 mana already most of the time this breaks (rated 3 before update). UPDATE: I assumed empty crystals and thus didn't consider you get your crystals refreshed after breaking it. If you get to play this card early without losing too much tempo, you basically won. Kind of risky to spend 4 mana on a 1 attack weapon in the earlygame though, and the risk of running out of steam later on is what holds it back from being excellent, imo.
Zola the Gorgon Rating 3(Average): A slightly better carddraw as you have control about what you draw, but that's already it. Fair stats, average card.
Sadly I won't have enough time to go through all cards till the expansion hits as my free time is very, very limited currently. I mean really, I absolutely enjoy posting my predictions. Anyway, I'll catch up with legendaries at least. (Even though they are the least impactful category.... but I started with them as I copied neonangel's ordering, so, whatever)
I also edited a prediction in the quote (not in the original post) and striked through the previous one.
Ixlid, Fungal Lord Rating 4 (Bad): Being heavily understatted, you'll only be able to gain value if a) you're in the lategame or b) he lives a turn. The latter will only happen if you're ahead anyway, so it is purely a win-more card. At 10 mana you could gain some value if combined with a Stranglethorn Tiger or similar stuff, but in best case you get a free 2/4 with pseudo-taunt. Okay, but way too conditional to aim for.
Val'anyr Rating 1 (Excellent): Oh boy, this is insane. Gonna hate playing against it, since it will feel just unfair, and whatever you do, you can't get rid of your opponent permanently profiting from this after playing it ONCE for only 6 mana. Pretty much forces every opponent to play hyperaggressive, as it is impossible to compete with the value from just this single card in the long run. The only drawback is that it is somewhat slow, since you need 6 mana to play for a 4 attack weapon, but this really isn't too bad, and, as a weapon, it instantly has an impact on board.
Dragoncaller Alanna Rating 5 (Poor): On the, let's say, "average game" you'll get around 1 activation. Probably less, so 1 is kinda optimistic. 9 mana for a 3/3 and an optimistic 5/5 is a pretty bad deal --> poor.
Ah well, I gotta make a comment to Hoarding Dragon as you all rate this card so high.
While I agree that it is a good pick, I see it being far from Bonemare's powerlevel and would classify as a better tier 2 (good) card. On curve, it really is a powerhouse, but nothing totally gamebreaking. Remember Hungry Dragon getting dropped from a rogue with equipped dagger that instantly killed the 2/1 or whatever the dragon spawned. Yeah, that was a strong turn 4, but nothing too extraordinary. On the downside, the deathrattle can be pretty impactful. 2 coins are not only 2 mana compensation, it also is increased flexibility in curving out and getting huge drops or boardclears out earlier. As it is a deathrattle it clearly is better than a Hungry Dragon, but yeah... not a 1++++ card in my opinion.
Ah well, I gotta make a comment to Hoarding Dragon as you all rate this card so high.
While I agree that it is a good pick, I see it being far from Bonemare's powerlevel and would classify as a better tier 2 (good) card. On curve, it really is a powerhouse, but nothing totally gamebreaking. Remember Hungry Dragon getting dropped from a rogue with equipped dagger that instantly killed the 2/1 or whatever the dragon spawned. Yeah, that was a strong turn 4, but nothing too extraordinary. On the downside, the deathrattle can be pretty impactful. 2 coins are not only 2 mana compensation, it also is increased flexibility in curving out and getting huge drops or boardclears out earlier. As it is a deathrattle it clearly is better than a Hungry Dragon, but yeah... not a 1++++ card in my opinion.
Personally I had it as a 2 initially, but since out scaling only has 5 tiers, the range of each tier is pretty wide, so there will definitely be inclusions that feel a bit out of line relative to insane power level cards. EX. Bonemare vs Hoarding Dragon, on a 100 scale it's like comparing a 100 to an 80. But on 1-5 they are the same rank 1 grading without much to differentiate.
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.
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.
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Lesser Emerald Spellstone (1) : Great card at face value. Both wolves are beasts and you get good stats without having to upgrade. After playing one secret the card starts getting into insane territory. Now drafting and playing secrets migh not be a sure thing but I won't imagine it being that much of a stretch considering most hunter secrets are draftable.
Lesser Onyx Spellstone (3) : Removal is always playable in Arena, but this one is a much more expensive Deadly Shot with an upgrade condition that is probably never going to happen in Arena. If this was 4 mana it is probably at least an above average card but 5 mana is real expensive for a situational card with a rarely realized upside. Also, it's Rogue, they have plenty of tools for removing minions.
Lesser Diamond Spellstone (4) : The value of the card is there as long as the random targets are decent sized (no guarentees here, needs to at least 2 3+ mana drops or this is a disaster. The odd chance this card gets upgraded is rare, but plausible in the late game. Overall too unreliable, but probably worse cards out there.
Twilight's Call (4) : Deathrattle isn't an extremely common ability and to have two friendly minions to target from the graveyard is a bit of a stretch. Pretty unreliable card potentially a completely dead card. To be honest it's a great value card if you have the right deck (generates 2/2 stats and 2 deathrattle effects) but seems very unlikely to be able to reach its potential in Arena.
Dragoncaller Alanna (4) : Very draft dependent card but feels more plausible in Mage. To get fair value you'll need at least one 5 cost spell played, beyond that is just gravy. The problem is that with 9 mana, summon a bunch of stats that don't impact the board probably isn't going to cut it in most cases. It's potentially a one card army for the late game, but needs a supporting draft to accommodate it.
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Twilight's Call - Good.
Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good.
Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
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Dragoncaller Alanna Rating 5(Terrible): You could potentially get nothing except a 3/3 for nine mana, and that is an absolutely terrible deal.
Dragon's Fury Rating 4(Poor): This is really going to be draft dependent, because you could potentially draw nothing or hit for less than 3 (which would make this an overcosted Volcanic Potion). Unfortunately, it's going to be pretty unreliable for Arena most of the time.
Twilight's Call Rating 4(Poor): You need a Deathrattle heavy deck to make this work, but you could get some real value with Crystalline Oracle, Shifting Shade, or Obsidian Statue.
"To build or destroy...only you decide which joy." - Last Crack
Dragon's Fury (3): This card is a bit RNG based, depending on the deck, u might not care if it will deal 4 or 7 dmg, but if u have a lot of Frostbolts or Breath of Sindragosas, u might want to rethink drafting this. I wouldnt even consider this as a factor, but the fact is, that u will show your opponent a spell in your deck, which will give him some knowledge. Its not end of the world, but its another little downside of this card.
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Dragonhatcher (5): Man, whenever i think they cannot make a worse card anymore ... BAM!
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Alright updates for the past couple days;
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)
Possessed Lackey 5 : As with most recruit cards, it's terrible in arena. And constructed as it happens, but still.
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.
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.
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.
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".
Ironbark 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.
Could ramble for days on that last one.
Ironwood Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
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Oaken Summons (3): Pretty nice card to have in a mix, similar to some of the warrior ones. Not one u will be looking for, but ultimately not one u will be too sad about.
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Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Ah well, I gotta make a comment to Hoarding Dragon as you all rate this card so high.
While I agree that it is a good pick, I see it being far from Bonemare's powerlevel and would classify as a better tier 2 (good) card. On curve, it really is a powerhouse, but nothing totally gamebreaking. Remember Hungry Dragon getting dropped from a rogue with equipped dagger that instantly killed the 2/1 or whatever the dragon spawned. Yeah, that was a strong turn 4, but nothing too extraordinary. On the downside, the deathrattle can be pretty impactful. 2 coins are not only 2 mana compensation, it also is increased flexibility in curving out and getting huge drops or boardclears out earlier. As it is a deathrattle it clearly is better than a Hungry Dragon, but yeah... not a 1++++ card in my opinion.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
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#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
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.
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.