Bulshit OP cards...warrior weapon 3x consecration for 3 mana are they stupid? Leave arena alone, make all cards available again, maybe remove legendarys out of it and again lessen chance of epic pick.
crackling doom is ofc super op since you can play it and afterwards just fill the board getting insane tempo which solves problem of having no mana necxt turn...
Warrior has consistently been bottom tier in arena, this alone isn't going to push them to top.
A'm I the only one here that thinks that "voting" was just a joke for the show, and the actual voting will be somewhere online with an official blog about it?
A'm I the only one here that thinks that "voting" was just a joke for the show, and the actual voting will be somewhere online with an official blog about it?
I think that would be received even worse than the initial voting. They decided to do it this way, they should follow through on it.
IDK how the warrior execute weapon did not win by a landslide. Given that chance to come I cannot see anyone not voting for that one. Overall excited to see some arena exclusives though.
If done correctly it can help balance classes in the format and add some spice outside constructed/standard, of which both are welcome!
Overall those cards are pretty interesting but shaman spell is way to over the top imo thats not how you should fix the class in arena by giving them super OP cards, it should work similiar way to Forbidden Flame but with diffrent scalling imo so it would end up being more flexible Lightning Storm/Elemental Destruction in the end.
Just some initial thoughts on the cards shown for the new arena.
0 - unplayable / 5 - average / 10 - auto pick
Deadeye - Great card, a better Shadowform. It's pushing the class towards more flexible drafts since it's a control, value oriented card, now Hunter drafts won't be strapped to one build type for success. And if you have a hyper aggressive deck, then you can pass this if there are better options. 7/10
Polymorph: ??? - Interesting Card. A bit of flexibility for some RNG. I would have preferred to see this card at 4 mana. The RNG from the card and the increased mana cost makes it a bit on the weaker side, however, any morph effect generally is strong. It does have potential upside on your own friendly minions as well. 5/10
Blazing Longsword - Pretty busted card. Very strong at all stages of the game. I'm surprised this card wasn't a 2/2. Potentially dealing 18 damage over 3 turns across the board is bonkers for 3 mana. Even better with weapon synergies. 9/10
Hand of Salvation - For 1 mana it gets decent value regardless which minion is revived. The play around for this isn't that confusing for opponents tho so it's a bit predictable. Overall not bad - will see some play. 6/10
Generous Spirit - 3 cards for 3 mana is busted, however giving a minion in arena could break your back. There are a couple situations where this is huge ex. Bomb Squad. However, generally it's a bit situational and Priest have a lot of quality class minions they don't really want to give away. I feel this is a well thought out card, if this was a Paladin card - busted, but in Priest it's balanced. 6/10
Smoke Bomb - 1 mana stealth spare part WITH a cycle. Sounds insane for the mana cost. Should likely be a 2 mana card if this card became a permanent card. More busted in Rogue since smaller cards have synergies with the class. 9/10
Crackling Doom - Excellent card, however situational. You need to take advantage of the turn you are given, so it's more a late game card where you can reflood the board after playing this. You'll have to fight off your opponents 2 turn develops, so a late game play where opponent's cards in hand are low might be the best place to play this card. Either way, it's a potentially game winning 2 sided wipe for free with a draw back. 8/10
Nature's Champion - I feel this card would again be even more nuts in Paladin. Not sure about Druid. . Perhaps if Druid had access to more token generating cards this would be a stronger card due to having more options to hit. Saving a minion in the late game and recasting it on the same turn is probably the best play for this card. Requires a bit of set up, but pay off could be game winning if you had the mana and time for such a play. Potentially a card i'd warm up to a lot more then what i'm crediting it for right now. 6/10
Bottled Madness - Depending on the quality of your deck/hand, this card could be bonkers or garbage. In dire moments it could provide an answer. At 0 mana, it's probably a draftable card just as an escape card in rough spots. Wouldn't be a high priority card though. 3/10
I feel like Rogue, Paladin, and Warlock all got the worst of the three respective choices.
Warlock: definitely. But thank god for that.
Rogue: yes, but what she got aint useless, it will be a decent enough card. 1-cost Assassinate would have been better, but it would probably completely break the class :)
Paladin: mby, guess Retribution could have been better, but it would be Vaporize-ish most of the time, but for 1 mana thats a decent outcome. That being said Hand of Salvation will be pretty powerful i think, sure it will be relatively easy to play around, but if it resurrects anything but a 1/1 dude, it will be well worth it and you can manipulate it even more to protect your board, if you are ahead. Decent anti-aoe as well, you might want to think twice now about the order in which u play your minions, so the correct one dies 2nd, when they all die "at the same time" :)
How was Relic of Hope even an option? That card is just awful. At least with cards Shifter Zerus and Molten Blade you wait a turn and try again if you don't like the random card you get. Relic of Hope? Once an Eye for an Eye always an Eye for an Eye.
Anyway, Hand of Salvation is actually a huge buff to other secrets, even if its not amazing itself. For example, lets say you have only tirion out against mage and play runaway kodo. Now, you cannot hero power because mage will just ping your recruit and you'll have wasted the secret. And when you don't hero power, its obvious what you have. With Hand of Salvation in the mix, opponent would be better off killing Tirion first because bringing tirion back with 1 health or sending him back to your hand is better than bringing him back full. So in short, makes it harder for opponents to play around other secrets and allows Paladin to play more aggressively with secrets. Honestly wish this card was part of the normal set
Huh...I made a bunch of arena exclusive cards back in August, but they were actually formatted with arena and drafting in mind, unlike these which just seem to be OP cards for no real reason.
I'm just curious as to why they made these exclusive to arena if they don't actually relate to the draft or arena play?
It looks like they either decided to finally give a crap about arena and thought it would be fun to bring some "fun" cards into the mix, players would definitely love that, right? Or this is their attempt to balance the classes, even if it will be only for a short time period.
To be honest, i think its the former, they just have zero sense about the arena experience and just created some random stuff and same as with synergy picks at the start of your draft that had absolutely no synergy with the rest of the draft, they will put these cards in and will watch what happens.
At least it will probably be a shorter period of time this time around, like a week or two and not several months that they will be experimenting on us. I mean they have to start somewhere, so lets hope this wont be for nothing :)
I don't mind having fun events every so often, but their approach seems like more of a disruption to the format than anything else right now. We've already got a Tavern Brawl section for wacky, fun, different scenarios, so I don't feel the need to duplicate that with Arena games.
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"To build or destroy...only you decide which joy." - Last Crack
Seeing what blizzard did until now, I'd say a lot of stuff they do is an "experiment" of some kind. As they have been "experimenting" a lot with arena this year I'd say good things are going to happen eventually.
I'm sorry that I haven't read the whole tread but how often will those new card appears? Do they actually have rarity?
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Warrior has consistently been bottom tier in arena, this alone isn't going to push them to top.
These are going to be fun :) I almost wish they were playable in constructed.
Ok, 2 weeks without arena. Total bullshit.
A'm I the only one here that thinks that "voting" was just a joke for the show, and the actual voting will be somewhere online with an official blog about it?
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IDK how the warrior execute weapon did not win by a landslide. Given that chance to come I cannot see anyone not voting for that one. Overall excited to see some arena exclusives though.
If done correctly it can help balance classes in the format and add some spice outside constructed/standard, of which both are welcome!
Overall those cards are pretty interesting but shaman spell is way to over the top imo thats not how you should fix the class in arena by giving them super OP cards, it should work similiar way to Forbidden Flame but with diffrent scalling imo so it would end up being more flexible Lightning Storm/Elemental Destruction in the end.
Just some initial thoughts on the cards shown for the new arena.
0 - unplayable / 5 - average / 10 - auto pick
Deadeye - Great card, a better Shadowform. It's pushing the class towards more flexible drafts since it's a control, value oriented card, now Hunter drafts won't be strapped to one build type for success. And if you have a hyper aggressive deck, then you can pass this if there are better options. 7/10
Polymorph: ??? - Interesting Card. A bit of flexibility for some RNG. I would have preferred to see this card at 4 mana. The RNG from the card and the increased mana cost makes it a bit on the weaker side, however, any morph effect generally is strong. It does have potential upside on your own friendly minions as well. 5/10
Blazing Longsword - Pretty busted card. Very strong at all stages of the game. I'm surprised this card wasn't a 2/2. Potentially dealing 18 damage over 3 turns across the board is bonkers for 3 mana. Even better with weapon synergies. 9/10
Hand of Salvation - For 1 mana it gets decent value regardless which minion is revived. The play around for this isn't that confusing for opponents tho so it's a bit predictable. Overall not bad - will see some play. 6/10
Generous Spirit - 3 cards for 3 mana is busted, however giving a minion in arena could break your back. There are a couple situations where this is huge ex. Bomb Squad. However, generally it's a bit situational and Priest have a lot of quality class minions they don't really want to give away. I feel this is a well thought out card, if this was a Paladin card - busted, but in Priest it's balanced. 6/10
Smoke Bomb - 1 mana stealth spare part WITH a cycle. Sounds insane for the mana cost. Should likely be a 2 mana card if this card became a permanent card. More busted in Rogue since smaller cards have synergies with the class. 9/10
Crackling Doom - Excellent card, however situational. You need to take advantage of the turn you are given, so it's more a late game card where you can reflood the board after playing this. You'll have to fight off your opponents 2 turn develops, so a late game play where opponent's cards in hand are low might be the best place to play this card. Either way, it's a potentially game winning 2 sided wipe for free with a draw back. 8/10
Nature's Champion - I feel this card would again be even more nuts in Paladin. Not sure about Druid. . Perhaps if Druid had access to more token generating cards this would be a stronger card due to having more options to hit. Saving a minion in the late game and recasting it on the same turn is probably the best play for this card. Requires a bit of set up, but pay off could be game winning if you had the mana and time for such a play. Potentially a card i'd warm up to a lot more then what i'm crediting it for right now. 6/10
Bottled Madness - Depending on the quality of your deck/hand, this card could be bonkers or garbage. In dire moments it could provide an answer. At 0 mana, it's probably a draftable card just as an escape card in rough spots. Wouldn't be a high priority card though. 3/10
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
hi, why cant i play in the arena?
I don't know what these even are since I don't have a patch at all yet!!!!
I feel like Rogue, Paladin, and Warlock all got the worst of the three respective choices.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
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How was Relic of Hope even an option? That card is just awful. At least with cards Shifter Zerus and Molten Blade you wait a turn and try again if you don't like the random card you get. Relic of Hope? Once an Eye for an Eye always an Eye for an Eye.
Anyway, Hand of Salvation is actually a huge buff to other secrets, even if its not amazing itself. For example, lets say you have only tirion out against mage and play runaway kodo. Now, you cannot hero power because mage will just ping your recruit and you'll have wasted the secret. And when you don't hero power, its obvious what you have. With Hand of Salvation in the mix, opponent would be better off killing Tirion first because bringing tirion back with 1 health or sending him back to your hand is better than bringing him back full. So in short, makes it harder for opponents to play around other secrets and allows Paladin to play more aggressively with secrets. Honestly wish this card was part of the normal set
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
Huh...I made a bunch of arena exclusive cards back in August, but they were actually formatted with arena and drafting in mind, unlike these which just seem to be OP cards for no real reason.
http://www.hearthpwn.com/forums/hearthstone-game-modes/the-arena/200343-arena-exclusive-cards
I'm just curious as to why they made these exclusive to arena if they don't actually relate to the draft or arena play?
- Click Here To Join Us On Discord! -
I don't mind having fun events every so often, but their approach seems like more of a disruption to the format than anything else right now. We've already got a Tavern Brawl section for wacky, fun, different scenarios, so I don't feel the need to duplicate that with Arena games.
"To build or destroy...only you decide which joy." - Last Crack
I feel like Druids Nature's champion gives you a reason to draft penguin or wisp talk about your turn 3 6/6.
Seeing what blizzard did until now, I'd say a lot of stuff they do is an "experiment" of some kind. As they have been "experimenting" a lot with arena this year I'd say good things are going to happen eventually.
I'm sorry that I haven't read the whole tread but how often will those new card appears? Do they actually have rarity?