Azalina Soulthief Rating 5(Terrible): You either need an awful hand or no cards for this to be worth it, otherwise you're tossing away cards for the random chance you might get something better. It's expensive and VERY situational.
Blackhowl Gunspire Rating 5(Terrible): This is definitely more of a constructed card and I can't imagine drafting a minion that couldn't attack in Arena.
Chameleos Rating 4(Poor): It's a pretty cool concept, but they've got to be holding something in their hand AND it needs to be something worth copying AND you need to be able to cast it. There are a lot of things that need to go right before this card is consistent in Arena.
Countess Ashmore Rating 2(Good): It has the potential to be absolutely awesome, but it is going to be totally draft dependant. You should be able to pull at least 1 minion out with this card, which should make it worth it.
Darius Crowley Rating 3(Average): I sort of look at this the same way I did with Muck Hunter in that you're getting average stats when it's all said and done. You could also end up with a Worgen Greaser, and absolutely no one played that. Unless you can heal or protect him he's not going to be able to keep growing forever and he only gets the bonus when he attacks and kills another minion.
Dollmaster Dorian Rating 4(Poor): It's a cool effect, but unless you have lots of Deathrattle the cons outweigh the pros by a large margin. The stats are bad and it completely blows any surprises you might have in store for your opponents, allowing them to play around anything large you might play later.
Duskfallen Aviana Rating 5(Terrible): No, no, no. This is just a terrible idea for Arena. I'm sure we'll see some fun combo decks in constructed, but this benefits your opponent way too much to be playable.
Emeriss Rating 4(Poor): This is really expensive late-game and the Battlecry probably won't make a difference at that point.
Face Collector Rating 2(Good): It's a cool concept, that increases in value late game. You've got to keep in mind that drawing a Legendary doesn't guarantee you something good, just ask Lorewalker Cho. (+1 adjustment on 4/9/18)
Glinda Crowskin Rating 2(Good): She's got a decent statline and is especially difficult to kill with 7 Health. The value she is able to generate (especially late-game) is amazing! She puts a huge target on herself and will have your opponent trying to kill her as quickly as possible. (-1 adjustment on 4/9/18)
Hagatha the Witch Rating 1(Excellent): The Battlecry is great, even though it hits your own minions too. You can also get outstanding value from her Passive Hero Power Bewitch in an Arena environment. It's likely a moot point to rate her, because I expect that she will be unavailable in Arena, like the previous Hero cards from Knights of the Frozen Throne.
Houndmaster Shaw Rating 1(Excellent): He has very good stats for the cost and will cause a lot of havoc with the board, allowing all your minions to gain the Rush ability to take out opposing minions.
Lady in White Rating 3(Average): Typically Attack Power is less than (or at least equal to) the Health on most minions, so you're probably going to see a benefit more often than not. Of course, you still have to draw those buffed minions before they can start making any difference at all.
Lord Godfrey Rating 1(Excellent): At the very worst it's a Consecration and a 4/4 minion combined, but it's likely to upgrade to a Flamestrike. It basically has a built-in, uber Defile that doesn't kill itself.
Prince Liam Rating 3(Average): You shouldn't have that many 1-cost cards in your Arena deck, so I don't anticipate this having a huge impact. Also, the cards you'll get will be random and you still have to draw them, like everything else. If all you get is the 5/5 body for 5 mana, it's just okay.
Shudderwock Rating 3(Average): This is really going to be draft dependent, but if you've played several Battlecry minions this could actually be crazy. It may not work the way you expect it to, but after watching the stream you are basically adding each Battlecry text to the Shudderwock in the order they were played.
Splintergraft Rating 2(Good): This is a great card, with great value and I didn't rate it higher because of the cost and the fact that you'll need a minion on the board or you end up getting nothing.
Tess Greymane Rating 3(Average): I'm not sure how reliable it will be to have multiple copies of other class spells in Arena, but it's fun to see the class has its own Yogg-Saron, Hope's End!
The Glass Knight Rating 3(Average): It's a pretty underwhelming Legendary for Arena because you probably won't have much, if any, life gain - so the Divine Shield aspect doesn't really matter. For Arena this is basically going to be a Silvermoon Guardian.
Toki, Time-Tinker Rating 2(Good): The stats could be better, but the card advantage is great. I know I'll regret saying this later, but I'm looking forward to seeing Kel'Thuzad and Dr. Boom again!
EPIC:
Arcane Keysmith Rating 2(Good): It gives you a lot of flexibility by getting to Discover the Secret, but the stats are terrible, so you're really paying an extra mana to (hopefully) pick what you want. (+2 adjustment on 4/9/18)
Baleful Banker Rating 4(Poor): I really like the Battlecry, but the stats are crap and you need something already on the board worth copying and then you have to draw it.
Bogshaper Rating 4(Poor): I'm undecided on this one, but I feel like it should have Taunt or something. This could generate some great value in a spell-heavy draft, but aside from that it seems really clunky.
Book of Specters Rating 2(Good): Mage has SO many spells and you really don't want to be throwing them away, especially when all your removal goes out the window. I'm really on the fence with this one, but I just keep seeing Meteor and Flamestrike getting dumped in the trash. I suppose it's still better than Arcane Intellect if you lose no more than 1 card.
Cathedral Gargoyle Rating 3(Average): I don't know how easily this will be to pull off with Paladin in Arena, but for constructed it's the new and improved Shielded Minibot.
Deadly Arsenal Rating 2(Good): I hate that it damages your own minions and that you can't plan for it effectively, but it's still a nice board clear. Weapons are offered so much in Warrior now that it really shouldn't be a problem getting good use out of this card.
Deathweb Spider Rating 3(Average): This one is going to be awkward unless you've already got something on the board that damaged you at the start of your turn, like the new Blood Witch. Realistically you probably won't get the bonus unless you wait until turn 6 and play a Kobold Librarian before it.
Hidden Wisdom Rating 4(Poor): It's likely going to be late game, or not at all, before this triggers. There are more consistent methods of card draw available.
Mossy Horror Rating 3(Average): I suppose it's nice, Neutral removal, but it just feels way too situational to be any good in Arena. (+1 adjustment on 4/9/18)
Muck Hunter Rating 3(Average): At first it seems like a decent minion, but I always hate giving my opponent anything. If you can't deal with the minions you're handing out, then you're really only getting a 5/4 minion after they run into him. Or you could get a raw deal and have them outright kill your minion and keep the new minions you gave them.
Nightmare Amalgam Rating 2(Good): I'm happy to see our new Spider Tank replacement. Having it belong to all tribes is really interesting and it could come in handy in certain situations, although it could be bad too, Dragonslayer I'm looking at you.
Ratcatcher Rating 3(Average): You should end up somewhere slightly better than a Wolfrider but having to sacrifice something on the board to make it useful already puts it at a disadvantage.
Rat Trap Rating 5(Terrible): It's unlikely this would trigger in Arena, cause you won't normally be facing any Combo decks. I would set my sights on drafting something else before picking this up.
Sandbinder Rating 4(Poor): This is another one that really depends on the draft, but unless you've got a ton of Elementals it's really pretty bad.
Spectral Cutlass Rating 4(Poor): This is overpriced and will be really inconsistent in Arena.
Splitting Festeroot Rating 3(Average): It's expensive, but you've also got 10/10 worth of combined stats to play with.
Totem Cruncher Rating 3(Average): This could easily be great, but could also be overpriced if you can't keep a totem on the board. It shouldn't be too hard to make him a 4/5 Taunt, but keep in mind it's still costing you at least 6 mana to get him there, so it's not as amazing as it seems.
Town Crier Rating 3(Average): I think this will be great in constructed but for Arena it's really going to depend on your draft whether or not you want to consider this one.
Toxmonger Rating 4(Poor): Great effect, but it's certainly more of a constructed type of card where it's much easier to control the amount (and quality) of 1-drops to support this card.
Vivid Nightmare Rating 4(Poor): It seems really cool at first, but unless you have a way to protect the weakened copy, then it probably won't stick around long. Obviously this will be really cool with Deathrattle minions and could increase in value, depending on your draft.
Voodoo Doll Rating 2(Good): I love it! You don't normally have to worry too much about Silence effects or having it bounced to your hand in Arena, so I anticipate this causing serious problems for your opponent. (-1 adjustment on 4/9/18)
WANTED! Rating 4(Poor): This card does not live up to its name, because I definitely don't "want" to see it in my draft. Sure, it's removal, but it's overcosted for Rogue and the additional The Coin is not crucial for Arena.
Wispering Woods Rating 3(Average): You probably aren't going to have many cards in your hand if you play this on curve, but if your opponent has no AoE, then it will certainly cause problems. If you draw this late-game, then you are a sad panda.
Witch's Cauldron Rating 4(Poor): Do you really want to be wasting a 3-drop for this card? I don't think so.
Worgen Abomination Rating 3(Average): It looks interesting, but too awkward to be useful in Arena. I think it would ultimately hurt you more than it helped. The original translation damaged himself too, so I'm bumping him up a little, since he won't kill himself anymore. (+1 adjustment on 4/9/18)
RARE:
Bellringer Sentry Rating 4(Poor): Most of the time I pass on Paladin Secrets, so I tend not to have any in my decks. I think I would have to skip this most of the time, unless I was forced to draft a couple of Secrets.
Bewitched Guardian Rating 4(Poor): For the cost I would expect a little more staying power. It's honestly pretty lousy.
Blazing Invocation Rating 1(Excellent): You're already getting to Discover a minion, but since it will have Battlecry that's an even better bonus.
Blood Witch Rating 3(Average): Those are good stats for the cost, but unless you've got decent life gain in your draft it's going to be risky.
Bonfire Elemental Rating 3(Average): Depending on your draft this could easily move up to a "2" if you've got the Elementals to support it. Even if it's just a 5/5 minion for 5 mana that's fine.
Carrion Drake Rating 2(Good): This should not be too hard to trigger and it's a decent-sized body that can cause huge problems if your opponent can't kill it immediately with either one minion or direct damage.
Chief Inspector Rating 3(Average) If you're able to blow up some Secrets then it goes up in value, otherwise it's still a decent minion. The 4/6 stats are usually problematic for removal, so it's decent even if you miss the Battlecry.
Coffin Crasher Rating 4(Poor): It's unlikely the Deathrattle will be a factor and often times you may not want it to trigger on something in your hand. I think I would rather have a Lord of the Arena.
Curio Collector Rating 2(Good): This is like a slightly larger Daring Reporter and that card was really strong in Arena. With all the card draw in Mage this has the potential to get really large!
Cursed Castaway Rating 3(Average): It seems alright, and you've got a possibility of drawing a card from the Deathrattle. It's not quite Reckless Rocketeer, but it's pretty close.
Curse of Weakness Rating 2(Good): You're basically buying yourself and extra turn and there have been many times I can remember when that would have easily changed the outcome of the game.
Dark Possession Rating 3(Average): There are quite a few Warlock cards this set that benefit from doing damage to yourself, so I think this will help trigger those and give you the chance to Discover a Demon as well.
Duskhaven Hunter Rating 3(Average): It's another friend of Pumpkin Peasant and I rate them similarly. I think I like Stealth slightly better, but it's really a toss up.
Earthen Might Rating 3(Average): The buff is decent and it goes up in value if you do have an Elemental.
Festeroot Hulk Rating 3(Average): I feel like he should have Taunt, but he's still pretty cool, as is. If your opponent can't deal with him pretty quickly he can certainly get out of hand. If he's the only minion on your side of the board it's going to be a slooooow process.
Forest Guide Rating 5(Terrible): As I've said before, I absolutely hate giving my opponent anything and card advantage is about the worst thing I could give up in Arena. I would have to be losing and absolutely desperate to dig for something before I would play this card. It's just awful.
Gilnean Royal Guard Rating 2(Good): It can definitely take out a huge minion, but it's expensive and doesn't have much staying power after the Divine Shield is gone. You could always play it as the 3/8 version, but that just seems like a bad deal at 8+ mana. The Divine Shield does offer a better chance to survive either way though. (+1 adjustment on 4/9/18)
Holy Water Rating 2(Good): So Priest just got a removal spell that also generates cards? Where do I sign up? This has amazing value and will definitely be strong in Arena. I would rate it higher, were it not for the cost involved. I would still be on the lookout for this one during drafting.
Lifedrinker Rating 2(Good): This card has a lot going on - and it's all good. You've got damage, healing, and a 3/3 body all in one minion. I like it!
Mad Hatter Rating 5(Terrible): It's absolutely awful unless you already have the board.
Militia Commander Rating 2(Good): The stats on this are decent enough that you can probably trade 2 for 1 on your opponent. It's a Yeti killer, and that's not bad at all. In fact, I think it's probably better than I initially gave it credit for. (Adjustment +1 on 3/23/18)
Mistwraith Rating 3(Average: I can see this one getting out of control like the original Undertaker, which gave +1/+1, or Vicious Fledgling once it gets Windfury. It looks like there will be plenty of Echo cards going around to draft, so this has the potential to be quite strong in the right deck. (-1 adjustment on 4/9/18)
Night Prowler Rating 4(Poor): It's only good if you have the board, which is hard to guarantee on curve. Most of the time I don't think you'll be happy to draw this card.
Nightscale Matriarch Rating 1(Excellent): This is a great card! It's pretty large to begin with and the ability to keep making 3/3 minions is probably enough to seal up most games.
Paragon of Light Rating 3(Average): On its own it's not that impressive, but even without the additional buffs the 5 Health makes it a little tougher to deal with in the early game.
Phantom Militia Rating 2(Good): This is one of those cards that improves the longer you hang on to it. If you play it late game, then it's awesome! If you play it earlier than turn 9 it's still not bad though. Getting 4/8 worth of combined stats (with Taunt) on turn 6 is pretty good! (Adjustment +1 on 3/6/18)
Pick Pocket Rating 3(Average): It's a beefy Hallucination, but you're still drawing random cards with no immediate impact on the board. It's a roll of the dice, but can give you some serious card advantage in the late-game.
Redband Wasp Rating 3(Average): You can get some good value from this in the early game, but you're likely only going to trade with another 2-drop. If you get lucky by facing a 1/1, you might be able to make a decent trade on something else, and then its value definitely goes up.
Scaleworm Rating 3(Average): Most of the time it will just be a four mana 4/4, which is fine. If you did get the bonus it might increase slightly in value, but it's definitely not a dealbreaker.
Silver Sword Rating 4(Poor): It is an expensive Weapon that requires you to have the board to get any real use out of it. I think I would just rather have a Truesilver Champion, thanks!
Wing Blast Rating 2(Good): Nice removal that could turn out to be incredibly cheap!
Witching Hour Rating 4(Poor): This is pretty bad unless you've drafted a hefty selection of Beasts. (+1 adjustment on 4/9/18)
Witchwood Grizzly Rating 2(Good): I initially misread this card and thought the player lost life, not the minion. After carefully re-reading the card it's most likely going to be a Fen Creeper, which is fine. (+1 adjustment on 4/9/18)
Witchwood Piper Rating 3(Average): On occasion I'm sure you will be able to pull something with equal or larger mana cost, depending on when you play this minion. Just being able to pull another minion is pretty good though.
Blackwald Pixie Rating 2(Good): Another replacement for Spider Tank. Great stats for the cost and the Battlecry is just a bonus.
Blink Fox Rating 1(Excellent): It would normally be an average minion for the stats and cost, but getting the card draw with no drawbacks or Combo is absolutely awesome. It's a pretty good Common, for sure!
Cauldron Elemental Rating 3(Average): It's decent for the cost and could go up in value if you had several other Elementals to support it.
Cheap Shot Rating 2(Good): It's recyclable removal that's not too overpriced. For Arena I'd say that's good enough to keep an eye out for it when drafting.
Clockwork Automaton Rating 4(Poor): Hunter, Mage, and Priest are the only classes that will even care about this and the value will definitely go up for them. For everyone else it's really 'meh'.
Cutthroat Buccaneer Rating 3(Average): I'm undecided on this one, but I think it could be decent if you've got a Backstab in hand. Otherwise it's probably turn 4 before you can drop this, and playing it then seems bad.
Darkmire Moonkin Rating 5(Terrible): Blizz obviously has a rule to make every single Moonkin absolutely terrible.
Deranged Doctor Rating 2(Good): Even though it's expensive, the stats are good and the healing from the Deathrattle is significant.
Dire Frenzy Rating 2(Good): Generating multiple, buffed copies of cards is pretty awesome and you still get the immediate effect to the minion on the board. Hunter never has trouble drafting Beasts, so I definitely think this is one to watch out for.
Divine Hymn Rating 3(Average): I'm usually not interested in healing for Arena, but this is incredibly cheap, massive healing for your entire side of the board.
Druid of the Scythe Rating 2(Good): I like the flexibility, but it will most likely get used as the Rush version and trade with another minion. (+1 adjustment on 4/9/18)
Duskbat Rating 3(Average: This will be awesome in constructed, but for Arena it's going to be difficult to play it on curve. With a total of 4/6 of combined stats for only 3 mana it's an incredible deal, but very draft dependent. (+1 adjustment on 4/9/18)
Felsoul Inquisitor Rating 4(Poor): By itself it's really not that special, but if you can drop a Demonfire on it, then it becomes a big threat.
Ferocious Howl Rating 5(Terrible): The Armor gain is irrelevant and the card draw is overpriced.
Fiendish Circle Rating 3(Average): I suppose this is alright, but I wish it were more like Imp-losion cause that spoiled us pretty badly.
Furious Ettin Rating 2(Good): A big Taunt like this is nothing to turn your nose up at and it doesn't have a drawback, like it's cousin, Hungry Ettin.
Ghost Light Angler Rating 3(Average): It's a basic echo card that improves if you've got some Murloc theme going on, otherwise it's just alright. Of course, if you're about to play Bloodlust it could increase in value (if they survive the turn, of course).
Hench-Clan Thug Rating 3(Average): For Druid, Rogue, Paladin, and Warrior, this could get out of control. For other classes it's still fine as a basic 3/3 minion.
Hunting Mastiff Rating 3(Average): It's incredibly easy to kill, but you could get some value if you play it mid to late-game, just from the sheer number of minions you can produce.
Lost Spirit Rating 4(Poor): This is a pretty weak card and don't see much point in drafting it.
Marsh Drake Rating 3(Average): If you've already got a small minion on the board to trade or some way to take care of the 2/1 Poisonous Drakeslayer token he creates, then it's good. Otherwise, not so much.
Pumpkin Peasant Rating 3(Average): I like the concept of swapping Attack/Health and it makes perfect sense that they applied it to a Worgen in this way. If I understand it correctly it should still be the initial 2/4 if you draw it in your opening hand and play it on curve, but you could Coin it out as a 4/2 on turn 2. Otherwise you would have to wait until at least turn 4 to get the Worgen version of the card, again if you drew it in your opening hand.
Quartz Elemental Rating 4(Poor): It has nice stats and can be a real threat if you can keep it healed. I think it will probably be too awkward for Arena as you'll need additional healing ready for it or it will be a useless minion on your side of the board.
Rabid Worgen Rating 3(Average): Seems good and could come in handy in the early game.
Ravencaller Rating 3(Average): You'll probably end up with about 4/3 worth of combined stats, which isn't bad. Dealing with the randomness will make it interesting, for sure!
Rebuke Rating 4(Poor): It's discount Loatheb, but you've really got to be aware of when you should play this card. It can save you from certain annihilation if you're expecting a board clear. Most of the time it's going to be a dead card though.
Rotten Applebaum Rating 2(Good): It's got good stats, Taunt, and life gain - all in a Neutral minion. Second-Rate Bruiser can be cheaper and Nesting Roc is bigger, but I still think it's a good card for the cost.
Snap Freeze Rating 5(Terrible): It's a worse Ice Lance and that rarely got used at all. You need a specific deck to really take advantage of this card.
Sound the Bells! Rating 3(Average): Ultimately you still need a minion to target, but if you've got a Taunt you can make a large wall, with relatively little mana.
Spellshifter Rating 4(Poor): The +1 Spellpower isn't usually a factor and either flipped version has its own drawbacks of being either too vulnerable or not threatening enough. It's a pretty weak 2-drop minion.
Squashling Rating 3(Average): This one is really fragile, but the Echo is nice.
Swamp Dragon Egg Rating 4(Poor): Unless you have a way to activate this minion, it's sort of pointless.
Swamp Leech Rating 4(Poor): This is another fragile minion that isn't going to have much of an impact on the board.
Swift Messenger Rating 3(Average): This suffers the same problems that Gilnean Royal Guard has, although at least the Divine Shield allows you to survive an extra turn. This is like having a Fireball for minions and I'm okay with that.
Tanglefur Mystic Rating 3(Average): As I've mentioned before, I hate giving my opponent anything. But this still has decent stats and you get to draw an extra minion too.
Unpowered Steambot Rating 4(Poor): This will be able to buy you a couple of turns, so if your opponent can't punch through in time you can just take the game. This would be pretty situational to make a difference in the outcome.
Vex Crow Rating 3(Average): This can generate some decent value, though I wouldn't expect to have a ton of spells in my hand. I can already hear the sad trombone playing when this stupid bird summons a Doomsayer though. (-1 adjustment on 4/9/18)
Vicious Scalehide Rating 4(Poor): This is still pretty puny, so the Rush and Lifesteal are pretty insignificant on this minion.
Vilebrood Skitterer Rating 2(Good): Having Rush on this is pretty awesome, cause you're guaranteed to kill something without having to worry about it surviving for a turn.
Walnut Sprite Rating 3(Average): Seems decent enough to play on curve and only gets better in the late game with Echo.
Warpath Rating 1(Excellent): It's about time that Warrior got some decent removal! This is extremely flexible and shows a lot of promise. Since this is a Common it could end up being as frustrating as facing multiple Flamestrikes from Mages.
Witch's Apprentice Rating 2(Good): It's got great value for a 1-drop. Taunt and draw a spell. I'd say that's a pretty decent start to the game.
Witchwood Apple Rating 4(Poor): You end up spending 8 mana for 6/6 worth of combined stats, so it's not that good. I think Doppelgangster has this element covered pretty well.
Witchwood Imp Rating 4(Poor): It could be okay in the right situation, maybe giving your Vulgar Homunculus extra Health, but it's very situational.
Woodcutter's Axe Rating 2(Good): This is a nice alternative to Fiery War Axe and the Deathrattle is really just a bonus, but mostly irrelevant.
Wyrmguard Rating 3(Average): Alone it will still be tough to get through its Health, but if you do have some Dragons in your draft this could be absolutely amazing and certainly go up in value!
Zap! Rating 2(Good): It's a slightly better Backstab since it doesn't have the non-damaged minion restriction and the Overload is to be expected, but not unreasonable.
Archmage Arugal (3): 2/2 is not great, but its less bad in ping classes, so i wouldnt mind drafting this, there r better legendaries, but there r certainly worse.
Azalina Soulthief (5): It can become ok-ish, if the meta is still 80% priest who just steal all your cards and have 7+ cards in hand for the entire game, but in an average situation, this cards will be very very bad.
Blackhowl Gun Turret (5): too RNG and combo dependant, completely unrealistic to get anything out of this on average.
Chameleos (2): interesting card, not sure how much arena viable, since it would be a pretty horrible topdeck, but other than that, the card seems like it should get some serious value, the information alone is something; only thing im slightly worried about is keeping a "dead" card in your hand, but i think priest can afford that most of the time.
Countess Ashmore (3): very much class and draft dependent, i mean if it can draw you one card, it is very much worth it, anything more and its insane. But the problem is to gettin any of these cards in certain classes.
Darius Crowley (2): pretty decent card, the comparison with Spiked Hogrider comes to mind again, slightly weaker stats, but can attack without a condition.
Dollmaster Dorian (4): it has potential and 6-health is enough to probably survive a turn, but 2-attack is horrible, will probably not trade for much, if anything and you might not even get a 1/1 next turn and even if you do, it migh just be a Wisp basically, so yeah. Some drafts could definitely get more out of him, but im not too optimistic.
Duskfallen Aviana (5): your opponent gets the bonus first, nuff said.
Emeriss (3): i kinda want to like/hate this card for arena, every time your opponent plays Don Han'Cho you just facepalm yourself and curse all gods for having to deal with the buffed up minion, this does basically the same, but on steroids. Yeah, it will definitely not fit into every hunter deck you draft, but i have seen slower decks and this might find a spot, i want to be optimistic about this, but at the same time i never want to have it played vs me again. That being said, thank god Drakonid Operative and Netherspite Historian rotates out, could you imagine that? Well, there is still Bone Drake, so Emeriss will see play one way or another.
Face Collector (2): to be honest, i think this card will perform way better than we give it credit for, but it is just a horrible turn when you play it, i think the best thing you can do actually is to play it on T3, then it would be similar play to a Kabal Courier, not amazing, but it usually doesnt hurt that much. Playin two 2/2s or three 2/2s later on can ever be afforded only if you're winning, or if your're desperate AF. But like i said, even if you can get some crappy legendaries, i think this card will perform very well on average, most value generators do.
Glinda Crowskin(2): not the most amazing stat line for the cost, but its ok. The ability is obviously an insane value generator, but the card has to basically stay alive for a turn at least, 4 mana is not much to work with and playin a 3/7 for 6 is not the greatest of tempo plays, but still, the card seems quite ok.
Hagatha the Witch(Bewitch) (1): probably not available in arena, but until we get the official confirmation, we dont know for sure. The card itself is quite powerful for arena standards, absolutely insane value generator and the AOE is quite nice as well.
Houndmaster Shaw (1): very good stats for the cost and quite a powerful effect on top, whats not to like?
Lady in White (3): quite draft dependant, but an insane effect; one thing to keep in mind tho, its not a start of the game effect, so your shitty minions will still be shitty, if you cant draw into it, but it has definitely potential.
Lord Godfrey (1): this card is completely insane, thankfully we wont see it that often in arena, but its a rly rly stupid card, im sad Blizzard made it. 156165156th AOE for WL, sigh.
Prince Liam (3): problem with this card is, you really dont want many 1-cost cards in your deck, but if you do get a couple, this card definitely spikes in value.
Shudderwock (1): probably a pretty value play whenever you get to actually play it. It could be draft dependant tho.
Splintergraft (3): good enough minion, fair body for 8 mana that gives you a card; obviously you got to have a minion out, but its not end of the world to play it as an 8/8 for 8, there r certainly worse legendaries out there.
Tess Greymane (4): cute effect, but rather unlikely to get much value, if any, and also way too random for my taste.
The Glass Knight (1): good card overall, you will never be sad to play it on curve or later on. Obviously we dont rly expect to gain the divine shield ever again, but it could happen.
Toki, Time-Tinker (1): superb value generator with only slight tempo loss in stats, so yeah very good card. Even if you get utter shit, its still a minion you can play for the cost of +1/+2 in stats on the original card compared to vanilla 6-drop, pretty good deal.
EPIC:
Arcane Keysmith (2): playing secrets alone is always a tempo loss, playin a secret and a 1-cost 2/2 is not so bad. Sure, you might get crap, but even that crap is usually worth something, if only in the mind game price. But most of the time it will be Explosive Runes, cause you know it will, this card is gonna suuuuuck to play against.
Baleful Banker (4): this card will be relatively draft dependant and also class dependant; mage's Manic Soulcaster is a much better version of this card and there were certainly times, where you didnt want to shuffle anything you had on the board.
Bogshaper (3): elemental with a decent enough stat line and potential card generator, i think it might perform decently enough on average.
Book of Specters (3): very much draft dependant, the earlier in the draft you get it, the worse, since you dont know how will the rest look. I would say this is a worse Arcane Intellect most of the time, nowdays mage decks r easilly half spells, if not more.
Cathedral Gargoyle (3): without dragons, this is very below average; with dragons, this is probably one of the best 2-drops out there, so ... yeah.
Deadly Arsenal (3): i mean even if it dealt only 2 dmg, i almost think you would be ok with that, given the warrior's lack of AOEs (that deal more than 1dmg); problem is, it is a heavy draft dependant card and on top of that, "game state" dependant; you could have already draw into all your cards or waiting for a right time to use it might mean you have a higher chance to draw into your weapons and make this literally unplayable. Very risky card on average id say, but even the existence of it will be annoying, same as with Dragon's Fury.
Deathweb Spider (1): superb card, stats alone r very much ok for a 5-drop and while the battlecry will only trigger as a combo with another card, you can still use it for 7 mana with your hero power, which will kinda make it an arguably better Ancient of Lore, so yeah, this card will be sick.
Hidden Wisdom (4): im not convinced that this would trigger very often, we shall see.
Mossy Horror (1): you will need to be a bit careful to not nuke your own board, but a shadow word: horror on a (bad) 4-cost body, that is some serious value in one card. And this xpac seems to introduce a lot of 2-or-less-attack minions.
Muck Hunter (1): so technically its a 5/4 charge (rush) which we can compare to a Spiked Hogrider (which is a very good card), cant go face right away, but has charge always. Seems like this card should perform very well.
Nightmare Amalgam(2): good 3-drop, nothing about that. Dragon synergy and other stuff, but it can be also eaten by Hungry Crab and Golakka Crawler hehe :P One good(?) thing about it is it dilutes the pool of discover cards for each tribe.
Rat Trap (Doom Rat) (5): i dont think this trap will trigger often, if ever. If a hunter plays a secret on T2, you will 1) not have enough mana to play 3 cards, even with a Coin most of the time; 2) you can just not play three cards to play around this. And when you check for other secrets you can decide to (not) trigger it later.
Ratcatcher (3): interesting card, not sure how reliable would it be tho, but it certainly has potential to make for some epic plays.
Sandbinder (5): basically a Gnomish Inventor that is solely deck dependent, in a right deck it can become better, since it pulls a specific card, but you do have to have elementals in a first place.
Spectral Cutlass (4): little too costly for a 4hp heal imho, it will be kinda draft dependent more than anything. I mean a simple Deadly Poison would make it rly good, but in the end, its still a draft dependent combo card, not great on its own so ...
Splitting Festeroot (Splitting Sapling, Woodchip) (4): this card packs a lot of value, but the problem is, its too damn slow. Even if it doesnt get silenced or poly'ed, your opponent can just not attack into it and it will take you forever to get the value you need from it yourself.
Totem Cruncher (3): the taunt is its only saving grace, but to kill off your board for the buff, i dont like it. Your opponent will probably thank you for doing so. But hero powering on early turns now threatens 6/7 taunt instead of 5/5 taunt, still not the most amazing prospects for your opponent, if they cant kill the totems.
Town Crier (2): pretty much solely draft dependant, but i would expect to get a few Militia Commanders, so it should be quite good.
Toxmonger (5): horrible stats, a combo card and unreliable at that. You dont generally draft many 1-drops, if any, so avoid this like a plague.
Vivid Nightmare (5): heavy combo card and very specific one at that. Deathrattle minions r prime target obviously, but this seems like it will be very hard to get a decent value from it in arena.
Voodoo Doll (3): this will be very class and draft dependant card i think. It is a hard removal, but very much delayed, more like Corruption with a 1/1 body. Your opponent still has time to sink the chosen minion into something else. In mage this card is basically an Assassinate (in combo with the hero power), so in there the card is quite good, everywhere else it will depend.
WANTED! (4): I mean it's removal, so ... i guess. In arena you are not about the combos, not rly, so The Coin is not as important however nice it is to have it whenever you can, but givin up so much tempo to get it, i dont know. I cant see this card performing too well.
Wispering Woods (3): you are not gonna have many cards in your hand most likely, but i suppose it can be 4-cost Stand Against Darkness more often than not, so the card seems like it has potential.
Witch's Cauldron (4): if it didnt say "friendly minion", this card would be pretty sick, but as it stands, you have to give away your board for some random spells, i dont think you want to do that almost ever.
Worgen Abomination (3): im not sure about this card, it can do some serious work, but it can also backfire. I will have to see it in action to form a proper opinion. But its still a decently stated minion with a powerful aoe ability, so expect to see it being played for sure.
RARE:
Bellringer Sentry (3): the card alone is a superb value generator with decent enough stats for the cost, but the problem lies in the secrets, you generally do not want to draft them, if you can avoid it.
Bewitched Guardian (4): Twilight Drake with taunt, it would be nice if not for the increased cost, this will usually be a 4/5 at best, probably even worse. Not great.
Blazing Invocation (1): thank god this says a minion and not a card (hero cards lel), still a pretty good card, discover is a strong mechanic and there is certainly a shit ton of powerful battlecry cards in shaman class alone.
Blood Witch (2): stats r ok and the damage you take is not that big (and it might actually have synergy with some other cards), so yeah very decent card.
Bonfire Elemental (2): top value in an elemental deck, but even as a 5/5 for 5 it is very decent.
Carrion Drake (1): pretty strong card, the requirement seems very easy to fulfill and even as 3/7 for 5 its still ok.
Chief Inspector (1): hell yes! tuck you secret lovers! get rekt, ahahaha :P aaaanyway, good stats even without the ability, so the ability is just a nice bonus that can sometimes go off; i 100 % see a "problem" with this card that will be similar to the one wih Kezan Mystic, you might not want to play it for tempo and will try to save it for the battlecry and the secrets may never come :D so dont, if your best play is to just play him naked.
Cinderstorm (3): little too random for my taste (can hit your opponent face and clear nothing), but it can do wonders with a bit of luck (or Spell Damage), so while i see it as only an average card, it might very well perform like a beast many times you see it being played.
Coffin Crasher (3): ok stats for a 6-drop, the ability will probably not trigger as often, but we shall see.
Curse of Weakness (4): i mean it can help you trade, but the cost is rly high, so its basically just a win more card. Could be a potential combo with Mossy Horror, but probably not gonna happen very often.
Cursed Castaway (3): Reckless Rocketeer that draws you a card (most likely), tho you would pick Rocketeer more for the potential face dmg than the trades (even tho it does end up being a removal a lot of times), so not sure if the comparison is adequate, the card should perform ok i suppose.
Curio Collector (4): not a great 5-drop, it will usually just die as a 4/4, but there r worse cards.
Dark Possession (1): hell i gladly shoot myself in a face for 2 dmg to discover a random demon, so yeah, gimme.
Duskhaven Hunter (3): ok card, probably a tiny bit above average thanks to the Stealth, but nothing too amazing, just a solid card you wont be too sad to draft.
Earthen Might (1): all 2-cost +2/+2 buffs r insane in the arena, sometimes they just win you the game on T2/3 and this has a real potential to even give you another card, looks pretty good. Think of it as Mark of Y'Shaarj that you play on a beast/non-beast type of scenario, pretty good.
Festeroot Hulk (2): superb card to play on curve if you are in board control, not so great if you are not, but it should perform rather well on average i assume. Warrior gets decent amount of weapons after patch 10.4, so he generally is able to maintain the board control.
Forest Guide (5): horrible stats, horrible ability (your opponent gets the card first; or gets to play that extra card first rather). This rly looks like a super no-no for arena.
Holy Water (1): 4 dmg is good enough to kill something decent and it only has to do the last hit, so you can prep it with something else. This card will bring some tears into your eyes, basically another "steal" tool and this one doesnt even lose that much tempo in the process.
Lifedrinker (4): 4-cost Earthen Ring Farseer (not even), pass. I mean there r worse cards thats for sure, but the enemy face dmg is not very important most of the time, nor is overpriced heal for 3. This is not a card you want to be playin on T4.
Mad Hatter (3): so assuming these "hats" r rly just +1/+1 buffs and not something like Explorer's Hat, gettin a +3/+3 and a 3/2 body for 4 mana is pretty good, but you do have to be in board control, so this card will be better in tempo classes/drafts and will probably not be the most amazing in topdeck wars. Basically a high roll card if i ever saw one.
Night Prowler (2): now that is a card you might want to be playin on T4, especially when you just trade minions with your opponent back and forth. It could just not work tho, so 2 rating for you kitty. That being said, a clear board is now a lot more threatening early game, which is not something i thought i would ever say.
Nightscale Matriarch (1): well, this card is pure bullshit. I can already see how it carries decks on its own, and it triggers Duskbreaker, just great. At least all the stupid discover dragon cards will be gone.
Paragon of Light (2): one of the better 3-drops, 5-health will make it relatively durable and there should be easy enough way to buff its attack. Both taunt and lifesteal r not the most valuable abilities ever, but they can come in handy more times than one would think.
Phantom Militia (2): mediocre 3-drop, 6-drop, 9-drop. But the versatility and taunt r not irrelevant and will most likely provide some kind of card advantage.
Pick Pocket (3): i like the card generation as much as the next guy, but this comes in too much of a tempo loss and that is generally something rogue cannot afford. If they can combo it with Mistwraith, then it can be quite decent, but im just not sold on this card too much.
Redband Wasp (3): ahaha Paladin killer :D play that Hero Power on T2 bro, i dare ya! :D this card is basically a ping, that might leave some body behind. Not the worst card ever, since warrior can certainly use some pings, so lets see how its gonna perform.
Scaleworm (3): 4/4 for 4, could be worse. Some classes will like this more than others, for obvious reasons, and havin a "neutral fireball that might leave a body" is a pretty decent, if you can activate it.
Silver Sword (2): this one is a hard card to evaluate, by T8 you are either winning hard or losing hard, so it doesnt rly matter all that much if you play this or not in either scenario, but it is still a weapon and it can help you get back the board or push some dmg or help minions survive a trade or dodge aoe. I dont think i would want more than one copy in my deck, but i would be ok to get one.
Wing Blast (1): this card is beyond insane and i am very sad it exists, oh well ... hunter just might dictate how the arena meta will look like with his insane early to mid game potential, we've seen it right after the launch of KAC, might happen again depending on the power level buckets some of these new cards land in.
Witching Hour (3): obviously a very draft dependent card, but it could have a potential in a right deck.
Witchwood Grizzly (2): interesting card, probably way too broken, but we shall see, if the meta will be value oriented or not, which could bring this card down a notch.
Witchwood Piper (2): pretty good card draw, expect to see this card A LOT. Who cares that it might pull a shitty 1-/2-drop, it is still a card and at least you wont topdeck it later on. Stats r basically the same as Gnomish Inventor, just mby distributed better, 3-attack can kill a lot more things than 2-attack.
Blackwald Pixie (2): good 3-drop, thats about it. The ability might come in handy in late game or in a top-deck war, but it will probably not matter most of the time.
Blink Fox (1): i dont think you can ask for more from a card like this, one of the best cards for arena in the entire WW so far.
Cauldron Elemental (4): obviously draft dependant, but even in an elemental deck, i dont think it would perform that well; and gettin War Golem for 8 mana is not amazing. At least it does trigger synergy for other elementals just by being played, so it might find a spot in some decks.
Cheap Shot (2): decent enough card i suppose, im not too excited about it, but in theory it seems like it should perform well enough.
Clockwork Automaton (4): ok-ish for mage and priest, horrible for WL, meh for Hunter, naked 4/4 for 5 for everyone else. Quite underwhelming, but in mage and priest it has a snowball potential.
Cutthroat Buccaneer (3): if it was battlecry, this card would have been sick, but as a combo, it might be awkward to find a time to play it, still not a bad card in the end, weapon buff is always nice and body is not abysmal.
Darkmire Moonkin (4): Spell Damage is always nice to have, but this is just too expensive. And we all know what happens to these 2-Attack minions :)
Deranged Doctor (3): little bit too slow for my taste, but the heal will for sure come in handy, especially in classes like rogue, so you might be happy to have one copy in your deck.
Dire Frenzy (3): hard card to judge, i guess it will depend on how many beast can you draft, if you get good amount then this card becomes insane, since even a shitty beast with +3/+3 on it will be a very good minion to draw later on, but obviously you will not pick shitty beasts if you can avoid it in a first place, cause we dont f-up our deck for the sake of one potentially good combo in arena :) so thats why im saying it is hard to judge, cause you might pass on quite a few beasts, even if you get them offered.
Divine Hymn (5): pretty much a win more card, almost power creep on Holy Light, tho this card cant deny those enemy enrages ahaha.
Duskbat (3): another more of a late game card, where you need a prior setup to trigger the battlecry, i mean 2/4 on 3 isnt the end of the world. There r better cards you could draft, but also worse.
Ferocious Howl (5): well, if Bewitched Guardian wasnt a great card, this is even worse. You are not gonna have many cards to get decent amounts of armor and even if you did, its still a pretty bad card.
Hench-Clan Thug (3): obviously not a very good card for a non-weapon classes, but in rogue this can be an insane tempo play, when you prepare your dagger on T2 (which you do most of the time anyways).
Hunting Mastiff (2): versatile removal(-ish) or just a board swarm, good card for arena hunter.
Lost Spirit (5): too slow, not enough value, pass.
Marsh Drake (3): now this card is interesting and very scary in rogue, it can be a decent tempo play, if you have something to trade into the token, but even then you already spent some resources; but rogue HP on T2 followed up by this can literally win you games.
Pumpkin Peasant (3): im more interested to see worgen cards with better statlines, tho i fear them as well. This is just a very meh card for arena purposes, but there r worse. Tho pally might like it for the buff heals and rogue just for the heals, since she always hurts for hp.
Quartz Elemental (2): im torn about this card, but i think it will actually perform well, probably too well. Even if it just "forced" your opponent to ping it every turn, that is something; it should eat some resources out of your opponent even if it doesnt die outright, so this card looks like it will be super annoying to deal with.
Rabid Worgen (2): seems like a decent card, might very well survive as a 3/1 so thats not bad in the end. Woodcutter's Axe might be a quite common combo with any rush minion, so even better trading potential.
Ravencaller (3): its an ok card i suppose, kinda like (probably) worse Doppelgangster, but some of the 1-drops have added utility, so it can become better and you dont have to play them all in one turn. The card itself is an abysmal tempo play tho and many premium 1-drops rotate out. I think this card could become rly good after like a year or so, when couple more xpacs hit and some good 1-drops r introduced again.
Rebuke (3): i want to like this card for arena, but im not too sure. Obviously if you're in board control, you can practically buy a turn to dodge an AOE, but when you're behind, it doesnt do much. Its basically a win more card. We shall see.
Rotten Applebaum (1): Antique Healbot 2.0, but better. I think this card will be completely insane in constructed, but even in arena this is pretty much all you can possibly ask from a defensive minion.
Sound the Bells! (3): its not a bad card at all, but the investment is not small. This will be mostly used to help you trade up or survive a trade, which is basically what any buff card does, tho this can help more than one minion, but like i said, the total cost is a bit higher than you would like probably.
Spellshifter (4): i mean there r worse cards and the Spell Damage might matter, but its pretty bad.
Squashling (4): i mean its not an amazing card, but sometimes you just dont want to play anything and wasting your turn to dump some shit and heal is not the worst thing you could be doing as priest.
Swamp Dragon Egg (2): i know it might sound crazy, but i think this card is actually pretty good. Obviously it has to die (somehow) first, but gettin a random dragon is so much better than drawin a card (runic egg), not only can you get legendary dragons with premium value, but it can also activate your other dragon synergies. You dont even have to have many activators for it yourself, just have it die to AOE. Im not gonna kid myself, its still a very slow play and pretty bad top deck, but i think it would be worth it a lot of times. Like the wors thing you can get is a Faerie Dragon or Ebon Dragonsmith, everything else is premium value.
Swamp Leech (4): pretty bad, but at least its a 2/1 compared to a 1/2.
Swift Messenger (2): better Stormwind Knight or cheaper and better Reckless Rocketeer, yeah this card is pretty good. I guess the "cant go face in 1st turn" is a factor, but i still think this will perform quite well. Neutral Fireball for trading? hell yeah.
Tanglefur Mystic (2): while i dont like givin my opponent any card, this is kinda ok, probably better than givin him a random spell (Spellslinger) and at very least it also gave you a play on T4 (2-drop + hero power) if you didnt have anything, tho to your opponent as well.
Unpowered Steambot (5): 4 mana heal 9, i guess it could be worse, but its not great.
Vex Crow (4): i am not convinced at all by this card for Arena, it's a bad on curve play, it has very low survivability and it's too expensive for any big combo plays (and any combo piece that is not good on its own is usually a bad card). Most of the time it will be just a Silver Hand Knight at best with the one spell you will play in a later turn before it gets killed.
Vicious Scalehide (4): we've seen on the reveal stream what this card can do when it gets buffed and that can certainly happen in arena as well, but lets not base our expectation of this card on it.
Walnut Sprite (2): i actually kinda like this card, 3/3 is a decently large body to be relevant and not die to a sneeze and it does have a value potential in the late game, where you can try to bait out AOE and stuff.
Warpath (1): very good versatile AOE, warrior can definitely use that. Nothing much to say about this card, super good.
Witchwood Imp (2): not the most amazing card ever, but it has a potential to help your minions surive a trade and having stealth, you can just have it sit there and make opponent paranoid about when ur gonna utilize it. Also goin 1st and playin a follow up 2-drop might just win you the (early) game lel.
Witchwood Apple (Treant) (4): too bad the treants cost 2 mana, otherwise this card would have been rly good.
Woodcutter's Axe (3): damn, i must have read it wrong, at first i thought it gives a random minion Rush and +2/+1 lol, well ... since it doesnt, this is a very mediocre weapon, still a weapon tho.
Azalina Soulthief - (4) - Very situational card that combines Divine Favor and a body together. You're looking for at least 3 cards to break even in value, which might happen in the right deck. The problem is your opponent knows what you had, but it might still be enough to catch up.
Baku the Mooneater - (4) - 7/8 for 9 mana, it's big at least. If you can pull off the deck building part (much easier now with new drafting mechanics), the upgraded hero power will pay for itself over the course of the game.
Face Collector - (2) - Low tempo play, but insane value card. Legendaries can be horrible to game breaking and in a slower meta this is a nice value generator into a potential game winning swing.
Genn Greymane - (3) - Stat line for it's mana cost is more acceptable, and is playable as a 6/5 for 6. If you can pull off the drafting part of it, that's a big bonus.
Glinda Crowskin (3): Seems like a fine card. A bit worse in Warlock since they are not really dying for value generators.
Hagatha the Witch, Bewitch (1): Sure its a good card. Probably not as good as Shadowreaper or even Sourgelord Garrosh for 8 mana, but since it's a Hero card, it'll most likely won't be seen in Arena 99.99% of the time.
Houndmaster Shaw (1): Great stats, very good effect. Also fits well into the Hunter theme.
Lord Godfrey (1): Ramped up Defile with a body attached to it. Most likely this will destory almost any board and leave a body behind. Really powerful card.
Darius Crowley (2): Absolute best case scenario is this minion kills a 0HP minion (ex. Flametongue Totem yum) and becomes a 6/6 for 5 that killed something. Sounds like a 1, but worse case scenario is that this is a 5 mana 4 damage "removal". Which is probably a (4). Overall, it's more likely to be used in more favorable scenarios so we'd expect a "hit and live" scenario often, so this is a 2 for 1 card most of the time with initiative, which is pretty nice.
Emeriss (4): Doesn't really make sense in Hunter, and its just way too expensive with a delayed effected that has a soft requirement (minions in hand). It's probably pretty bad.
Blackhowl Gun Turret (5): Better in constructed, but even then it's not average. A 7 mana minion that can't attack, and damages random minions with conditions can't be a good card.
Lady in White (3): Seems like a fun constructed deck idea. In Arena, generally a good percentage of your minions have HP equal to or high then attack most of the time so this is probably a win in most cases for most Arena drafts. The stats a bit weak, but if you compare this card to The Mistcaller this card is probably better then that.
Chameleos (4): Super awkward card. Do you want this in your opening mulligan so you can get spy information on your opponents hand throughout the game? Top decking this in the late game is a huge disaster. It's value comes from being in your hand basically at all times, which just makes you down 1 card drawn.
Duskfallen Aviana (4) - The stats are fair, but the effect is ridiculously against you since your opponent gets first dibs at using it. For you to win hard with this card, you need to cheat out a bigger card then your opponent while giving him the initiative, which is a bit too situational for this to be good.
Dollmaster Dorian (4): It's a bit of a low tempo play, but if it lives 1 turn, it is likely to have earned value. Most Arena decks are still mostly filled with minions, so the likelihood of a minion draw is high. It does give away the strength of your hand a bit which makes this card bad, but there are definitely worse legendaries available.
Splintergraft (2): There's some value here and the big body attached isn't bad. The 10/10 even if it's just a generic body is still useful. Consider cards like Pyros give nightmares for value generation, this card is similar although its slightly conditional.
Toki, Time-Tinker (2): 5/5 draw a card that is on average probably good. for 6 mana. Feels okay. There are some serious home runs you can land on from past expansions and it'll be interesting to see old legendaries in Arena again.
The Glass Knight (2): Consider the card without its ability and it feels fine. It's an improved Silvermoon Guardian with a small upside. Still has strong potential to go 2 for 1 in the early game which is a nice swing.
Countess Ashmore (1): A really powerful draw card that would probably pull 2 cards minimum. I'd consider the card similar to The Curator although we can argue whether the taunt for extra attack is worth it or not. However, Ashmore's effect is not limited to just minions and extends to ALL cards (weapons, spells, minions), this makes it a lot more flexible and is probably better in certain classes (warlock,warrior). If you can draw 3 cards from this 1 card, it's a huge win, and a 6/6 body is hard to ignore.
Archmage Arugal (3): I guess Blizzard is pushing the minion Mage now. This card is not bad, but 2/2 isn't a great early game play especially with a delayed effect. However, in the late game it's possible to combo this card with a draw spell so you can gain additional value from this. It's a bit of a weaker card, but is a bit of a small "threat" in the early game so it'll warrant some resources to remove.
Tess Greymane (4): Not really a card that works well in Arena and probably less "consistent" then Yogg-Saron, Hope's End, but the 6/6 body for 2 mana less is a bit better. The randomness of the spells also doesn't help her case. I do see some opportunity to gain value through minions that you've discovered for example. Still very a bit of an inconsistent card tho.
Prince Liam (3): It's about as good as Prince Malchezaar. Transforming cards in your deck do not guarantee you will draw them, and does not guarantee that you have 1-cost cards in your deck, so as a 5/5 body for 5, it's average.
Shudderwock (4): Could be a ridiculous win condition, but for Arena it's just too inconsistent for the investment. It'll be a good meme pick though.
EPIC:
Wispering Woods (3): It's average. As long as you can get 1x 1/1 per mana then you'll break even on it. Horrible top deck, but pretty good keep if you opened with ramp.
Vivid Nightmare (4): End of turn effects, Divine Shield minions, or Deathrattle minions would be suitable targets (ex. Cobalt Scalebane, Stoneskin Basilisk, Obsidian Statue). Pretty situational, but can be a nice swing if you can get the set up for it. You can also heal the minion after you cast it. Overall still below average.
Nightmare Amalgam (2): Solid stat line - and some potential to either get rek'd or snowball hard. I'd bet it's probably 50/50.
Muck Hunter (2): It's a serious win-more card, but does have some catch up ability. The 8 health hidden behind a taunt or a Rogue's dagger makes it extremely durable coming out on turn 5. As we've seen with Hungry Ettin the extra body that spawns isn't a huge deal most of the time.
WANTED! (4): Uh... this has to be one of the least efficient damage removal spells that I can remember coming from Rogue. I get that the coin mechanics shouldn't be too easy to abuse, but man this one is pretty bad.
Toxmonger (4): Hard card to get value from and it's base stats are horrible for a 4 drop. The effect is obviously very powerful, but the odds of you having a 1 cost card that isn't a top deck after turn 4 is pretty low.
Cathedral Gargoyle (3): The upside makes this card an insane (1), but the Dragon synergy isn't as easy to pull off in Paladin as say, Priest. An insane opener would be something like this card followed by [card]Faerie Dragon[.card], but i'm not sold on how easy it will be have quality neutral dragons in your opener as a paladin.
Deadly Arsenal (3) - A bit expensive, and most weapons revealed will probably be <5 but >2, which is still OK given that Warrior has minimal AOE cards. The RNG is probably a bit more controlled compared to Dragon's Fury since there will be less weapons then spells on average in a deck.
Witches Cauldron (4) - A 0 attack value generator that requires a board. It's a cheaper Cult Master without the body, which makes it more of a conditional play.
Rat Trap (4): It's about as bad asMisdirection or Dart Trap of old. It's a bad top deck when both players resources are low and in the early game it's hard to pull off a 3 card dump turn. The 6/6 rat is a big swing for 2 mana, but the condition to meet seems unreasonable for this to be average.
Spectral Cutlass (4): Pretty slow card, but with buffs or additional durability can potentially be a nice value card. If this card costed 3 mana, it wouldn't even be an overpowered card. At 4 mana, its more on the bad side. Not really something Rogue needs to be honest, and I am not looking forward to seeing this card as a draft option.
Bogshaper (3): For a 7 drop, the stats aren't overly impressive. The cost of the card makes it awkward to get immediate value on the turn it gets played, but I suppose there are much worse cards out and this can be a nice way to make an otherwise reactive spell filled hand draw into some minion threats.
Deathweb Spider (2): The condition is manageable, even if as a turn 7 play where you just tap and play this. If not it's still a 4/6 Beast which passes the vanilla test. Seems to be a theme for Warlocks this expansion so i'm assuming there will be further self damaging effects to make this better.
Voodoo Doll (3): I'd rate this similar to Corrupting Mist or Corruption. I like the theme of it, and feel it can be effective, but a bit hesitant to give it a better rating.
Worgen Abomination (2): A bit of a situational card but can be played as a 6/6 on an empty board which is about as bad as Blazecaller. I feel the upside is a bit stronger though, since it can finish off minions that have valued traded your board away, so in a way this is a pretty good catch up card. Even if it ends up dealing 2 damage to a minion and kills it off, this seems like fair value. Overall it has potential and pretty good upset with a manageable downside.
Town Crier (3): Stats are fair, and the draw card ability is strong especially if it helps you curve out. The Rush minions are generally pretty solid since they have fair stats as well as initiative. It's a bit conditional since you need Rush cards in your deck, but it shouldn't be a problem considering that most of them are pretty sought after.
Totem Cruncher (3): If this kills 1 totem, it's a pretty nicely statted minion for 4 mana, beyond that is just insane value. Worse case scenario is that it's a 6 mana 4/5 Taunt. It's a bit of a slow card and either way you are conceding earlier tempo for future tempo. Overall not a great card, but probably still serviceable.
Book of Specters (3): Drawing 2 cards for 2 mana is really good so you don't need high roll this card, but the odd chance it wiffs and you lose 3 spells from your deck is going to feel awful. I'm liking Arcane Intellect better on average.
Mossy Horror (2): Similar to Stampeding Kodo, with a bit more upside and bit more downside. Killing a single minion with this just about means it breaks even. If it kills multiple then it's gotten some nice value.
Splitting Festeroot (4): 4/4 for 8 mana.... Just ignore it and kill the other guy before they can get the value from the tokens. Even if you can squeeze full value from the tokens, it's only a 10/10 for 8 mana which isn't game breaking compared to the effort it takes to kill off 2 sets of minions. Imagine if this card was 4/4 that summons 4/4 that summons 4/4. Would it be THAT broken ? It would be good but not really too good, that's how far off i see this card being.
Arcane Keysmith (2): It's similar to Hydrologist, in a small way probably better since the card is put into field immediately with the body. Mage secrets are much more powerful and expensive then Paladin's but Keysmith only costs +1 mana compared to Hydrologist. The main reason why this card is worse is because the 2/2 body is MUCH worse on turn 4 compared to the Murloc's 2/2 body on turn 2, otherwise this seems like a pretty decent card.
Sandbinder (3): Similar to Gnomish Inventor, but probably worse in some classes and drafts depending on how your elemental options are.
Baleful Banker (4): It's worse then mage's equivalent Manic Soulcaster because of the weaker body and the decreased likelihood of having a target for it's battlecry to even get a bit of value. Often will be a 2/2 for 2 which is below average.
Ratcatcher (4): The effect actually is only good if you summoned a couple minions the same turn and needed the Rush removal right away, otherwise you'd just trade off your friendly minions and then use this to rush remove. I just don't see this card as having much use most of the time.
Hidden Wisdom (4): I think this card is borderline okay. It's a 1 mana to draw 2 cards. There will be moments your opponent will play 3 cards and the investment on this secret is relatively small. I don't think it's as good as Blessing of Wisdom, but it seems almost draftable.
RARE:
Militia Commander - (1) - I think this card is really good. A 5/5 charger that trades off on turn 4 and if it lives is a huge swing, especially in Warrior which needs any and all help to stabilize the board.
Phantom Militia - (2) - Squirming Tentacle has been power creep'd. This card is great, it's a nice average card in the early game with late game play-ability when you have the extra mana for the Echo. Very good.
Redband Wasp (3): It's okay - smallish cards for warrior doesn't seem to work well unless it's weapon synergy, or removal.
Forest Guide (4): Seems pretty terrible because your opponent will get the first chance to play the card they've drawn from this minion on their turn. Stats are also pretty terrible.
Coffin Crasher (3): Without the text ability the 6/5 for 6 is draftable. It's not great, but there are definately worse. The Deathrattle potential has some hope in Priest, but still unlikely.
Scaleworm (3): The buff is a bit underwhelming, I think a +1/+1 buff would have boosted this card quite a bit, but the 1 extra HP on T4 makes a big difference here. With that said a 4/4 Beast for 4 is not bad by any stretch.
Cursed Castaway (3): This is a removal minion for 6 mana, you're looking to trade it off and draw off it creating a 2 for 1 situation, the problem is it's really slow at 6 mana, and 5 attack probably isn't enough to kill minions in the 6 mana range. If it lives then you're paying 6 mana to remove a small minion and delayed draw. The card drawn is a random Combo card which you may or may not have in your Draft, and it's quality will vary. Overall, it's an expensive removal card that replaces itself.
Duskhaven Hunter (2): Nice stats in either form, along with stealth. The stats swapping probably isn't the best since 2HP is a liability at times, but the stealth helps protect it.
Witching Hour (4): It's a decent card if you can pull a similar cost beast, but there are a lot of smaller beasts including tokens that will add to the possibility of a low roll on this.
Witchwood Grizzly (2): It's a similar card to Cyclopian Horror in that it punishes fast aggressive decks. On curve it's very likely to be a Fen Creeper or better in many situations.
Wing Blast (1): One of my bigger complaints about Hunter was how it plays on the coin, and this card is a huge tempo swing that will certain help when Rexxar is going 2nd. The condition is straightforward and the benefits are pretty awesome. This is a great card for a class that needs it.
Holy Water (2): I'd consider this similar to Hammer of Wrath. It's a slower play but has card value. Fits into the Priest theme well. Not top tier due to kill condition, and low damage per mana cost.
Blood Witch (3): It's about average, maybe on the higher end of the (3) range due to it's durable stats. The Effect is better in constructed where you can make a deck around it, but in Arena, it hardly works out so perfectly. The dream is to curve this out into Deathweb Spider.
Gilnean Royal Guard (1): 8 mana Argent Commander - ALMOST, better in some situations and worse in others. This card is pretty nuts. Either the 8/3 or 3/8 versions are powerful and are almost guarantees for 2 for 1 trade offs if not more, at the very least the shield requires an answer. I'm comparing this card to Charged Devilsaur which is a top tier card. After Devilsaur trades, you're already left with minimal health, similar to how the 8/3 version would be, but Royal Guard has the flexibility / handicap of the swapping stats and a higher base attack then Devilsaur. These RUSH cards are generally very strong due to having initiative. I feel this new mechanic will be extremely influential for the arena moving forward.
Mistwraith (3): Vanilla stats are fine and the ability seems pretty relevant considering Rogue has some draftable Echo cards. I'd probably value it around Questing Adventurer.
Pick Pocket (2): It's a 2 mana Hallucination that you can replay. It's a pretty flexible card that can be small or big. It draws the same amount as Thistle Tea and whats nice about this card is that you don't have to commit the mana all at once, you can draw one and reassess your options before drawing again.
Silver Sword (3): As far as weapons goes, this card is really underwhelming for it's mana cost. It requires a board and the 3 attack really doesn't mean too much for an 8 mana play. With that said, weapons still have initiative, and can snowball even a small board pretty hard. Considering that it's effect is worth (1) mana like Mark of the Lotus, the mana cost is justified if you can get the buffs off. I would have liked to see this weapon as a 5/3 or a 4/3 which would have made it a much more threatening late game weapon.
Bellringer Sentry (4): Paladin secrets just aren't that great in general. Having multiples in your deck feels weak, and this card relying on having secrets in your deck to get full value feels weak as well. The 3/4 body is understatted as well. Oh how we want to remember Mysterious Challenger and it's glory days.
Festeroot Hulk (3): You don't really need much to make this card OK but probably not the best card to play on curve, and is slightly worse in warrior since Warriors can have weapons kill things instead of needing a board.
Bonfire Elemental (3): Another solid support card for Mage's elemental theme. The card isn't too flashy, but a 5/5 for 5 mana is fair and the elemental tag has a lot of synergies in mage.
Witchwood Piper (3): Seems mediocre especially compared with Rogue's new Blink Fox. I can see this card probably doing a bit better in constructed where you can build around the tutor ability. The draw lowest minion is a bit worse then drawing a random card since lower cards are probably less impactful then drawing a spell or a more expensive card. Deck thinning is good though.
Bewitched Guardian (4): Horrible top deck and a below average card in general. If you try to coin or Innervate this card out it gets even worse. It's a much worse version of the 4 mana Twilight Drake, since you are paying a premium for the Taunt, and the stats just aren't as good on turn 5 as a cheated Drake on turn 4.
Paragon of Light (2): This has a good chance to create some problems for people. It's 5HP is hard to remove right away on turn 3, and it's ability can be triggered by temporary buffs or board buffs. With that said, both abilities are a bit on the weak side, so while it can get value as a 3-drop it's unlikely to have a game swinging ability.
Chief Inspector (2): Not very flashy, but a solid body with secret removal is good without sacrificing much stats.
Lifedrinker (2): I think the card is good value consider the 3 damage and 3 heal is worth about 1 mana each, but the 3/3 body for 4 mana just isn't something you play on curve. It's more of a later game heal/reach card. I think it's quite interesting and should be at least an average to above average card since it fills multiple priorities for a deck which can be useful.
Night Prowler (2): This card can be a nightmare played on curve as a 6/6. It's probably better in classes that can control the board well, but this seems like a pretty solid buff for condition that you can manage. If not, the body is till strong in the late game where you have more mana to control the board.
Mad Hatter (3): In the best case scenario it gives 3 buffs to your own minions, that's about 3 mana worth of value, and the 3/2 body is worth about 2. The problem is that it's situational and if a buff lands on an opponents minion it instantly hurts you. I can see it being playable in Paladin or Shaman more then say Priest, but I wouldn't take this card overly high.
Curse of Weakness (3): Pretty good card if you are close, or even on the board. It's a big swing if you can clear their board while preserving your own board. A bit situational, but can be decent.
Dark Possession (3): It's pretty much a 1 mana hero power that focuses on Demon draw. There are some very powerful Demons that can swing the game for you, so there's value here and the self damaging does have synergies with the class as well. However, I think this card really could didn't need the self 2 damage and it'll be a fine card like Journey Below.
Earthen Might (2): This card is roughly the same as [card]Mark of Y'Shaarj/card], both are pretty nuts. However, the elemental tag is a bit less common then beasts and Witchwood only included 1 neutral elemental to the mix which makes me question this cards consistency a bit.
Blazing Invocation (3): It's about an average card, similar to Journey Below, minus the combo synergies. There are some strong Battlecry minions in Shaman *cough*Fire Elemental*cough*.
Nightscale Matriarch (2): Nice late game value bomb for Priest. It's a bit slow, but this thing will command the board if you give it the turn it needs to set up. Another common play would be to play this on turn 9 for a 4/9 and 3/3 together which is a nice pile of stats.
Curio Collector (3): As a 5 drop, it's much weaker then the 4 mana Daring Reporter, but if you can play this card in the late game with a way to draw, it becomes a strong tempo play really fast.
Cinderstorm (3): At 2 mana, this would be nice combination of 2x Arcane Missiles but I think 3 mana is a bit expensive for this card. It's still removal that can be a poor small AOE if needed.
Carrion Drake (2): Loving the art work on this. It's a nice dragon with a very powerful effect that should be relatively easy to pull off. The 3/7 stat line including the poisonous ability should be an easy 2 for 1 if played on curve.
COMMON:
Pumpkin Peasant - (3) - Feels likes a good price for the lifesteal tag and it's stats are reasonable for it's mana cost. The 2/4 and 4/2 flip-flop might be a bit annoying once in a while, but can be manipulated in the late game to your favor more often then not.
Warpath - (1) - Warrior gets a real AOE. Finally! Insanely flexible for an early game removal, or a late game wipe. You pay for the flexibility in mana, but its ridiculously good considering Warrior has never been given a solid AOE since Brawl. This is good enough to go into constructed decks, and make Frothing Berserker a huge threat for one turn KO's.
Rotten Applebaum (2): On death is not as good as a battlecry, and it can't be targeted, but the card is fairly statted for its mana cost with a relevant ability. Very decent card.
Witchwood Apple (4): Not something Druid can really synergize with easily as well as being overly expensive stats per mana cost.
Rebuke (4): Effect is powerful, but way too situational. I guess there are less impactful spells, but this isn't a card i'd draft highly.
Witch's Apprentice (1): Super 1 drop. There are some bad spells for Shaman, but same can be said about Mage. The 0/1 Taunt actually has better late game uses then Babbling Book for example.
Hunting Mastiff (2): Flexible removal with a beast tag as well as late game playability makes this card an excellent card for hunter.
Vex Crow (4): A 3/3 that generates random 2 drops per spell honestly feels weak to me. It's a late game board filler, but it's too expensive to combo with any big spell. I assume it's a small threat if the opponent leaves this up and you can hold off his board with spells, but I'm not sold on it right now. At best it's a (3) and for me it's pretty close.
Blackwald Pixie (2): Strong stat line with a battle cry that might help you in the late game, although unlikely to be more then a 3/4 for 3, which is fine.
Clockwork Automaton (4): Worthless in half the classes and has some potential in the others. Seems pretty inconsistent overall.
Ravencaller (3): If it wasn't for some of the stronger 1 drops rotating out (ex Babbling Book, Swashburglar, N'Zoth's First Mate), i'd probably give this a 2. I still see some potential with this card and it's rating would go up depending on how the 1 drops are in the future. It's a horrible tempo card early, and the 1 drops gets worse as the games go on, so it's a bit of an awkward card. It's value comes from the fact it's a cheap card that can draw into cheap responses.
Sound the Bells! (2): I think the sweet spot for this card is 4 mana, +2/+4. That's good enough to value trade your early minion and probably absorb more resources from your opponent. It's overpriced for the flexibility, but it's probably still useful, even as a 10 mana finisher for +5/+10.
Cheap Shot (2): A somewhat more flexible Forbidden Flame, the card seems reasonable and cheap for combo shenanigans. Again over priced for the flexibility, but a card that let Rogues handle multiple minions for 1 card, it's worth it.
Woodcutter's Axe (3) - After misreading it the first time, I've dropped the rating to 3. Its similar to Powermace but the 3 attack is a bit more useful then 2 attack. The deathrattle is mostly irrelevant given the current releases, we will have to see whether there are more Rush minion targets.
Duskbat (3): Again, average stats for its cost, albet it a bit on the lower range, and has an effect that is too tricky to pull off in the early game, and not very impactful in the late game. You could play this on turn 5 along with a hero power, but thats a really low tempo play.
Dire Frenzy (2): The card is extremely powerful, but needing a beast for the trigger and digging through your deck for copies of it to reap the full value feels like a stretch for Hunter. Hunters don't really have much draw from their class cards, and finding a beast is never a guarantee. The card is a bit conditional, but seems powerful enough that even triggering on a 1/1 and drawing into 1 mana 4/4s out of it is a deal.
Swift Messenger (2): Assuming on curve play this card seems fair. A 2/6 isn't expected to clear many things outside of early game minions which is fine, and if you can find a high priced target to trade the 6/2 version, this card is a nice tempo swing.
Spellshifter (3): Dalaran Mage time for you to retire bro. This card is pretty much an upgrade over our old dwarf buddy. Both the 1/4 and 4/1 are poor bodies in the early game, but it's a nice cheap buff for spells which isn't that easy to find.
Blink Fox (1): As far as 3 drops goes, this card is up there in terms of value. It's a guaranteed draw without sacrificing much stats. Minions from classes should generally produce something that is worth while, and even if not the 3/3 body is more then reasonable for Arena,
Ferocious Howl (5): This is on average worse then Shield Block which is already on the bad side of things. Yikes. Hard to get excited about this.
Druid of the Scythe (2): 3 mana removal or a taunt to help stabilize, the stats aren't premium but still worth while for the flexibility.
Deranged Doctor (3): 8 Heal is massive, even if it's non-targetable. It's basically a beefed up Antique Healbot or Guardian of Kings but deathrattle. Will be a top consideration for any kind of late game control deck, too bad it wasn't a battlecry.
Cauldron Elemental (4): Bit of a fringe card for some classes since there is limited elemental support in this expansion. It's a worse War Golem if you have no elementals on the board which is pretty bad and i'd say pretty often.
Darkmire Moonkin (4): Too little impact for 7 mana, and the spell damage is draft dependent.
Wyrmguard (3): Landing a 4/11 Taunt on turn 7 is huge, but the consistency of having a dragon in your hand is questionable depending on your class.
Furious Ettin (2): Would consider this stat distribution a bit worse then Bog Creeper, with that said this card is still quite solid.
Unpowered Steambot (5): If you compare this card to Arcanosmith you are trading a 3/2 body for a 0/4 body. This card is definitely in the bottom tiers.
Felsoul Inquisitor (4): Pretty bad stats for a 4 drop, the Taunt and Lifesteal on 1 HP make this a punching bag most of the time, and theres no guarantee this will kill any minions.
Marsh Drake (4): Yes the stats are probably the best available for a 3 drop, but the 2/1 poisonous minion makes this effective a dead card. The 2/1 will trade into your 1 or 2 drop at minimum and the only way you can effectively play this card is as a Rogue, with a pre set dagger on turn 2 to remove the 2/1. In the late game this is scales a bit better since you can set up for it, but overall it's not really a great deal for it's mana if you consider the removal of the 2/1.
Hench-Clan Thug (3): Not much draw back to this card and small upside in other classes. It's best in Rogue, where it's a premium 4/4 on turn 3 (that keeps growing per attack) with a pre set dagger from turn 2.
Walnut Sprite (3): Fair stats, with some late game value. At worse it's still 1/1 worth of stats for 1 mana which is decent and the flexibility is nice.
Tanglefur Mystic (3): Similar to the old Spellslinger with a bit less variance, this card has solid stats for a 3 drop and some value depending on the 2 drop.
Vicious Scalehide (4): Even with rush, this card just isn't going to do much without help from additional cards. The 1 attack lifesteal also is really weak.
Swamp Dragon Egg (4): Really need activators for this obviously but it's about as good as Runic Egg, maybe a bit better depending on how good or bad your draft is.
Swamp Leech (4): Lifesteal is bad in the early game, and this card just doesn't scale well for the late game. So it's effectively a 2/1 Beast for 1, which is fine, but it's not going to be great.
Fiendish Circle (3): Imp-losion reborn in a non-OP way ? It's an average card and I guess the demons spawned have some synergies.
Witchwood Imp (3): Stealth makes this card not horrible since it can set up a Demonfire or protect itself from a ping in the early game.
Rabid Worgen (2): I'm giving RUSH a nice bonus over non-rush counterparts. The initiative from having a 3/3 remove a 2/3 on curve is just insane even if it didn't have a target, it's still a 3/3 which is a reasonable body for turn 3.
Ghost Light Angler (3): 2/2 for 2 mana is pretty bad, but having some mana flexibility with Echo makes this card at least an average card. Murloc Shaman I guess could be a thing too ? Probably not.
Zap! (1): Love the flavor on this card. Good solid tempo card, it's a small one so can't take too many of them but otherwise still solid.
Quartz Elemental (2): This card can be pretty nuts. The fact that Priest has access to heals makes this thing an insane value trade minion. You can ping it to slow it down, or have your opponents throw minions into to slow it down, but for 5 mana, this thing is a beast that will trade away your opponents early board.
Divine Hymn (3): It's a good upgrade over Circle of Healing and Healing Touch, but generally heal cards that aren't attached to a body in Arena aren't overly worth the investment. This one deserves a bit of a look tho, its quite powerful.
Squashling (3): Nice card with flexibility. The body isn't the best, but the repeating 2 HP heal in the late game along with some board presence could prolong a game long enough for Priest to come back.
Cutthroat Buccaneer (3): The card is a bit awkward since it requires Combo activator for the early game. The stats aren't premium either for a 3 drop and compared to Naga Corsair, this card is junk, so at best it's about an average card.
Ghostly Charger (2): Solid minion and removal package. Potential 2 for 1 card as well. It's similar to Argent Commander, however I feel the Commander's 4 attack has a better chance of killing things in the mid game then a 3 attack minion. The added flexibility of going face with the Commander also increases it's value compared to the new Charger. I'm on the fence about this card, but feel the (2) rating is fine.
Snap Freeze (3): Finally, Shatter gets an upgrade! This is what Shatter should have been from the start. Not to say that this card is broken good, but it's light years ahead of it's predecessor, and I can see this having some play since it now has dual utility for a cheap price.
Vilebrood Skitterer (3): It's removal at least, but a 5 mana minion Assassinate that gets stopped by a taunt isn't the best deal.
Pumpkin Peasant Rating 3(Average): I like the concept of swapping Attack/Health and it makes perfect sense that they applied it to a Worgen in this way. If I understand it correctly it should still be the initial 2/4 if you play it on curve, but you could Coin it out as a 4/2 on turn 2. Otherwise you would have to wait until at least turn 4 to get the Worgen version of the card.
I'm not sure you need to wait to turn 4 to get the Worgen version. I think if you draw this on turn 2, you'll have the Worgen version on turn 3.
Pumpkin Peasant Rating 3(Average): I like the concept of swapping Attack/Health and it makes perfect sense that they applied it to a Worgen in this way. If I understand it correctly it should still be the initial 2/4 if you play it on curve, but you could Coin it out as a 4/2 on turn 2. Otherwise you would have to wait until at least turn 4 to get the Worgen version of the card.
I'm not sure you need to wait to turn 4 to get the Worgen version. I think if you draw this on turn 2, you'll have the Worgen version on turn 3.
Yes, that's correct. I meant if it was in your opening hand it should change to a Worgen on turn 2, then back to its original form on turn 3. I'll edit my post to clarify that point.
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"To build or destroy...only you decide which joy." - Last Crack
I think you value both Grenn and Baku too high - they are clearly a 5. They have bad bodies, and you will never pull off that synergy (since even one wrong choice will disable it. I had problems enough to prevent picking a 2-cost card, not to mention that I will have to do it for 4,6,8 and 10 as well.... Additionally the advantage will only balance out the subpar picks you had to take).
Maybe, at most, Azalina Soulthief could become a 4 (or rather 4.5), since while it has a terrible body, it still is a neutral divine favor. Yes, could be extremly useless, but especially against control decks (read: Warlock and Priest, sometimes Mage), it can give a bit value.
I think you value both Grenn and Baku too high - they are clearly a 5. They have bad bodies, and you will never pull off that synergy (since even one wrong choice will disable it. I had problems enough to prevent picking a 2-cost card, not to mention that I will have to do it for 4,6,8 and 10 as well.... Additionally the advantage will only balance out the subpar picks you had to take).
I'm not expecting to EVER play Baku the Mooneater or Genn Greymane for their ability. That will be nearly impossible in Arena. Aside from that, I'm evaluating them on the basis of how good they could be without any of their additional perks. They are both certainly bad Legendary cards, but not completely un-draftable if you were already faced with other lousy choices and just needed a body.
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The Witchwood is Hearthstone's eighth expansion and is set to release on April 12, 2018.
This thread is dedicated to discussing the impact of these new cards on the ARENA environment.
Click below to see how each of the Arena mods rated the cards revealed so far!
You can read each mod's detailed card evaluation by clicking on the links below.
Below you will find links for all the Class, Neutral, and Token/Buff cards that have been revealed.
Neutral
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Tokens/Buffs
Update 3/12/18: Created thread. Added initial release of cards and rankings.
Update 3/15/18: Added Glitter Moth, Gloom Stag, Murkspark Eel, and Black Cat.
Update 3/23/18: Added Warpath and Face Collector.
Update 3/26/18: Added Houndmaster Shaw, Rotten Applebaum, Witchwood Apple, Wispering Woods, Rebuke, Vivid Nightmare, Glinda Crowskin, Nightmare Amalgam, Witch's Apprentice, and Hagatha the Witch.
Update 3/27/18: Added Muck Hunter, Redband Wasp, Lord Godfrey, and Hunting Mastiff.
Update 3/28/18: Added Forest Guide, WANTED!, Scaleworm, Vex Crow, Blackwald Pixie, Clockwork Automaton, Coffin Crasher.
Update 3/29/18: Added Darius Crowley, Emeriss, Ravencaller, and Sound the Bells!.
Update 3/30/18: Added Cheap Shot, Blackhowl Gunspire, Lady in White, Cursed Castaway, and Chameleos.
Update 3/31/18: Added Duskhaven Hunter, Toxmonger, Witching Hour, and Witchwood Grizzly.
Update 4/1/18: Added Cathedral Gargoyle, Woodcutter's Axe, and Deadly Arsenal.
Update 4/2/18: Added Duskfallen Aviana, Witch's Cauldron, Wing Blast, Rat Trap, and Holy Water.
Update 4/3/18: Added Spectral Cutlass, Bogshaper, Deathweb Spider, Blood Witch, Duskbat, Dire Frenzy, Swift Messenger, Spellshifter, Gilnean Royal Guard, and Dollmaster Dorian.
Update 4/4/18: Added Voodoo Doll, Splintergraft, Toki, Time-Tinker, Mistwraith, and Pick Pocket.
Update 4/5/18: Added Silver Sword, Bellringer Sentry, The Glass Knight, Worgen Abomination, and Town Crier.
Update 4/6/18: Added Totem Cruncher, Countess Ashmore, Book of Specters, Mossy Horror, Festeroot Hulk, Splitting Festeroot, Tess Greymane, and Blink Fox.
Update 4/7/18: Added Archmage Arugal, Bonfire Elemental, and Arcane Keysmith.
Update 4/8/18: Added Witchwood Piper and Druid of the Scythe.
Update 4/9/18: Added Bewitched Guardian, Ferocious Howl, Paragon of Light, and the remaining reveals.
Complete 4/10/18 - thanks for the input!
"To build or destroy...only you decide which joy." - Last Crack
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NEUTRAL
"To build or destroy...only you decide which joy." - Last Crack
DRUID
"To build or destroy...only you decide which joy." - Last Crack
HUNTER
"To build or destroy...only you decide which joy." - Last Crack
MAGE
Coming Soon
"To build or destroy...only you decide which joy." - Last Crack
PALADIN
Coming Soon
"To build or destroy...only you decide which joy." - Last Crack
PRIEST
Coming Soon
"To build or destroy...only you decide which joy." - Last Crack
ROGUE
Coming Soon
"To build or destroy...only you decide which joy." - Last Crack
SHAMAN
"To build or destroy...only you decide which joy." - Last Crack
WARLOCK
"To build or destroy...only you decide which joy." - Last Crack
WARRIOR
Coming Soon
"To build or destroy...only you decide which joy." - Last Crack
TOKENS/BUFFS
"To build or destroy...only you decide which joy." - Last Crack
LEGENDARY:
Archmage Arugal Rating 4(Poor): It's really weak unless you can protect it or couple it with Arcane Intellect or the new Book of Specters. If you can do that, the value goes way up!
Azalina Soulthief Rating 5(Terrible): You either need an awful hand or no cards for this to be worth it, otherwise you're tossing away cards for the random chance you might get something better. It's expensive and VERY situational.
Baku the Mooneater NOT AVAILABLE IN ARENA
Blackhowl Gunspire Rating 5(Terrible): This is definitely more of a constructed card and I can't imagine drafting a minion that couldn't attack in Arena.
Chameleos Rating 4(Poor): It's a pretty cool concept, but they've got to be holding something in their hand AND it needs to be something worth copying AND you need to be able to cast it. There are a lot of things that need to go right before this card is consistent in Arena.
Countess Ashmore Rating 2(Good): It has the potential to be absolutely awesome, but it is going to be totally draft dependant. You should be able to pull at least 1 minion out with this card, which should make it worth it.
Darius Crowley Rating 3(Average): I sort of look at this the same way I did with Muck Hunter in that you're getting average stats when it's all said and done. You could also end up with a Worgen Greaser, and absolutely no one played that. Unless you can heal or protect him he's not going to be able to keep growing forever and he only gets the bonus when he attacks and kills another minion.
Dollmaster Dorian Rating 4(Poor): It's a cool effect, but unless you have lots of Deathrattle the cons outweigh the pros by a large margin. The stats are bad and it completely blows any surprises you might have in store for your opponents, allowing them to play around anything large you might play later.
Duskfallen Aviana Rating 5(Terrible): No, no, no. This is just a terrible idea for Arena. I'm sure we'll see some fun combo decks in constructed, but this benefits your opponent way too much to be playable.
Emeriss Rating 4(Poor): This is really expensive late-game and the Battlecry probably won't make a difference at that point.
Face Collector Rating 2(Good): It's a cool concept, that increases in value late game. You've got to keep in mind that drawing a Legendary doesn't guarantee you something good, just ask Lorewalker Cho. (+1 adjustment on 4/9/18)
Genn Greymane NOT AVAILABLE IN ARENA
Glinda Crowskin Rating 2(Good): She's got a decent statline and is especially difficult to kill with 7 Health. The value she is able to generate (especially late-game) is amazing! She puts a huge target on herself and will have your opponent trying to kill her as quickly as possible. (-1 adjustment on 4/9/18)
Hagatha the Witch Rating 1(Excellent): The Battlecry is great, even though it hits your own minions too. You can also get outstanding value from her Passive Hero Power Bewitch in an Arena environment. It's likely a moot point to rate her, because I expect that she will be unavailable in Arena, like the previous Hero cards from Knights of the Frozen Throne.
Houndmaster Shaw Rating 1(Excellent): He has very good stats for the cost and will cause a lot of havoc with the board, allowing all your minions to gain the Rush ability to take out opposing minions.
Lady in White Rating 3(Average): Typically Attack Power is less than (or at least equal to) the Health on most minions, so you're probably going to see a benefit more often than not. Of course, you still have to draw those buffed minions before they can start making any difference at all.
Lord Godfrey Rating 1(Excellent): At the very worst it's a Consecration and a 4/4 minion combined, but it's likely to upgrade to a Flamestrike. It basically has a built-in, uber Defile that doesn't kill itself.
Prince Liam Rating 3(Average): You shouldn't have that many 1-cost cards in your Arena deck, so I don't anticipate this having a huge impact. Also, the cards you'll get will be random and you still have to draw them, like everything else. If all you get is the 5/5 body for 5 mana, it's just okay.
Shudderwock Rating 3(Average): This is really going to be draft dependent, but if you've played several Battlecry minions this could actually be crazy. It may not work the way you expect it to, but after watching the stream you are basically adding each Battlecry text to the Shudderwock in the order they were played.
Splintergraft Rating 2(Good): This is a great card, with great value and I didn't rate it higher because of the cost and the fact that you'll need a minion on the board or you end up getting nothing.
Tess Greymane Rating 3(Average): I'm not sure how reliable it will be to have multiple copies of other class spells in Arena, but it's fun to see the class has its own Yogg-Saron, Hope's End!
The Glass Knight Rating 3(Average): It's a pretty underwhelming Legendary for Arena because you probably won't have much, if any, life gain - so the Divine Shield aspect doesn't really matter. For Arena this is basically going to be a Silvermoon Guardian.
Toki, Time-Tinker Rating 2(Good): The stats could be better, but the card advantage is great. I know I'll regret saying this later, but I'm looking forward to seeing Kel'Thuzad and Dr. Boom again!
EPIC:
Arcane Keysmith Rating 2(Good): It gives you a lot of flexibility by getting to Discover the Secret, but the stats are terrible, so you're really paying an extra mana to (hopefully) pick what you want. (+2 adjustment on 4/9/18)
Baleful Banker Rating 4(Poor): I really like the Battlecry, but the stats are crap and you need something already on the board worth copying and then you have to draw it.
Bogshaper Rating 4(Poor): I'm undecided on this one, but I feel like it should have Taunt or something. This could generate some great value in a spell-heavy draft, but aside from that it seems really clunky.
Book of Specters Rating 2(Good): Mage has SO many spells and you really don't want to be throwing them away, especially when all your removal goes out the window. I'm really on the fence with this one, but I just keep seeing Meteor and Flamestrike getting dumped in the trash. I suppose it's still better than Arcane Intellect if you lose no more than 1 card.
Cathedral Gargoyle Rating 3(Average): I don't know how easily this will be to pull off with Paladin in Arena, but for constructed it's the new and improved Shielded Minibot.
Deadly Arsenal Rating 2(Good): I hate that it damages your own minions and that you can't plan for it effectively, but it's still a nice board clear. Weapons are offered so much in Warrior now that it really shouldn't be a problem getting good use out of this card.
Deathweb Spider Rating 3(Average): This one is going to be awkward unless you've already got something on the board that damaged you at the start of your turn, like the new Blood Witch. Realistically you probably won't get the bonus unless you wait until turn 6 and play a Kobold Librarian before it.
Glitter Moth NOT AVAILABLE IN ARENA
Gloom Stag NOT AVAILABLE IN ARENA
Hidden Wisdom Rating 4(Poor): It's likely going to be late game, or not at all, before this triggers. There are more consistent methods of card draw available.
Mossy Horror Rating 3(Average): I suppose it's nice, Neutral removal, but it just feels way too situational to be any good in Arena. (+1 adjustment on 4/9/18)
Muck Hunter Rating 3(Average): At first it seems like a decent minion, but I always hate giving my opponent anything. If you can't deal with the minions you're handing out, then you're really only getting a 5/4 minion after they run into him. Or you could get a raw deal and have them outright kill your minion and keep the new minions you gave them.
Nightmare Amalgam Rating 2(Good): I'm happy to see our new Spider Tank replacement. Having it belong to all tribes is really interesting and it could come in handy in certain situations, although it could be bad too, Dragonslayer I'm looking at you.
Ratcatcher Rating 3(Average): You should end up somewhere slightly better than a Wolfrider but having to sacrifice something on the board to make it useful already puts it at a disadvantage.
Rat Trap Rating 5(Terrible): It's unlikely this would trigger in Arena, cause you won't normally be facing any Combo decks. I would set my sights on drafting something else before picking this up.
Sandbinder Rating 4(Poor): This is another one that really depends on the draft, but unless you've got a ton of Elementals it's really pretty bad.
Spectral Cutlass Rating 4(Poor): This is overpriced and will be really inconsistent in Arena.
Splitting Festeroot Rating 3(Average): It's expensive, but you've also got 10/10 worth of combined stats to play with.
Totem Cruncher Rating 3(Average): This could easily be great, but could also be overpriced if you can't keep a totem on the board. It shouldn't be too hard to make him a 4/5 Taunt, but keep in mind it's still costing you at least 6 mana to get him there, so it's not as amazing as it seems.
Town Crier Rating 3(Average): I think this will be great in constructed but for Arena it's really going to depend on your draft whether or not you want to consider this one.
Toxmonger Rating 4(Poor): Great effect, but it's certainly more of a constructed type of card where it's much easier to control the amount (and quality) of 1-drops to support this card.
Vivid Nightmare Rating 4(Poor): It seems really cool at first, but unless you have a way to protect the weakened copy, then it probably won't stick around long. Obviously this will be really cool with Deathrattle minions and could increase in value, depending on your draft.
Voodoo Doll Rating 2(Good): I love it! You don't normally have to worry too much about Silence effects or having it bounced to your hand in Arena, so I anticipate this causing serious problems for your opponent. (-1 adjustment on 4/9/18)
WANTED! Rating 4(Poor): This card does not live up to its name, because I definitely don't "want" to see it in my draft. Sure, it's removal, but it's overcosted for Rogue and the additional The Coin is not crucial for Arena.
Wispering Woods Rating 3(Average): You probably aren't going to have many cards in your hand if you play this on curve, but if your opponent has no AoE, then it will certainly cause problems. If you draw this late-game, then you are a sad panda.
Witch's Cauldron Rating 4(Poor): Do you really want to be wasting a 3-drop for this card? I don't think so.
Worgen Abomination Rating 3(Average): It looks interesting, but too awkward to be useful in Arena. I think it would ultimately hurt you more than it helped. The original translation damaged himself too, so I'm bumping him up a little, since he won't kill himself anymore. (+1 adjustment on 4/9/18)
RARE:
Bellringer Sentry Rating 4(Poor): Most of the time I pass on Paladin Secrets, so I tend not to have any in my decks. I think I would have to skip this most of the time, unless I was forced to draft a couple of Secrets.
Bewitched Guardian Rating 4(Poor): For the cost I would expect a little more staying power. It's honestly pretty lousy.
Blazing Invocation Rating 1(Excellent): You're already getting to Discover a minion, but since it will have Battlecry that's an even better bonus.
Blood Witch Rating 3(Average): Those are good stats for the cost, but unless you've got decent life gain in your draft it's going to be risky.
Bonfire Elemental Rating 3(Average): Depending on your draft this could easily move up to a "2" if you've got the Elementals to support it. Even if it's just a 5/5 minion for 5 mana that's fine.
Carrion Drake Rating 2(Good): This should not be too hard to trigger and it's a decent-sized body that can cause huge problems if your opponent can't kill it immediately with either one minion or direct damage.
Chief Inspector Rating 3(Average) If you're able to blow up some Secrets then it goes up in value, otherwise it's still a decent minion. The 4/6 stats are usually problematic for removal, so it's decent even if you miss the Battlecry.
Cinderstorm Rating 3(Average): It's an uber Arcane Missiles, which is fine.
Coffin Crasher Rating 4(Poor): It's unlikely the Deathrattle will be a factor and often times you may not want it to trigger on something in your hand. I think I would rather have a Lord of the Arena.
Curio Collector Rating 2(Good): This is like a slightly larger Daring Reporter and that card was really strong in Arena. With all the card draw in Mage this has the potential to get really large!
Cursed Castaway Rating 3(Average): It seems alright, and you've got a possibility of drawing a card from the Deathrattle. It's not quite Reckless Rocketeer, but it's pretty close.
Curse of Weakness Rating 2(Good): You're basically buying yourself and extra turn and there have been many times I can remember when that would have easily changed the outcome of the game.
Dark Possession Rating 3(Average): There are quite a few Warlock cards this set that benefit from doing damage to yourself, so I think this will help trigger those and give you the chance to Discover a Demon as well.
Duskhaven Hunter Rating 3(Average): It's another friend of Pumpkin Peasant and I rate them similarly. I think I like Stealth slightly better, but it's really a toss up.
Earthen Might Rating 3(Average): The buff is decent and it goes up in value if you do have an Elemental.
Festeroot Hulk Rating 3(Average): I feel like he should have Taunt, but he's still pretty cool, as is. If your opponent can't deal with him pretty quickly he can certainly get out of hand. If he's the only minion on your side of the board it's going to be a slooooow process.
Forest Guide Rating 5(Terrible): As I've said before, I absolutely hate giving my opponent anything and card advantage is about the worst thing I could give up in Arena. I would have to be losing and absolutely desperate to dig for something before I would play this card. It's just awful.
Gilnean Royal Guard Rating 2(Good): It can definitely take out a huge minion, but it's expensive and doesn't have much staying power after the Divine Shield is gone. You could always play it as the 3/8 version, but that just seems like a bad deal at 8+ mana. The Divine Shield does offer a better chance to survive either way though. (+1 adjustment on 4/9/18)
Holy Water Rating 2(Good): So Priest just got a removal spell that also generates cards? Where do I sign up? This has amazing value and will definitely be strong in Arena. I would rate it higher, were it not for the cost involved. I would still be on the lookout for this one during drafting.
Lifedrinker Rating 2(Good): This card has a lot going on - and it's all good. You've got damage, healing, and a 3/3 body all in one minion. I like it!
Mad Hatter Rating 5(Terrible): It's absolutely awful unless you already have the board.
Militia Commander Rating 2(Good): The stats on this are decent enough that you can probably trade 2 for 1 on your opponent. It's a Yeti killer, and that's not bad at all. In fact, I think it's probably better than I initially gave it credit for. (Adjustment +1 on 3/23/18)
Mistwraith Rating 3(Average: I can see this one getting out of control like the original Undertaker, which gave +1/+1, or Vicious Fledgling once it gets Windfury. It looks like there will be plenty of Echo cards going around to draft, so this has the potential to be quite strong in the right deck. (-1 adjustment on 4/9/18)
Murkspark Eel NOT AVAILABLE IN ARENA
Night Prowler Rating 4(Poor): It's only good if you have the board, which is hard to guarantee on curve. Most of the time I don't think you'll be happy to draw this card.
Nightscale Matriarch Rating 1(Excellent): This is a great card! It's pretty large to begin with and the ability to keep making 3/3 minions is probably enough to seal up most games.
Paragon of Light Rating 3(Average): On its own it's not that impressive, but even without the additional buffs the 5 Health makes it a little tougher to deal with in the early game.
Phantom Militia Rating 2(Good): This is one of those cards that improves the longer you hang on to it. If you play it late game, then it's awesome! If you play it earlier than turn 9 it's still not bad though. Getting 4/8 worth of combined stats (with Taunt) on turn 6 is pretty good! (Adjustment +1 on 3/6/18)
Pick Pocket Rating 3(Average): It's a beefy Hallucination, but you're still drawing random cards with no immediate impact on the board. It's a roll of the dice, but can give you some serious card advantage in the late-game.
Redband Wasp Rating 3(Average): You can get some good value from this in the early game, but you're likely only going to trade with another 2-drop. If you get lucky by facing a 1/1, you might be able to make a decent trade on something else, and then its value definitely goes up.
Scaleworm Rating 3(Average): Most of the time it will just be a four mana 4/4, which is fine. If you did get the bonus it might increase slightly in value, but it's definitely not a dealbreaker.
Silver Sword Rating 4(Poor): It is an expensive Weapon that requires you to have the board to get any real use out of it. I think I would just rather have a Truesilver Champion, thanks!
Wing Blast Rating 2(Good): Nice removal that could turn out to be incredibly cheap!
Witching Hour Rating 4(Poor): This is pretty bad unless you've drafted a hefty selection of Beasts. (+1 adjustment on 4/9/18)
Witchwood Grizzly Rating 2(Good): I initially misread this card and thought the player lost life, not the minion. After carefully re-reading the card it's most likely going to be a Fen Creeper, which is fine. (+1 adjustment on 4/9/18)
Witchwood Piper Rating 3(Average): On occasion I'm sure you will be able to pull something with equal or larger mana cost, depending on when you play this minion. Just being able to pull another minion is pretty good though.
COMMON:
Black Cat NOT AVAILABLE IN ARENA
Blackwald Pixie Rating 2(Good): Another replacement for Spider Tank. Great stats for the cost and the Battlecry is just a bonus.
Blink Fox Rating 1(Excellent): It would normally be an average minion for the stats and cost, but getting the card draw with no drawbacks or Combo is absolutely awesome. It's a pretty good Common, for sure!
Cauldron Elemental Rating 3(Average): It's decent for the cost and could go up in value if you had several other Elementals to support it.
Cheap Shot Rating 2(Good): It's recyclable removal that's not too overpriced. For Arena I'd say that's good enough to keep an eye out for it when drafting.
Clockwork Automaton Rating 4(Poor): Hunter, Mage, and Priest are the only classes that will even care about this and the value will definitely go up for them. For everyone else it's really 'meh'.
Cutthroat Buccaneer Rating 3(Average): I'm undecided on this one, but I think it could be decent if you've got a Backstab in hand. Otherwise it's probably turn 4 before you can drop this, and playing it then seems bad.
Darkmire Moonkin Rating 5(Terrible): Blizz obviously has a rule to make every single Moonkin absolutely terrible.
Deranged Doctor Rating 2(Good): Even though it's expensive, the stats are good and the healing from the Deathrattle is significant.
Dire Frenzy Rating 2(Good): Generating multiple, buffed copies of cards is pretty awesome and you still get the immediate effect to the minion on the board. Hunter never has trouble drafting Beasts, so I definitely think this is one to watch out for.
Divine Hymn Rating 3(Average): I'm usually not interested in healing for Arena, but this is incredibly cheap, massive healing for your entire side of the board.
Druid of the Scythe Rating 2(Good): I like the flexibility, but it will most likely get used as the Rush version and trade with another minion. (+1 adjustment on 4/9/18)
Duskbat Rating 3(Average: This will be awesome in constructed, but for Arena it's going to be difficult to play it on curve. With a total of 4/6 of combined stats for only 3 mana it's an incredible deal, but very draft dependent. (+1 adjustment on 4/9/18)
Felsoul Inquisitor Rating 4(Poor): By itself it's really not that special, but if you can drop a Demonfire on it, then it becomes a big threat.
Ferocious Howl Rating 5(Terrible): The Armor gain is irrelevant and the card draw is overpriced.
Fiendish Circle Rating 3(Average): I suppose this is alright, but I wish it were more like Imp-losion cause that spoiled us pretty badly.
Furious Ettin Rating 2(Good): A big Taunt like this is nothing to turn your nose up at and it doesn't have a drawback, like it's cousin, Hungry Ettin.
Ghost Light Angler Rating 3(Average): It's a basic echo card that improves if you've got some Murloc theme going on, otherwise it's just alright. Of course, if you're about to play Bloodlust it could increase in value (if they survive the turn, of course).
Ghostly Charger Rating 2(Good): This can definitely come in handy and it's cheaper than Argent Commander.
Hench-Clan Thug Rating 3(Average): For Druid, Rogue, Paladin, and Warrior, this could get out of control. For other classes it's still fine as a basic 3/3 minion.
Hunting Mastiff Rating 3(Average): It's incredibly easy to kill, but you could get some value if you play it mid to late-game, just from the sheer number of minions you can produce.
Lost Spirit Rating 4(Poor): This is a pretty weak card and don't see much point in drafting it.
Marsh Drake Rating 3(Average): If you've already got a small minion on the board to trade or some way to take care of the 2/1 Poisonous Drakeslayer token he creates, then it's good. Otherwise, not so much.
Pumpkin Peasant Rating 3(Average): I like the concept of swapping Attack/Health and it makes perfect sense that they applied it to a Worgen in this way. If I understand it correctly it should still be the initial 2/4 if you draw it in your opening hand and play it on curve, but you could Coin it out as a 4/2 on turn 2. Otherwise you would have to wait until at least turn 4 to get the Worgen version of the card, again if you drew it in your opening hand.
Quartz Elemental Rating 4(Poor): It has nice stats and can be a real threat if you can keep it healed. I think it will probably be too awkward for Arena as you'll need additional healing ready for it or it will be a useless minion on your side of the board.
Rabid Worgen Rating 3(Average): Seems good and could come in handy in the early game.
Ravencaller Rating 3(Average): You'll probably end up with about 4/3 worth of combined stats, which isn't bad. Dealing with the randomness will make it interesting, for sure!
Rebuke Rating 4(Poor): It's discount Loatheb, but you've really got to be aware of when you should play this card. It can save you from certain annihilation if you're expecting a board clear. Most of the time it's going to be a dead card though.
Rotten Applebaum Rating 2(Good): It's got good stats, Taunt, and life gain - all in a Neutral minion. Second-Rate Bruiser can be cheaper and Nesting Roc is bigger, but I still think it's a good card for the cost.
Snap Freeze Rating 5(Terrible): It's a worse Ice Lance and that rarely got used at all. You need a specific deck to really take advantage of this card.
Sound the Bells! Rating 3(Average): Ultimately you still need a minion to target, but if you've got a Taunt you can make a large wall, with relatively little mana.
Spellshifter Rating 4(Poor): The +1 Spellpower isn't usually a factor and either flipped version has its own drawbacks of being either too vulnerable or not threatening enough. It's a pretty weak 2-drop minion.
Squashling Rating 3(Average): This one is really fragile, but the Echo is nice.
Swamp Dragon Egg Rating 4(Poor): Unless you have a way to activate this minion, it's sort of pointless.
Swamp Leech Rating 4(Poor): This is another fragile minion that isn't going to have much of an impact on the board.
Swift Messenger Rating 3(Average): This suffers the same problems that Gilnean Royal Guard has, although at least the Divine Shield allows you to survive an extra turn. This is like having a Fireball for minions and I'm okay with that.
Tanglefur Mystic Rating 3(Average): As I've mentioned before, I hate giving my opponent anything. But this still has decent stats and you get to draw an extra minion too.
Unpowered Steambot Rating 4(Poor): This will be able to buy you a couple of turns, so if your opponent can't punch through in time you can just take the game. This would be pretty situational to make a difference in the outcome.
Vex Crow Rating 3(Average): This can generate some decent value, though I wouldn't expect to have a ton of spells in my hand. I can already hear the sad trombone playing when this stupid bird summons a Doomsayer though. (-1 adjustment on 4/9/18)
Vicious Scalehide Rating 4(Poor): This is still pretty puny, so the Rush and Lifesteal are pretty insignificant on this minion.
Vilebrood Skitterer Rating 2(Good): Having Rush on this is pretty awesome, cause you're guaranteed to kill something without having to worry about it surviving for a turn.
Walnut Sprite Rating 3(Average): Seems decent enough to play on curve and only gets better in the late game with Echo.
Warpath Rating 1(Excellent): It's about time that Warrior got some decent removal! This is extremely flexible and shows a lot of promise. Since this is a Common it could end up being as frustrating as facing multiple Flamestrikes from Mages.
Witch's Apprentice Rating 2(Good): It's got great value for a 1-drop. Taunt and draw a spell. I'd say that's a pretty decent start to the game.
Witchwood Apple Rating 4(Poor): You end up spending 8 mana for 6/6 worth of combined stats, so it's not that good. I think Doppelgangster has this element covered pretty well.
Witchwood Imp Rating 4(Poor): It could be okay in the right situation, maybe giving your Vulgar Homunculus extra Health, but it's very situational.
Woodcutter's Axe Rating 2(Good): This is a nice alternative to Fiery War Axe and the Deathrattle is really just a bonus, but mostly irrelevant.
Wyrmguard Rating 3(Average): Alone it will still be tough to get through its Health, but if you do have some Dragons in your draft this could be absolutely amazing and certainly go up in value!
Zap! Rating 2(Good): It's a slightly better Backstab since it doesn't have the non-damaged minion restriction and the Overload is to be expected, but not unreasonable.
"To build or destroy...only you decide which joy." - Last Crack
LEGENDARY:
Archmage Arugal (3): 2/2 is not great, but its less bad in ping classes, so i wouldnt mind drafting this, there r better legendaries, but there r certainly worse.
Azalina Soulthief (5): It can become ok-ish, if the meta is still 80% priest who just steal all your cards and have 7+ cards in hand for the entire game, but in an average situation, this cards will be very very bad.
Baku the Mooneater (-): NOT AVAILABLE IN ARENA
Blackhowl Gun Turret (5): too RNG and combo dependant, completely unrealistic to get anything out of this on average.
Chameleos (2): interesting card, not sure how much arena viable, since it would be a pretty horrible topdeck, but other than that, the card seems like it should get some serious value, the information alone is something; only thing im slightly worried about is keeping a "dead" card in your hand, but i think priest can afford that most of the time.
Countess Ashmore (3): very much class and draft dependent, i mean if it can draw you one card, it is very much worth it, anything more and its insane. But the problem is to gettin any of these cards in certain classes.
Darius Crowley (2): pretty decent card, the comparison with Spiked Hogrider comes to mind again, slightly weaker stats, but can attack without a condition.
Dollmaster Dorian (4): it has potential and 6-health is enough to probably survive a turn, but 2-attack is horrible, will probably not trade for much, if anything and you might not even get a 1/1 next turn and even if you do, it migh just be a Wisp basically, so yeah. Some drafts could definitely get more out of him, but im not too optimistic.
Duskfallen Aviana (5): your opponent gets the bonus first, nuff said.
Emeriss (3): i kinda want to like/hate this card for arena, every time your opponent plays Don Han'Cho you just facepalm yourself and curse all gods for having to deal with the buffed up minion, this does basically the same, but on steroids. Yeah, it will definitely not fit into every hunter deck you draft, but i have seen slower decks and this might find a spot, i want to be optimistic about this, but at the same time i never want to have it played vs me again. That being said, thank god Drakonid Operative and Netherspite Historian rotates out, could you imagine that? Well, there is still Bone Drake, so Emeriss will see play one way or another.
Face Collector (2): to be honest, i think this card will perform way better than we give it credit for, but it is just a horrible turn when you play it, i think the best thing you can do actually is to play it on T3, then it would be similar play to a Kabal Courier, not amazing, but it usually doesnt hurt that much. Playin two 2/2s or three 2/2s later on can ever be afforded only if you're winning, or if your're desperate AF. But like i said, even if you can get some crappy legendaries, i think this card will perform very well on average, most value generators do.
Genn Greymane (-): NOT AVAILABLE IN ARENA
Glinda Crowskin (2): not the most amazing stat line for the cost, but its ok. The ability is obviously an insane value generator, but the card has to basically stay alive for a turn at least, 4 mana is not much to work with and playin a 3/7 for 6 is not the greatest of tempo plays, but still, the card seems quite ok.
Hagatha the Witch (Bewitch) (1): probably not available in arena, but until we get the official confirmation, we dont know for sure. The card itself is quite powerful for arena standards, absolutely insane value generator and the AOE is quite nice as well.
Houndmaster Shaw (1): very good stats for the cost and quite a powerful effect on top, whats not to like?
Lady in White (3): quite draft dependant, but an insane effect; one thing to keep in mind tho, its not a start of the game effect, so your shitty minions will still be shitty, if you cant draw into it, but it has definitely potential.
Lord Godfrey (1): this card is completely insane, thankfully we wont see it that often in arena, but its a rly rly stupid card, im sad Blizzard made it. 156165156th AOE for WL, sigh.
Prince Liam (3): problem with this card is, you really dont want many 1-cost cards in your deck, but if you do get a couple, this card definitely spikes in value.
Shudderwock (1): probably a pretty value play whenever you get to actually play it. It could be draft dependant tho.
Splintergraft (3): good enough minion, fair body for 8 mana that gives you a card; obviously you got to have a minion out, but its not end of the world to play it as an 8/8 for 8, there r certainly worse legendaries out there.
Tess Greymane (4): cute effect, but rather unlikely to get much value, if any, and also way too random for my taste.
The Glass Knight (1): good card overall, you will never be sad to play it on curve or later on. Obviously we dont rly expect to gain the divine shield ever again, but it could happen.
Toki, Time-Tinker (1): superb value generator with only slight tempo loss in stats, so yeah very good card. Even if you get utter shit, its still a minion you can play for the cost of +1/+2 in stats on the original card compared to vanilla 6-drop, pretty good deal.
EPIC:
Arcane Keysmith (2): playing secrets alone is always a tempo loss, playin a secret and a 1-cost 2/2 is not so bad. Sure, you might get crap, but even that crap is usually worth something, if only in the mind game price. But most of the time it will be Explosive Runes, cause you know it will, this card is gonna suuuuuck to play against.
Baleful Banker (4): this card will be relatively draft dependant and also class dependant; mage's Manic Soulcaster is a much better version of this card and there were certainly times, where you didnt want to shuffle anything you had on the board.
Bogshaper (3): elemental with a decent enough stat line and potential card generator, i think it might perform decently enough on average.
Book of Specters (3): very much draft dependant, the earlier in the draft you get it, the worse, since you dont know how will the rest look. I would say this is a worse Arcane Intellect most of the time, nowdays mage decks r easilly half spells, if not more.
Cathedral Gargoyle (3): without dragons, this is very below average; with dragons, this is probably one of the best 2-drops out there, so ... yeah.
Deadly Arsenal (3): i mean even if it dealt only 2 dmg, i almost think you would be ok with that, given the warrior's lack of AOEs (that deal more than 1dmg); problem is, it is a heavy draft dependant card and on top of that, "game state" dependant; you could have already draw into all your cards or waiting for a right time to use it might mean you have a higher chance to draw into your weapons and make this literally unplayable. Very risky card on average id say, but even the existence of it will be annoying, same as with Dragon's Fury.
Deathweb Spider (1): superb card, stats alone r very much ok for a 5-drop and while the battlecry will only trigger as a combo with another card, you can still use it for 7 mana with your hero power, which will kinda make it an arguably better Ancient of Lore, so yeah, this card will be sick.
Glitter Moth (-): NOT AVAILABLE IN ARENA
Gloom Stag (-): NOT AVAILABLE IN ARENA
Hidden Wisdom (4): im not convinced that this would trigger very often, we shall see.
Mossy Horror (1): you will need to be a bit careful to not nuke your own board, but a shadow word: horror on a (bad) 4-cost body, that is some serious value in one card. And this xpac seems to introduce a lot of 2-or-less-attack minions.
Muck Hunter (1): so technically its a 5/4 charge (rush) which we can compare to a Spiked Hogrider (which is a very good card), cant go face right away, but has charge always. Seems like this card should perform very well.
Nightmare Amalgam (2): good 3-drop, nothing about that. Dragon synergy and other stuff, but it can be also eaten by Hungry Crab and Golakka Crawler hehe :P One good(?) thing about it is it dilutes the pool of discover cards for each tribe.
Rat Trap (Doom Rat) (5): i dont think this trap will trigger often, if ever. If a hunter plays a secret on T2, you will 1) not have enough mana to play 3 cards, even with a Coin most of the time; 2) you can just not play three cards to play around this. And when you check for other secrets you can decide to (not) trigger it later.
Ratcatcher (3): interesting card, not sure how reliable would it be tho, but it certainly has potential to make for some epic plays.
Sandbinder (5): basically a Gnomish Inventor that is solely deck dependent, in a right deck it can become better, since it pulls a specific card, but you do have to have elementals in a first place.
Spectral Cutlass (4): little too costly for a 4hp heal imho, it will be kinda draft dependent more than anything. I mean a simple Deadly Poison would make it rly good, but in the end, its still a draft dependent combo card, not great on its own so ...
Splitting Festeroot (Splitting Sapling, Woodchip) (4): this card packs a lot of value, but the problem is, its too damn slow. Even if it doesnt get silenced or poly'ed, your opponent can just not attack into it and it will take you forever to get the value you need from it yourself.
Totem Cruncher (3): the taunt is its only saving grace, but to kill off your board for the buff, i dont like it. Your opponent will probably thank you for doing so. But hero powering on early turns now threatens 6/7 taunt instead of 5/5 taunt, still not the most amazing prospects for your opponent, if they cant kill the totems.
Town Crier (2): pretty much solely draft dependant, but i would expect to get a few Militia Commanders, so it should be quite good.
Toxmonger (5): horrible stats, a combo card and unreliable at that. You dont generally draft many 1-drops, if any, so avoid this like a plague.
Vivid Nightmare (5): heavy combo card and very specific one at that. Deathrattle minions r prime target obviously, but this seems like it will be very hard to get a decent value from it in arena.
Voodoo Doll (3): this will be very class and draft dependant card i think. It is a hard removal, but very much delayed, more like Corruption with a 1/1 body. Your opponent still has time to sink the chosen minion into something else. In mage this card is basically an Assassinate (in combo with the hero power), so in there the card is quite good, everywhere else it will depend.
WANTED! (4): I mean it's removal, so ... i guess. In arena you are not about the combos, not rly, so The Coin is not as important however nice it is to have it whenever you can, but givin up so much tempo to get it, i dont know. I cant see this card performing too well.
Wispering Woods (3): you are not gonna have many cards in your hand most likely, but i suppose it can be 4-cost Stand Against Darkness more often than not, so the card seems like it has potential.
Witch's Cauldron (4): if it didnt say "friendly minion", this card would be pretty sick, but as it stands, you have to give away your board for some random spells, i dont think you want to do that almost ever.
Worgen Abomination (3): im not sure about this card, it can do some serious work, but it can also backfire. I will have to see it in action to form a proper opinion. But its still a decently stated minion with a powerful aoe ability, so expect to see it being played for sure.
RARE:
Bellringer Sentry (3): the card alone is a superb value generator with decent enough stats for the cost, but the problem lies in the secrets, you generally do not want to draft them, if you can avoid it.
Bewitched Guardian (4): Twilight Drake with taunt, it would be nice if not for the increased cost, this will usually be a 4/5 at best, probably even worse. Not great.
Blazing Invocation (1): thank god this says a minion and not a card (hero cards lel), still a pretty good card, discover is a strong mechanic and there is certainly a shit ton of powerful battlecry cards in shaman class alone.
Blood Witch (2): stats r ok and the damage you take is not that big (and it might actually have synergy with some other cards), so yeah very decent card.
Bonfire Elemental (2): top value in an elemental deck, but even as a 5/5 for 5 it is very decent.
Carrion Drake (1): pretty strong card, the requirement seems very easy to fulfill and even as 3/7 for 5 its still ok.
Chief Inspector (1): hell yes! tuck you secret lovers! get rekt, ahahaha :P aaaanyway, good stats even without the ability, so the ability is just a nice bonus that can sometimes go off; i 100 % see a "problem" with this card that will be similar to the one wih Kezan Mystic, you might not want to play it for tempo and will try to save it for the battlecry and the secrets may never come :D so dont, if your best play is to just play him naked.
Cinderstorm (3): little too random for my taste (can hit your opponent face and clear nothing), but it can do wonders with a bit of luck (or Spell Damage), so while i see it as only an average card, it might very well perform like a beast many times you see it being played.
Coffin Crasher (3): ok stats for a 6-drop, the ability will probably not trigger as often, but we shall see.
Curse of Weakness (4): i mean it can help you trade, but the cost is rly high, so its basically just a win more card. Could be a potential combo with Mossy Horror, but probably not gonna happen very often.
Cursed Castaway (3): Reckless Rocketeer that draws you a card (most likely), tho you would pick Rocketeer more for the potential face dmg than the trades (even tho it does end up being a removal a lot of times), so not sure if the comparison is adequate, the card should perform ok i suppose.
Curio Collector (4): not a great 5-drop, it will usually just die as a 4/4, but there r worse cards.
Dark Possession (1): hell i gladly shoot myself in a face for 2 dmg to discover a random demon, so yeah, gimme.
Duskhaven Hunter (3): ok card, probably a tiny bit above average thanks to the Stealth, but nothing too amazing, just a solid card you wont be too sad to draft.
Earthen Might (1): all 2-cost +2/+2 buffs r insane in the arena, sometimes they just win you the game on T2/3 and this has a real potential to even give you another card, looks pretty good. Think of it as Mark of Y'Shaarj that you play on a beast/non-beast type of scenario, pretty good.
Festeroot Hulk (2): superb card to play on curve if you are in board control, not so great if you are not, but it should perform rather well on average i assume. Warrior gets decent amount of weapons after patch 10.4, so he generally is able to maintain the board control.
Forest Guide (5): horrible stats, horrible ability (your opponent gets the card first; or gets to play that extra card first rather). This rly looks like a super no-no for arena.
Gilnean Royal Guard (1): i think this card will be on par with Charged Devilsaur, so yeah, i think it will perform very well.
Holy Water (1): 4 dmg is good enough to kill something decent and it only has to do the last hit, so you can prep it with something else. This card will bring some tears into your eyes, basically another "steal" tool and this one doesnt even lose that much tempo in the process.
Lifedrinker (4): 4-cost Earthen Ring Farseer (not even), pass. I mean there r worse cards thats for sure, but the enemy face dmg is not very important most of the time, nor is overpriced heal for 3. This is not a card you want to be playin on T4.
Mad Hatter (3): so assuming these "hats" r rly just +1/+1 buffs and not something like Explorer's Hat, gettin a +3/+3 and a 3/2 body for 4 mana is pretty good, but you do have to be in board control, so this card will be better in tempo classes/drafts and will probably not be the most amazing in topdeck wars. Basically a high roll card if i ever saw one.
Militia Commander (2): a weird combo between a Spiked Hogrider and Stormwind Knight. It actually looks like a very decent control tool.
Mistwraith (3): decent stats and potential buff (draft dependent), so decent card.
Murkspark Eel (-): NOT AVAILABLE IN ARENA
Night Prowler (2): now that is a card you might want to be playin on T4, especially when you just trade minions with your opponent back and forth. It could just not work tho, so 2 rating for you kitty. That being said, a clear board is now a lot more threatening early game, which is not something i thought i would ever say.
Nightscale Matriarch (1): well, this card is pure bullshit. I can already see how it carries decks on its own, and it triggers Duskbreaker, just great. At least all the stupid discover dragon cards will be gone.
Paragon of Light (2): one of the better 3-drops, 5-health will make it relatively durable and there should be easy enough way to buff its attack. Both taunt and lifesteal r not the most valuable abilities ever, but they can come in handy more times than one would think.
Phantom Militia (2): mediocre 3-drop, 6-drop, 9-drop. But the versatility and taunt r not irrelevant and will most likely provide some kind of card advantage.
Pick Pocket (3): i like the card generation as much as the next guy, but this comes in too much of a tempo loss and that is generally something rogue cannot afford. If they can combo it with Mistwraith, then it can be quite decent, but im just not sold on this card too much.
Redband Wasp (3): ahaha Paladin killer :D play that Hero Power on T2 bro, i dare ya! :D this card is basically a ping, that might leave some body behind. Not the worst card ever, since warrior can certainly use some pings, so lets see how its gonna perform.
Scaleworm (3): 4/4 for 4, could be worse. Some classes will like this more than others, for obvious reasons, and havin a "neutral fireball that might leave a body" is a pretty decent, if you can activate it.
Silver Sword (2): this one is a hard card to evaluate, by T8 you are either winning hard or losing hard, so it doesnt rly matter all that much if you play this or not in either scenario, but it is still a weapon and it can help you get back the board or push some dmg or help minions survive a trade or dodge aoe. I dont think i would want more than one copy in my deck, but i would be ok to get one.
Wing Blast (1): this card is beyond insane and i am very sad it exists, oh well ... hunter just might dictate how the arena meta will look like with his insane early to mid game potential, we've seen it right after the launch of KAC, might happen again depending on the power level buckets some of these new cards land in.
Witching Hour (3): obviously a very draft dependent card, but it could have a potential in a right deck.
Witchwood Grizzly (2): interesting card, probably way too broken, but we shall see, if the meta will be value oriented or not, which could bring this card down a notch.
Witchwood Piper (2): pretty good card draw, expect to see this card A LOT. Who cares that it might pull a shitty 1-/2-drop, it is still a card and at least you wont topdeck it later on. Stats r basically the same as Gnomish Inventor, just mby distributed better, 3-attack can kill a lot more things than 2-attack.
COMMON:
Black Cat (-): NOT AVAILABLE IN ARENA
Blackwald Pixie (2): good 3-drop, thats about it. The ability might come in handy in late game or in a top-deck war, but it will probably not matter most of the time.
Blink Fox (1): i dont think you can ask for more from a card like this, one of the best cards for arena in the entire WW so far.
Cauldron Elemental (4): obviously draft dependant, but even in an elemental deck, i dont think it would perform that well; and gettin War Golem for 8 mana is not amazing. At least it does trigger synergy for other elementals just by being played, so it might find a spot in some decks.
Cheap Shot (2): decent enough card i suppose, im not too excited about it, but in theory it seems like it should perform well enough.
Clockwork Automaton (4): ok-ish for mage and priest, horrible for WL, meh for Hunter, naked 4/4 for 5 for everyone else. Quite underwhelming, but in mage and priest it has a snowball potential.
Cutthroat Buccaneer (3): if it was battlecry, this card would have been sick, but as a combo, it might be awkward to find a time to play it, still not a bad card in the end, weapon buff is always nice and body is not abysmal.
Darkmire Moonkin (4): Spell Damage is always nice to have, but this is just too expensive. And we all know what happens to these 2-Attack minions :)
Deranged Doctor (3): little bit too slow for my taste, but the heal will for sure come in handy, especially in classes like rogue, so you might be happy to have one copy in your deck.
Dire Frenzy (3): hard card to judge, i guess it will depend on how many beast can you draft, if you get good amount then this card becomes insane, since even a shitty beast with +3/+3 on it will be a very good minion to draw later on, but obviously you will not pick shitty beasts if you can avoid it in a first place, cause we dont f-up our deck for the sake of one potentially good combo in arena :) so thats why im saying it is hard to judge, cause you might pass on quite a few beasts, even if you get them offered.
Divine Hymn (5): pretty much a win more card, almost power creep on Holy Light, tho this card cant deny those enemy enrages ahaha.
Druid of the Scythe (Druid of the Scythe, Druid of the Scythe) (2): mini-Druid of the Claw, pretty good card. Versatility is always nice.
Duskbat (3): another more of a late game card, where you need a prior setup to trigger the battlecry, i mean 2/4 on 3 isnt the end of the world. There r better cards you could draft, but also worse.
Felsoul Inquisitor (4): this will probably do fine in a deck that can buff its attack, otherwise its just a glorified Mogu'shan Warden.
Ferocious Howl (5): well, if Bewitched Guardian wasnt a great card, this is even worse. You are not gonna have many cards to get decent amounts of armor and even if you did, its still a pretty bad card.
Fiendish Circle (3): its an ok swarm card, nothing too amazing, but its ok. shaman has the same one Call in the Finishers.
Furious Ettin (1): Bog Creeper 2.0, premium taunt.
Hench-Clan Thug (3): obviously not a very good card for a non-weapon classes, but in rogue this can be an insane tempo play, when you prepare your dagger on T2 (which you do most of the time anyways).
Hunting Mastiff (2): versatile removal(-ish) or just a board swarm, good card for arena hunter.
Lost Spirit (5): too slow, not enough value, pass.
Marsh Drake (3): now this card is interesting and very scary in rogue, it can be a decent tempo play, if you have something to trade into the token, but even then you already spent some resources; but rogue HP on T2 followed up by this can literally win you games.
Pumpkin Peasant (3): im more interested to see worgen cards with better statlines, tho i fear them as well. This is just a very meh card for arena purposes, but there r worse. Tho pally might like it for the buff heals and rogue just for the heals, since she always hurts for hp.
Quartz Elemental (2): im torn about this card, but i think it will actually perform well, probably too well. Even if it just "forced" your opponent to ping it every turn, that is something; it should eat some resources out of your opponent even if it doesnt die outright, so this card looks like it will be super annoying to deal with.
Rabid Worgen (2): seems like a decent card, might very well survive as a 3/1 so thats not bad in the end. Woodcutter's Axe might be a quite common combo with any rush minion, so even better trading potential.
Ravencaller (3): its an ok card i suppose, kinda like (probably) worse Doppelgangster, but some of the 1-drops have added utility, so it can become better and you dont have to play them all in one turn. The card itself is an abysmal tempo play tho and many premium 1-drops rotate out. I think this card could become rly good after like a year or so, when couple more xpacs hit and some good 1-drops r introduced again.
Rebuke (3): i want to like this card for arena, but im not too sure. Obviously if you're in board control, you can practically buy a turn to dodge an AOE, but when you're behind, it doesnt do much. Its basically a win more card. We shall see.
Rotten Applebaum (1): Antique Healbot 2.0, but better. I think this card will be completely insane in constructed, but even in arena this is pretty much all you can possibly ask from a defensive minion.
Snap Freeze (5): well, its better than Shatter, but still bad.
Sound the Bells! (3): its not a bad card at all, but the investment is not small. This will be mostly used to help you trade up or survive a trade, which is basically what any buff card does, tho this can help more than one minion, but like i said, the total cost is a bit higher than you would like probably.
Spellshifter (4): i mean there r worse cards and the Spell Damage might matter, but its pretty bad.
Squashling (4): i mean its not an amazing card, but sometimes you just dont want to play anything and wasting your turn to dump some shit and heal is not the worst thing you could be doing as priest.
Swamp Dragon Egg (2): i know it might sound crazy, but i think this card is actually pretty good. Obviously it has to die (somehow) first, but gettin a random dragon is so much better than drawin a card (runic egg), not only can you get legendary dragons with premium value, but it can also activate your other dragon synergies. You dont even have to have many activators for it yourself, just have it die to AOE. Im not gonna kid myself, its still a very slow play and pretty bad top deck, but i think it would be worth it a lot of times. Like the wors thing you can get is a Faerie Dragon or Ebon Dragonsmith, everything else is premium value.
Swamp Leech (4): pretty bad, but at least its a 2/1 compared to a 1/2.
Swift Messenger (2): better Stormwind Knight or cheaper and better Reckless Rocketeer, yeah this card is pretty good. I guess the "cant go face in 1st turn" is a factor, but i still think this will perform quite well. Neutral Fireball for trading? hell yeah.
Tanglefur Mystic (2): while i dont like givin my opponent any card, this is kinda ok, probably better than givin him a random spell (Spellslinger) and at very least it also gave you a play on T4 (2-drop + hero power) if you didnt have anything, tho to your opponent as well.
Unpowered Steambot (5): 4 mana heal 9, i guess it could be worse, but its not great.
Vex Crow (4): i am not convinced at all by this card for Arena, it's a bad on curve play, it has very low survivability and it's too expensive for any big combo plays (and any combo piece that is not good on its own is usually a bad card). Most of the time it will be just a Silver Hand Knight at best with the one spell you will play in a later turn before it gets killed.
Vicious Scalehide (4): we've seen on the reveal stream what this card can do when it gets buffed and that can certainly happen in arena as well, but lets not base our expectation of this card on it.
Vilebrood Skitterer (2): basically an assassinate, good removal tool.
Walnut Sprite (2): i actually kinda like this card, 3/3 is a decently large body to be relevant and not die to a sneeze and it does have a value potential in the late game, where you can try to bait out AOE and stuff.
Warpath (1): very good versatile AOE, warrior can definitely use that. Nothing much to say about this card, super good.
Witch's Apprentice (1): premium 1-drop. Addition to the Babbling Book/Swashburglar family. Nothing much to add.
Witchwood Imp (2): not the most amazing card ever, but it has a potential to help your minions surive a trade and having stealth, you can just have it sit there and make opponent paranoid about when ur gonna utilize it. Also goin 1st and playin a follow up 2-drop might just win you the (early) game lel.
Witchwood Apple (Treant) (4): too bad the treants cost 2 mana, otherwise this card would have been rly good.
Woodcutter's Axe (3): damn, i must have read it wrong, at first i thought it gives a random minion Rush and +2/+1 lol, well ... since it doesnt, this is a very mediocre weapon, still a weapon tho.
Wyrmguard (2): Tar Lord 2.0, this card is super scary.
Zap! (1): probably better than Backstab, since the target can be damaged; you do pay with 1 overload, but it could even be a bonus. Sick card.
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LEGENDARY:
Azalina Soulthief - (4) - Very situational card that combines Divine Favor and a body together. You're looking for at least 3 cards to break even in value, which might happen in the right deck. The problem is your opponent knows what you had, but it might still be enough to catch up.
Baku the Mooneater - (4) - 7/8 for 9 mana, it's big at least. If you can pull off the deck building part (much easier now with new drafting mechanics), the upgraded hero power will pay for itself over the course of the game.
Face Collector - (2) - Low tempo play, but insane value card. Legendaries can be horrible to game breaking and in a slower meta this is a nice value generator into a potential game winning swing.
Genn Greymane - (3) - Stat line for it's mana cost is more acceptable, and is playable as a 6/5 for 6. If you can pull off the drafting part of it, that's a big bonus.
Glinda Crowskin (3): Seems like a fine card. A bit worse in Warlock since they are not really dying for value generators.
Hagatha the Witch, Bewitch (1): Sure its a good card. Probably not as good as Shadowreaper or even Sourgelord Garrosh for 8 mana, but since it's a Hero card, it'll most likely won't be seen in Arena 99.99% of the time.
Houndmaster Shaw (1): Great stats, very good effect. Also fits well into the Hunter theme.
Lord Godfrey (1): Ramped up Defile with a body attached to it. Most likely this will destory almost any board and leave a body behind. Really powerful card.
Darius Crowley (2): Absolute best case scenario is this minion kills a 0HP minion (ex. Flametongue Totem yum) and becomes a 6/6 for 5 that killed something. Sounds like a 1, but worse case scenario is that this is a 5 mana 4 damage "removal". Which is probably a (4). Overall, it's more likely to be used in more favorable scenarios so we'd expect a "hit and live" scenario often, so this is a 2 for 1 card most of the time with initiative, which is pretty nice.
Emeriss (4): Doesn't really make sense in Hunter, and its just way too expensive with a delayed effected that has a soft requirement (minions in hand). It's probably pretty bad.
Blackhowl Gun Turret (5): Better in constructed, but even then it's not average. A 7 mana minion that can't attack, and damages random minions with conditions can't be a good card.
Lady in White (3): Seems like a fun constructed deck idea. In Arena, generally a good percentage of your minions have HP equal to or high then attack most of the time so this is probably a win in most cases for most Arena drafts. The stats a bit weak, but if you compare this card to The Mistcaller this card is probably better then that.
Chameleos (4): Super awkward card. Do you want this in your opening mulligan so you can get spy information on your opponents hand throughout the game? Top decking this in the late game is a huge disaster. It's value comes from being in your hand basically at all times, which just makes you down 1 card drawn.
Duskfallen Aviana (4) - The stats are fair, but the effect is ridiculously against you since your opponent gets first dibs at using it. For you to win hard with this card, you need to cheat out a bigger card then your opponent while giving him the initiative, which is a bit too situational for this to be good.
Dollmaster Dorian (4): It's a bit of a low tempo play, but if it lives 1 turn, it is likely to have earned value. Most Arena decks are still mostly filled with minions, so the likelihood of a minion draw is high. It does give away the strength of your hand a bit which makes this card bad, but there are definitely worse legendaries available.
Splintergraft (2): There's some value here and the big body attached isn't bad. The 10/10 even if it's just a generic body is still useful. Consider cards like Pyros give nightmares for value generation, this card is similar although its slightly conditional.
Toki, Time-Tinker (2): 5/5 draw a card that is on average probably good. for 6 mana. Feels okay. There are some serious home runs you can land on from past expansions and it'll be interesting to see old legendaries in Arena again.
The Glass Knight (2): Consider the card without its ability and it feels fine. It's an improved Silvermoon Guardian with a small upside. Still has strong potential to go 2 for 1 in the early game which is a nice swing.
Countess Ashmore (1): A really powerful draw card that would probably pull 2 cards minimum. I'd consider the card similar to The Curator although we can argue whether the taunt for extra attack is worth it or not. However, Ashmore's effect is not limited to just minions and extends to ALL cards (weapons, spells, minions), this makes it a lot more flexible and is probably better in certain classes (warlock,warrior). If you can draw 3 cards from this 1 card, it's a huge win, and a 6/6 body is hard to ignore.
Archmage Arugal (3): I guess Blizzard is pushing the minion Mage now. This card is not bad, but 2/2 isn't a great early game play especially with a delayed effect. However, in the late game it's possible to combo this card with a draw spell so you can gain additional value from this. It's a bit of a weaker card, but is a bit of a small "threat" in the early game so it'll warrant some resources to remove.
Tess Greymane (4): Not really a card that works well in Arena and probably less "consistent" then Yogg-Saron, Hope's End, but the 6/6 body for 2 mana less is a bit better. The randomness of the spells also doesn't help her case. I do see some opportunity to gain value through minions that you've discovered for example. Still very a bit of an inconsistent card tho.
Prince Liam (3): It's about as good as Prince Malchezaar. Transforming cards in your deck do not guarantee you will draw them, and does not guarantee that you have 1-cost cards in your deck, so as a 5/5 body for 5, it's average.
Shudderwock (4): Could be a ridiculous win condition, but for Arena it's just too inconsistent for the investment. It'll be a good meme pick though.
EPIC:
Wispering Woods (3): It's average. As long as you can get 1x 1/1 per mana then you'll break even on it. Horrible top deck, but pretty good keep if you opened with ramp.
Vivid Nightmare (4): End of turn effects, Divine Shield minions, or Deathrattle minions would be suitable targets (ex. Cobalt Scalebane, Stoneskin Basilisk, Obsidian Statue). Pretty situational, but can be a nice swing if you can get the set up for it. You can also heal the minion after you cast it. Overall still below average.
Nightmare Amalgam (2): Solid stat line - and some potential to either get rek'd or snowball hard. I'd bet it's probably 50/50.
Muck Hunter (2): It's a serious win-more card, but does have some catch up ability. The 8 health hidden behind a taunt or a Rogue's dagger makes it extremely durable coming out on turn 5. As we've seen with Hungry Ettin the extra body that spawns isn't a huge deal most of the time.
WANTED! (4): Uh... this has to be one of the least efficient damage removal spells that I can remember coming from Rogue. I get that the coin mechanics shouldn't be too easy to abuse, but man this one is pretty bad.
Toxmonger (4): Hard card to get value from and it's base stats are horrible for a 4 drop. The effect is obviously very powerful, but the odds of you having a 1 cost card that isn't a top deck after turn 4 is pretty low.
Cathedral Gargoyle (3): The upside makes this card an insane (1), but the Dragon synergy isn't as easy to pull off in Paladin as say, Priest. An insane opener would be something like this card followed by [card]Faerie Dragon[.card], but i'm not sold on how easy it will be have quality neutral dragons in your opener as a paladin.
Deadly Arsenal (3) - A bit expensive, and most weapons revealed will probably be <5 but >2, which is still OK given that Warrior has minimal AOE cards. The RNG is probably a bit more controlled compared to Dragon's Fury since there will be less weapons then spells on average in a deck.
Witches Cauldron (4) - A 0 attack value generator that requires a board. It's a cheaper Cult Master without the body, which makes it more of a conditional play.
Rat Trap (4): It's about as bad asMisdirection or Dart Trap of old. It's a bad top deck when both players resources are low and in the early game it's hard to pull off a 3 card dump turn. The 6/6 rat is a big swing for 2 mana, but the condition to meet seems unreasonable for this to be average.
Spectral Cutlass (4): Pretty slow card, but with buffs or additional durability can potentially be a nice value card. If this card costed 3 mana, it wouldn't even be an overpowered card. At 4 mana, its more on the bad side. Not really something Rogue needs to be honest, and I am not looking forward to seeing this card as a draft option.
Bogshaper (3): For a 7 drop, the stats aren't overly impressive. The cost of the card makes it awkward to get immediate value on the turn it gets played, but I suppose there are much worse cards out and this can be a nice way to make an otherwise reactive spell filled hand draw into some minion threats.
Deathweb Spider (2): The condition is manageable, even if as a turn 7 play where you just tap and play this. If not it's still a 4/6 Beast which passes the vanilla test. Seems to be a theme for Warlocks this expansion so i'm assuming there will be further self damaging effects to make this better.
Voodoo Doll (3): I'd rate this similar to Corrupting Mist or Corruption. I like the theme of it, and feel it can be effective, but a bit hesitant to give it a better rating.
Worgen Abomination (2): A bit of a situational card but can be played as a 6/6 on an empty board which is about as bad as Blazecaller. I feel the upside is a bit stronger though, since it can finish off minions that have valued traded your board away, so in a way this is a pretty good catch up card. Even if it ends up dealing 2 damage to a minion and kills it off, this seems like fair value. Overall it has potential and pretty good upset with a manageable downside.
Town Crier (3): Stats are fair, and the draw card ability is strong especially if it helps you curve out. The Rush minions are generally pretty solid since they have fair stats as well as initiative. It's a bit conditional since you need Rush cards in your deck, but it shouldn't be a problem considering that most of them are pretty sought after.
Totem Cruncher (3): If this kills 1 totem, it's a pretty nicely statted minion for 4 mana, beyond that is just insane value. Worse case scenario is that it's a 6 mana 4/5 Taunt. It's a bit of a slow card and either way you are conceding earlier tempo for future tempo. Overall not a great card, but probably still serviceable.
Book of Specters (3): Drawing 2 cards for 2 mana is really good so you don't need high roll this card, but the odd chance it wiffs and you lose 3 spells from your deck is going to feel awful. I'm liking Arcane Intellect better on average.
Mossy Horror (2): Similar to Stampeding Kodo, with a bit more upside and bit more downside. Killing a single minion with this just about means it breaks even. If it kills multiple then it's gotten some nice value.
Splitting Festeroot (4): 4/4 for 8 mana.... Just ignore it and kill the other guy before they can get the value from the tokens. Even if you can squeeze full value from the tokens, it's only a 10/10 for 8 mana which isn't game breaking compared to the effort it takes to kill off 2 sets of minions. Imagine if this card was 4/4 that summons 4/4 that summons 4/4. Would it be THAT broken ? It would be good but not really too good, that's how far off i see this card being.
Arcane Keysmith (2): It's similar to Hydrologist, in a small way probably better since the card is put into field immediately with the body. Mage secrets are much more powerful and expensive then Paladin's but Keysmith only costs +1 mana compared to Hydrologist. The main reason why this card is worse is because the 2/2 body is MUCH worse on turn 4 compared to the Murloc's 2/2 body on turn 2, otherwise this seems like a pretty decent card.
Sandbinder (3): Similar to Gnomish Inventor, but probably worse in some classes and drafts depending on how your elemental options are.
Baleful Banker (4): It's worse then mage's equivalent Manic Soulcaster because of the weaker body and the decreased likelihood of having a target for it's battlecry to even get a bit of value. Often will be a 2/2 for 2 which is below average.
Ratcatcher (4): The effect actually is only good if you summoned a couple minions the same turn and needed the Rush removal right away, otherwise you'd just trade off your friendly minions and then use this to rush remove. I just don't see this card as having much use most of the time.
Hidden Wisdom (4): I think this card is borderline okay. It's a 1 mana to draw 2 cards. There will be moments your opponent will play 3 cards and the investment on this secret is relatively small. I don't think it's as good as Blessing of Wisdom, but it seems almost draftable.
RARE:
Militia Commander - (1) - I think this card is really good. A 5/5 charger that trades off on turn 4 and if it lives is a huge swing, especially in Warrior which needs any and all help to stabilize the board.
Phantom Militia - (2) - Squirming Tentacle has been power creep'd. This card is great, it's a nice average card in the early game with late game play-ability when you have the extra mana for the Echo. Very good.
Redband Wasp (3): It's okay - smallish cards for warrior doesn't seem to work well unless it's weapon synergy, or removal.
Forest Guide (4): Seems pretty terrible because your opponent will get the first chance to play the card they've drawn from this minion on their turn. Stats are also pretty terrible.
Coffin Crasher (3): Without the text ability the 6/5 for 6 is draftable. It's not great, but there are definately worse. The Deathrattle potential has some hope in Priest, but still unlikely.
Scaleworm (3): The buff is a bit underwhelming, I think a +1/+1 buff would have boosted this card quite a bit, but the 1 extra HP on T4 makes a big difference here. With that said a 4/4 Beast for 4 is not bad by any stretch.
Cursed Castaway (3): This is a removal minion for 6 mana, you're looking to trade it off and draw off it creating a 2 for 1 situation, the problem is it's really slow at 6 mana, and 5 attack probably isn't enough to kill minions in the 6 mana range. If it lives then you're paying 6 mana to remove a small minion and delayed draw. The card drawn is a random Combo card which you may or may not have in your Draft, and it's quality will vary. Overall, it's an expensive removal card that replaces itself.
Duskhaven Hunter (2): Nice stats in either form, along with stealth. The stats swapping probably isn't the best since 2HP is a liability at times, but the stealth helps protect it.
Witching Hour (4): It's a decent card if you can pull a similar cost beast, but there are a lot of smaller beasts including tokens that will add to the possibility of a low roll on this.
Witchwood Grizzly (2): It's a similar card to Cyclopian Horror in that it punishes fast aggressive decks. On curve it's very likely to be a Fen Creeper or better in many situations.
Wing Blast (1): One of my bigger complaints about Hunter was how it plays on the coin, and this card is a huge tempo swing that will certain help when Rexxar is going 2nd. The condition is straightforward and the benefits are pretty awesome. This is a great card for a class that needs it.
Holy Water (2): I'd consider this similar to Hammer of Wrath. It's a slower play but has card value. Fits into the Priest theme well. Not top tier due to kill condition, and low damage per mana cost.
Blood Witch (3): It's about average, maybe on the higher end of the (3) range due to it's durable stats. The Effect is better in constructed where you can make a deck around it, but in Arena, it hardly works out so perfectly. The dream is to curve this out into Deathweb Spider.
Gilnean Royal Guard (1): 8 mana Argent Commander - ALMOST, better in some situations and worse in others. This card is pretty nuts. Either the 8/3 or 3/8 versions are powerful and are almost guarantees for 2 for 1 trade offs if not more, at the very least the shield requires an answer. I'm comparing this card to Charged Devilsaur which is a top tier card. After Devilsaur trades, you're already left with minimal health, similar to how the 8/3 version would be, but Royal Guard has the flexibility / handicap of the swapping stats and a higher base attack then Devilsaur. These RUSH cards are generally very strong due to having initiative. I feel this new mechanic will be extremely influential for the arena moving forward.
Mistwraith (3): Vanilla stats are fine and the ability seems pretty relevant considering Rogue has some draftable Echo cards. I'd probably value it around Questing Adventurer.
Pick Pocket (2): It's a 2 mana Hallucination that you can replay. It's a pretty flexible card that can be small or big. It draws the same amount as Thistle Tea and whats nice about this card is that you don't have to commit the mana all at once, you can draw one and reassess your options before drawing again.
Silver Sword (3): As far as weapons goes, this card is really underwhelming for it's mana cost. It requires a board and the 3 attack really doesn't mean too much for an 8 mana play. With that said, weapons still have initiative, and can snowball even a small board pretty hard. Considering that it's effect is worth (1) mana like Mark of the Lotus, the mana cost is justified if you can get the buffs off. I would have liked to see this weapon as a 5/3 or a 4/3 which would have made it a much more threatening late game weapon.
Bellringer Sentry (4): Paladin secrets just aren't that great in general. Having multiples in your deck feels weak, and this card relying on having secrets in your deck to get full value feels weak as well. The 3/4 body is understatted as well. Oh how we want to remember Mysterious Challenger and it's glory days.
Festeroot Hulk (3): You don't really need much to make this card OK but probably not the best card to play on curve, and is slightly worse in warrior since Warriors can have weapons kill things instead of needing a board.
Bonfire Elemental (3): Another solid support card for Mage's elemental theme. The card isn't too flashy, but a 5/5 for 5 mana is fair and the elemental tag has a lot of synergies in mage.
Witchwood Piper (3): Seems mediocre especially compared with Rogue's new Blink Fox. I can see this card probably doing a bit better in constructed where you can build around the tutor ability. The draw lowest minion is a bit worse then drawing a random card since lower cards are probably less impactful then drawing a spell or a more expensive card. Deck thinning is good though.
Bewitched Guardian (4): Horrible top deck and a below average card in general. If you try to coin or Innervate this card out it gets even worse. It's a much worse version of the 4 mana Twilight Drake, since you are paying a premium for the Taunt, and the stats just aren't as good on turn 5 as a cheated Drake on turn 4.
Paragon of Light (2): This has a good chance to create some problems for people. It's 5HP is hard to remove right away on turn 3, and it's ability can be triggered by temporary buffs or board buffs. With that said, both abilities are a bit on the weak side, so while it can get value as a 3-drop it's unlikely to have a game swinging ability.
Chief Inspector (2): Not very flashy, but a solid body with secret removal is good without sacrificing much stats.
Lifedrinker (2): I think the card is good value consider the 3 damage and 3 heal is worth about 1 mana each, but the 3/3 body for 4 mana just isn't something you play on curve. It's more of a later game heal/reach card. I think it's quite interesting and should be at least an average to above average card since it fills multiple priorities for a deck which can be useful.
Night Prowler (2): This card can be a nightmare played on curve as a 6/6. It's probably better in classes that can control the board well, but this seems like a pretty solid buff for condition that you can manage. If not, the body is till strong in the late game where you have more mana to control the board.
Mad Hatter (3): In the best case scenario it gives 3 buffs to your own minions, that's about 3 mana worth of value, and the 3/2 body is worth about 2. The problem is that it's situational and if a buff lands on an opponents minion it instantly hurts you. I can see it being playable in Paladin or Shaman more then say Priest, but I wouldn't take this card overly high.
Curse of Weakness (3): Pretty good card if you are close, or even on the board. It's a big swing if you can clear their board while preserving your own board. A bit situational, but can be decent.
Dark Possession (3): It's pretty much a 1 mana hero power that focuses on Demon draw. There are some very powerful Demons that can swing the game for you, so there's value here and the self damaging does have synergies with the class as well. However, I think this card really could didn't need the self 2 damage and it'll be a fine card like Journey Below.
Earthen Might (2): This card is roughly the same as [card]Mark of Y'Shaarj/card], both are pretty nuts. However, the elemental tag is a bit less common then beasts and Witchwood only included 1 neutral elemental to the mix which makes me question this cards consistency a bit.
Blazing Invocation (3): It's about an average card, similar to Journey Below, minus the combo synergies. There are some strong Battlecry minions in Shaman *cough*Fire Elemental*cough*.
Nightscale Matriarch (2): Nice late game value bomb for Priest. It's a bit slow, but this thing will command the board if you give it the turn it needs to set up. Another common play would be to play this on turn 9 for a 4/9 and 3/3 together which is a nice pile of stats.
Curio Collector (3): As a 5 drop, it's much weaker then the 4 mana Daring Reporter, but if you can play this card in the late game with a way to draw, it becomes a strong tempo play really fast.
Cinderstorm (3): At 2 mana, this would be nice combination of 2x Arcane Missiles but I think 3 mana is a bit expensive for this card. It's still removal that can be a poor small AOE if needed.
Carrion Drake (2): Loving the art work on this. It's a nice dragon with a very powerful effect that should be relatively easy to pull off. The 3/7 stat line including the poisonous ability should be an easy 2 for 1 if played on curve.
COMMON:
Pumpkin Peasant - (3) - Feels likes a good price for the lifesteal tag and it's stats are reasonable for it's mana cost. The 2/4 and 4/2 flip-flop might be a bit annoying once in a while, but can be manipulated in the late game to your favor more often then not.
Warpath - (1) - Warrior gets a real AOE. Finally! Insanely flexible for an early game removal, or a late game wipe. You pay for the flexibility in mana, but its ridiculously good considering Warrior has never been given a solid AOE since Brawl. This is good enough to go into constructed decks, and make Frothing Berserker a huge threat for one turn KO's.
Rotten Applebaum (2): On death is not as good as a battlecry, and it can't be targeted, but the card is fairly statted for its mana cost with a relevant ability. Very decent card.
Witchwood Apple (4): Not something Druid can really synergize with easily as well as being overly expensive stats per mana cost.
Rebuke (4): Effect is powerful, but way too situational. I guess there are less impactful spells, but this isn't a card i'd draft highly.
Witch's Apprentice (1): Super 1 drop. There are some bad spells for Shaman, but same can be said about Mage. The 0/1 Taunt actually has better late game uses then Babbling Book for example.
Hunting Mastiff (2): Flexible removal with a beast tag as well as late game playability makes this card an excellent card for hunter.
Vex Crow (4): A 3/3 that generates random 2 drops per spell honestly feels weak to me. It's a late game board filler, but it's too expensive to combo with any big spell. I assume it's a small threat if the opponent leaves this up and you can hold off his board with spells, but I'm not sold on it right now. At best it's a (3) and for me it's pretty close.
Blackwald Pixie (2): Strong stat line with a battle cry that might help you in the late game, although unlikely to be more then a 3/4 for 3, which is fine.
Clockwork Automaton (4): Worthless in half the classes and has some potential in the others. Seems pretty inconsistent overall.
Ravencaller (3): If it wasn't for some of the stronger 1 drops rotating out (ex Babbling Book, Swashburglar, N'Zoth's First Mate), i'd probably give this a 2. I still see some potential with this card and it's rating would go up depending on how the 1 drops are in the future. It's a horrible tempo card early, and the 1 drops gets worse as the games go on, so it's a bit of an awkward card. It's value comes from the fact it's a cheap card that can draw into cheap responses.
Sound the Bells! (2): I think the sweet spot for this card is 4 mana, +2/+4. That's good enough to value trade your early minion and probably absorb more resources from your opponent. It's overpriced for the flexibility, but it's probably still useful, even as a 10 mana finisher for +5/+10.
Cheap Shot (2): A somewhat more flexible Forbidden Flame, the card seems reasonable and cheap for combo shenanigans. Again over priced for the flexibility, but a card that let Rogues handle multiple minions for 1 card, it's worth it.
Woodcutter's Axe (3) - After misreading it the first time, I've dropped the rating to 3. Its similar to Powermace but the 3 attack is a bit more useful then 2 attack. The deathrattle is mostly irrelevant given the current releases, we will have to see whether there are more Rush minion targets.
Duskbat (3): Again, average stats for its cost, albet it a bit on the lower range, and has an effect that is too tricky to pull off in the early game, and not very impactful in the late game. You could play this on turn 5 along with a hero power, but thats a really low tempo play.
Dire Frenzy (2): The card is extremely powerful, but needing a beast for the trigger and digging through your deck for copies of it to reap the full value feels like a stretch for Hunter. Hunters don't really have much draw from their class cards, and finding a beast is never a guarantee. The card is a bit conditional, but seems powerful enough that even triggering on a 1/1 and drawing into 1 mana 4/4s out of it is a deal.
Swift Messenger (2): Assuming on curve play this card seems fair. A 2/6 isn't expected to clear many things outside of early game minions which is fine, and if you can find a high priced target to trade the 6/2 version, this card is a nice tempo swing.
Spellshifter (3): Dalaran Mage time for you to retire bro. This card is pretty much an upgrade over our old dwarf buddy. Both the 1/4 and 4/1 are poor bodies in the early game, but it's a nice cheap buff for spells which isn't that easy to find.
Blink Fox (1): As far as 3 drops goes, this card is up there in terms of value. It's a guaranteed draw without sacrificing much stats. Minions from classes should generally produce something that is worth while, and even if not the 3/3 body is more then reasonable for Arena,
Ferocious Howl (5): This is on average worse then Shield Block which is already on the bad side of things. Yikes. Hard to get excited about this.
Druid of the Scythe (2): 3 mana removal or a taunt to help stabilize, the stats aren't premium but still worth while for the flexibility.
Deranged Doctor (3): 8 Heal is massive, even if it's non-targetable. It's basically a beefed up Antique Healbot or Guardian of Kings but deathrattle. Will be a top consideration for any kind of late game control deck, too bad it wasn't a battlecry.
Cauldron Elemental (4): Bit of a fringe card for some classes since there is limited elemental support in this expansion. It's a worse War Golem if you have no elementals on the board which is pretty bad and i'd say pretty often.
Darkmire Moonkin (4): Too little impact for 7 mana, and the spell damage is draft dependent.
Wyrmguard (3): Landing a 4/11 Taunt on turn 7 is huge, but the consistency of having a dragon in your hand is questionable depending on your class.
Furious Ettin (2): Would consider this stat distribution a bit worse then Bog Creeper, with that said this card is still quite solid.
Unpowered Steambot (5): If you compare this card to Arcanosmith you are trading a 3/2 body for a 0/4 body. This card is definitely in the bottom tiers.
Felsoul Inquisitor (4): Pretty bad stats for a 4 drop, the Taunt and Lifesteal on 1 HP make this a punching bag most of the time, and theres no guarantee this will kill any minions.
Marsh Drake (4): Yes the stats are probably the best available for a 3 drop, but the 2/1 poisonous minion makes this effective a dead card. The 2/1 will trade into your 1 or 2 drop at minimum and the only way you can effectively play this card is as a Rogue, with a pre set dagger on turn 2 to remove the 2/1. In the late game this is scales a bit better since you can set up for it, but overall it's not really a great deal for it's mana if you consider the removal of the 2/1.
Hench-Clan Thug (3): Not much draw back to this card and small upside in other classes. It's best in Rogue, where it's a premium 4/4 on turn 3 (that keeps growing per attack) with a pre set dagger from turn 2.
Walnut Sprite (3): Fair stats, with some late game value. At worse it's still 1/1 worth of stats for 1 mana which is decent and the flexibility is nice.
Tanglefur Mystic (3): Similar to the old Spellslinger with a bit less variance, this card has solid stats for a 3 drop and some value depending on the 2 drop.
Lost Spirit (5): Rather have Spawn of N'Zoth, this card is pretty bad.
Vicious Scalehide (4): Even with rush, this card just isn't going to do much without help from additional cards. The 1 attack lifesteal also is really weak.
Swamp Dragon Egg (4): Really need activators for this obviously but it's about as good as Runic Egg, maybe a bit better depending on how good or bad your draft is.
Swamp Leech (4): Lifesteal is bad in the early game, and this card just doesn't scale well for the late game. So it's effectively a 2/1 Beast for 1, which is fine, but it's not going to be great.
Fiendish Circle (3): Imp-losion reborn in a non-OP way ? It's an average card and I guess the demons spawned have some synergies.
Witchwood Imp (3): Stealth makes this card not horrible since it can set up a Demonfire or protect itself from a ping in the early game.
Rabid Worgen (2): I'm giving RUSH a nice bonus over non-rush counterparts. The initiative from having a 3/3 remove a 2/3 on curve is just insane even if it didn't have a target, it's still a 3/3 which is a reasonable body for turn 3.
Ghost Light Angler (3): 2/2 for 2 mana is pretty bad, but having some mana flexibility with Echo makes this card at least an average card. Murloc Shaman I guess could be a thing too ? Probably not.
Zap! (1): Love the flavor on this card. Good solid tempo card, it's a small one so can't take too many of them but otherwise still solid.
Quartz Elemental (2): This card can be pretty nuts. The fact that Priest has access to heals makes this thing an insane value trade minion. You can ping it to slow it down, or have your opponents throw minions into to slow it down, but for 5 mana, this thing is a beast that will trade away your opponents early board.
Divine Hymn (3): It's a good upgrade over Circle of Healing and Healing Touch, but generally heal cards that aren't attached to a body in Arena aren't overly worth the investment. This one deserves a bit of a look tho, its quite powerful.
Squashling (3): Nice card with flexibility. The body isn't the best, but the repeating 2 HP heal in the late game along with some board presence could prolong a game long enough for Priest to come back.
Cutthroat Buccaneer (3): The card is a bit awkward since it requires Combo activator for the early game. The stats aren't premium either for a 3 drop and compared to Naga Corsair, this card is junk, so at best it's about an average card.
Ghostly Charger (2): Solid minion and removal package. Potential 2 for 1 card as well. It's similar to Argent Commander, however I feel the Commander's 4 attack has a better chance of killing things in the mid game then a 3 attack minion. The added flexibility of going face with the Commander also increases it's value compared to the new Charger. I'm on the fence about this card, but feel the (2) rating is fine.
Snap Freeze (3): Finally, Shatter gets an upgrade! This is what Shatter should have been from the start. Not to say that this card is broken good, but it's light years ahead of it's predecessor, and I can see this having some play since it now has dual utility for a cheap price.
Vilebrood Skitterer (3): It's removal at least, but a 5 mana minion Assassinate that gets stopped by a taunt isn't the best deal.
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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
"To build or destroy...only you decide which joy." - Last Crack
I think you value both Grenn and Baku too high - they are clearly a 5. They have bad bodies, and you will never pull off that synergy (since even one wrong choice will disable it. I had problems enough to prevent picking a 2-cost card, not to mention that I will have to do it for 4,6,8 and 10 as well.... Additionally the advantage will only balance out the subpar picks you had to take).
Maybe, at most, Azalina Soulthief could become a 4 (or rather 4.5), since while it has a terrible body, it still is a neutral divine favor. Yes, could be extremly useless, but especially against control decks (read: Warlock and Priest, sometimes Mage), it can give a bit value.
"To build or destroy...only you decide which joy." - Last Crack