I think that Face Collector is far better than you give it credit for - as long as it is in the right deck. That means:
- Bounce. If you can bounce one of your copies, you can create a lot additional value - Tempo: It is best in a deck that is fast-paced. Once you get against Control and loose tempo, you can now drop the Collector, gaining 8/8 stats and three legendaries. It is especially useful in a top-deck situation. - playing it as early as possible is the worst move you can make. You play Cabal quite early because you can decide what you pick, enabling yoou new strategies. Face Collector, though, does not generate similar value, since you have a higher chance to get something useless. I would hold on to it iuntil I can play it at least twice, or even later, to decide whetever I want more cards, or play my gained legendary.
That said, it is not a 1. I would probably mark it as 2 as well, with a 1-potential in the right deck.
Bounce: you dont pick bounce effects in rogue (cause they r all horrible cards on their own) except like brewmasters, so this argument is void.
Tempo: obviously this card is a horrible tempo play and is a decent value generator, but if you truly r goin for a tempo deck, this card will literally become a dead card for you, that is not great.
Playing it early might give you a play on later turn, so no, it is not the worst possible play you can make with it. Obviously it depends on many other factors, but you cant just say its the worst thing to do, cause it will vary depeinding on the situation.
Im not arguing that the card isnt good, it is. But the arguments you presented seem quite misguided for the purpose of showing how good the card is :)
1) True, I kind of forgot that both Shadowcaster as well as Gadgetzan Ferryman rotate out. Though, theoretically, the synergy with Sonya Shadowdancer would be insane - if you would ever get that combo :D Still, worth a consideration once you draft Face Collector. 2) I mean it not as a Tempo Play, it is demerital for any Tempo Deck - I mean it, similar as Renounce Darkness to be a kind of Value Generator when you notice that you loose control. I rather would have one backup card, which can singlehandely generate enough value to help you back to your feet. Getting 3 cards as well as 6/6 bodies for 9 mana is not terrible at all, even if your card is a freaky 5/5 for 8. The worst cases would be something like Baku or Cho. If you are in Top Deck, it still is either a body or a tech card, though, so not too shabby either in the long run. In a control-orientated shell (Though Rogue is more tempo/aggro then anything else, on that note I should have rather stated 'Aggro' instead of 'Tempo', my bad), it would be not that noteworthy in comparison (though still a really good value generator). 3) I mean, playing Renounce Darkness early on is a mistake as well - because you loose Tempo. Same will be true for this legendary, either you need to generate a lot Tempo beforehand, or you have no alternative. Otherwise I would wait until you begin to loose out in Tempo, to try to get it back through the generated value.
Renounce Darkness was even worse argument :D That card is one of the worst cards possible you could have picked as your example :D If you have picked like Thistle Tea, that would have made more sense :) Lets just agree that Face Collector is a good card in general, and leave it at that :D
Houndmaster Shaw (1): very good stats for the cost and quite a powerful effect on top, whats not to like?
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.
Witchwood Apple, Treant (4): too bad the treants cost 2 mana, otherwise this card would have been rly good.
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.
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.
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.
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.
Nightmare Amalgam (3): good 3-drop, nothing about that. Dragon synergy for priest (FU!) 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.
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.
Echo mechanic it's tier 0 in arena. It appears that the card remains in your hand even after the turn ends. Infinite value for every card!
What are you talking about? Echo cards will act as Unstable Evolution, so they will be removed from your hand at the end of the turn. It would make zero sense to just have infinite value.
Echo mechanic it's tier 0 in arena. It appears that the card remains in your hand even after the turn ends. Infinite value for every card!
This would be amazing, but I don't think that's how it's going to work. I believe once you play the Echo card it creates ghostly tokens, like Shadow Reflection from Valeera the Hollow, that go away at the end of the turn.
So, from the discussion we had with fellow mods, we came to a conclusion, that he just worded poorly what he meant to say. The part where he says "the unstable evolution copy you get tells you it is goin away at the end of the turn, the Echo cards wont", he most likely meant that the coppies of the Echo cards you will get will not tell you, that they r goin away at the end of the turn, but they are. That is the official explanation of the keyword.
Rly, it wouldnt make sense for them to not go away, having Echo cards with literally infinite value is too game breaking.
Glinda Crowskin Rating 1(Excellent): 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.
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.
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.
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.
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.
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.
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.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
I'll get my scores in tomorrow, but I have to agree with NePlusUltra on Witch's Apprentice. Shaman cycles in and out of relevance b/c his basic set is full of non-synergy garbage spells. If the new set brings amazing spells, the apprentice will be very good.... until the set bonus goes away and we have to accept a 1 mana speedbump that hands us a terrible spell. Spells like Spirit Echo, Primal Talismans, Totemic Might, and any new trash tier spell they add will be much worse than any "bad" mage spell.
Actually the new set won't have increased drop rates temporarily, as I understand it. I still think it provides pretty good value, regardless.
"The increased chance to see cards from the most recent expansion has been temporarily disabled in Update 10.4." - SOURCE
Scratch that. This is only BEFORE The Witchwood launches.
Of course, I should qualify my comment regarding Witch's Apprentice: if indeed shaman gets good spells, naturally the card becomes better. However, right now she has lots of bad/situational cards in her repertoire, and even the good cards are not up to par with what mage has to offer.
Regarding Rebuke - in arena this is very often 2 mana discard a card. Decks have lots of minions and it's an abysmal topdeck. Just absolutely trash tier.
Regarding Rebuke - in arena this is very often 2 mana discard a card. Decks have lots of minions and it's an abysmal topdeck. Just absolutely trash tier.
Obivously the card is quite average at best most of the time, more like a win more card than anything, but dont forget that with he new drafting system, AOEs r not as scarce as before, certainly not at high wins. So being able to keep your board alive for one more turn might make a difference, we shall see how the card performs.
Houndmaster Shaw (1): Great stats, very good effect. Also fits well into the Hunter theme.
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.
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.
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.
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.
Glinda Crowskin (3): Seems like a fine card. A bit worse in Warlock since they are not really dying for value generators.
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.
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.
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.
Kinda of surprised Glinda is being rated anything other than average. Yeah she's got a decent chunk of health, but she's a massive win-more card that has to survive a turn to realistically get value. It's basically a 6 mana 3/7 with taunt, she just dies and loses you loads of tempo.
Anywho, back! Will do a full ratings thing tomorrow.
I love the smell of new cards in the morning, so lets get started.
DRUID
Wispering Woods - 3.5 - Obviously any new druid epic card will look underwhelming after what he got in the previous expansion (you know what I'm talking about), but this card can really be a mixed bag. While you will sometimes get some great value, most of the time it's going to be a 4 mana summon four 1/1 wisps (and probably even less than more).
Witchwood Apple - 4 - If you have any buff cards or cards that would benefit from playing allot of small cost cards like Questing Adventurer then this can obviously be good, otherwise you are playing a total of 8 mana for a divided 6/6 stats which isn't good.
HUNTER
Houndmaster Shaw - 2 - This is Tundra Rhino with better stats and a slightly more restrictive ability, but it works on all minions, what's not to like?
PALADIN
Rebuke - 4 - This is more of a ''seal the deal'' than ''win more'' card, but you still need to be ahead to get any decent use out of it. I can see this being better than I imagine, but cards that are only good when you are wining, are awful in topdeck mode, only secure your plays rather than advancing them and leave you with no bodies (this is the big reason why Loatheb was a viable card and even he was far from amazing) are generaly not good.
PRIEST
Vivid Nightmare - 3.5 - In the early turns you can use this and get a slightly weaker Magma Rager with a deathrattle, and in the late turns you can get a stronger one with hopefuly a decent ability. You do need some good cards for this to target, but since it costs 3 mana, I can see some pretty big potential in the late game (though again, this is a bad topdeck).
SHAMAN
Hagatha the Witch - 1.5 - A nice AOE (though it does also hit your mininons) with a passive ability, that can make a ton of value. The only reason this isn't good as some of the death knights, is the fact you need to have cards to really benefit from her hero power (unlike the very powerful hero powers of the death knights, which you can activate freely), and the battlecry also hitting your stuff does kinda hurt.
Witch's Apprentice - 2.5 - Sometimes the taunt can be way better than having one more attack with Babbling Book. The problem is the fact that shaman spells aren't as great as mage spells.
WARLOCK
Glinda Crowskin - 2.5 - This is really dependent on what minions you have in your hand, though I can easily see some really wacky combos with this. And keep in mind that she has a soft taunt, since she will probably be the main target when she hits the field.
NEUTRAL
Nightmare Amalgam - 2 - Oh man is it tempting to put this at 1.5, but the reality is you probably won't have some big elemental/dragon synergy deck, so most of the time this will be 3 mana 3/4 dragon that you hold in your hand for other dragons, or a 3 mana 3/4 elemental that enables you some sweet elemental combos (or it can be a pirate... meh). While it won't be some amazing multi combo enabler, it still is a 3 mana 3/4 which is really nice arena, and it really has some easy convenience.
Rotten Applebaum -3 - I'd rather have a Second-Rate Bruiser than this, but it still is pretty decent, and the heal can come really handy sometimes.
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.
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.
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.
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.
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.
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.
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Houndmaster Shaw (1): very good stats for the cost and quite a powerful effect on top, whats not to like?
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.
Witchwood Apple, Treant (4): too bad the treants cost 2 mana, otherwise this card would have been rly good.
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.
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.
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.
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.
Nightmare Amalgam (3): good 3-drop, nothing about that. Dragon synergy for priest (FU!) 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.
Witch's Apprentice (1): premium 1-drop. Addition to the Babbling Book/Swashburglar family. Nothing much to add.
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.
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Echo mechanic it's tier 0 in arena. It appears that the card remains in your hand even after the turn ends. Infinite value for every card!
Top deck is cheat
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"To build or destroy...only you decide which joy." - Last Crack
Peter Whalen said so in the card reveal! It's around min 52!
Top deck is cheat
https://youtu.be/dERH5ZQq5vk
Here, minute 38:21
Top deck is cheat
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Maybe you are right, I really hope so cause that would be disgustingly powerful xD
Top deck is cheat
Shaman spells are WAAAAAY worse than mage spells, and swash could also give you minions. Witch's Apprentice is not an excellent card. It's OK.
Also, rebuke is not average, it's pretty terrible.
Glinda Crowskin Rating 1(Excellent): 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.
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.
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.
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.
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Actually the new set won't have increased drop rates temporarily, as I understand it. I still think it provides pretty good value, regardless."The increased chance to see cards from the most recent expansion has been temporarily disabled in Update 10.4." - SOURCE"To build or destroy...only you decide which joy." - Last Crack
Of course, I should qualify my comment regarding Witch's Apprentice: if indeed shaman gets good spells, naturally the card becomes better. However, right now she has lots of bad/situational cards in her repertoire, and even the good cards are not up to par with what mage has to offer.
Regarding Rebuke - in arena this is very often 2 mana discard a card. Decks have lots of minions and it's an abysmal topdeck. Just absolutely trash tier.
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Houndmaster Shaw (1): Great stats, very good effect. Also fits well into the Hunter theme.
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.
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.
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.
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.
Glinda Crowskin (3): Seems like a fine card. A bit worse in Warlock since they are not really dying for value generators.
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.
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.
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.
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Kinda of surprised Glinda is being rated anything other than average. Yeah she's got a decent chunk of health, but she's a massive win-more card that has to survive a turn to realistically get value. It's basically a 6 mana 3/7 with taunt, she just dies and loses you loads of tempo.
Anywho, back! Will do a full ratings thing tomorrow.
I love the smell of new cards in the morning, so lets get started.
DRUID
Wispering Woods - 3.5 - Obviously any new druid epic card will look underwhelming after what he got in the previous expansion (you know what I'm talking about), but this card can really be a mixed bag. While you will sometimes get some great value, most of the time it's going to be a 4 mana summon four 1/1 wisps (and probably even less than more).
Witchwood Apple - 4 - If you have any buff cards or cards that would benefit from playing allot of small cost cards like Questing Adventurer then this can obviously be good, otherwise you are playing a total of 8 mana for a divided 6/6 stats which isn't good.
HUNTER
Houndmaster Shaw - 2 - This is Tundra Rhino with better stats and a slightly more restrictive ability, but it works on all minions, what's not to like?
PALADIN
Rebuke - 4 - This is more of a ''seal the deal'' than ''win more'' card, but you still need to be ahead to get any decent use out of it. I can see this being better than I imagine, but cards that are only good when you are wining, are awful in topdeck mode, only secure your plays rather than advancing them and leave you with no bodies (this is the big reason why Loatheb was a viable card and even he was far from amazing) are generaly not good.
PRIEST
Vivid Nightmare - 3.5 - In the early turns you can use this and get a slightly weaker Magma Rager with a deathrattle, and in the late turns you can get a stronger one with hopefuly a decent ability. You do need some good cards for this to target, but since it costs 3 mana, I can see some pretty big potential in the late game (though again, this is a bad topdeck).
SHAMAN
Hagatha the Witch - 1.5 - A nice AOE (though it does also hit your mininons) with a passive ability, that can make a ton of value. The only reason this isn't good as some of the death knights, is the fact you need to have cards to really benefit from her hero power (unlike the very powerful hero powers of the death knights, which you can activate freely), and the battlecry also hitting your stuff does kinda hurt.
Witch's Apprentice - 2.5 - Sometimes the taunt can be way better than having one more attack with Babbling Book. The problem is the fact that shaman spells aren't as great as mage spells.
WARLOCK
Glinda Crowskin - 2.5 - This is really dependent on what minions you have in your hand, though I can easily see some really wacky combos with this. And keep in mind that she has a soft taunt, since she will probably be the main target when she hits the field.
NEUTRAL
Nightmare Amalgam - 2 - Oh man is it tempting to put this at 1.5, but the reality is you probably won't have some big elemental/dragon synergy deck, so most of the time this will be 3 mana 3/4 dragon that you hold in your hand for other dragons, or a 3 mana 3/4 elemental that enables you some sweet elemental combos (or it can be a pirate... meh). While it won't be some amazing multi combo enabler, it still is a 3 mana 3/4 which is really nice arena, and it really has some easy convenience.
Rotten Applebaum -3 - I'd rather have a Second-Rate Bruiser than this, but it still is pretty decent, and the heal can come really handy sometimes.
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
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Hunting Mastiff (2): versatile removal(-ish) or just a board swarm, good card for arena hunter.
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