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.
"The cards effect resolves before the damage calculation decides whether or not the card dies. In Finja (pre Warleader nerf), you pull a warleader and if the minion you attacked and killed had 4 attack, Finja would gain one health after damage calculation. Leaving him alive with one health. The same should apply here. You attack into a Spiteful Summoner and the effect would trigger, then you’d gain 2/2 leaving Darius alive at 6/2."
Can you provide the source for the quote? Thanks.
To be honest i dont have the source was some comment that I saw here on hearthpwn and thought that it worked that way but Trump already confirmed in his stream that he will die for any minion that has 4 or more attack ... Sadly. It's a bit confusing for me since The Boogeymonster is one of the worst cards in the game and i actually never saw this in action :P
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.
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.
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.
Blackhowl Gun Turret 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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
Darius Crowley is underrated for arena i think. Having a 6-2/6-3 that kills a 2/3 drop is pretty good tempo wise. I would give this card a 2 for sure. Later it gets worse of course, but if you get it on turn 4 it's hard to lose or you get the going second tempo swing back
Blackhowl Gun Turret (5): too RNG and combo dependant, completely unrealistic to get anything out of this on average.
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.
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.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
I wholeheartily disagree with the Chameleon rating. Simply put, knowing what cards your opponent has, is mostly already worth your time. I would rate it 2, and only for the fact that it becomes useless without handcards of the opponent. Any point before, though? Realizing that he has a Flamestrike, meteor or Pyroblast, what kind of secret he has (and thus narrowing down the ones he plays by a lot), the fact that you can make guesses what he could do next turn (maybe you have seen that Bonemare and know thus what could come T8), there are sooo many valuable infos. And then you can still fish for extremly powerful answers. I mean, if you get some tempo play, it will aready worth it.
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.
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.
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.
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.
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.
Toxmonger - 4 - Might give your oponent a bit of a headache, but way too unreliable most of the time.
Duskhaven Hunter - 2 - You are fine if you need to pick a Carrion Grub or a Jungle Panther, and this is a better version of both of them, that you can also switch between. Really nice.
PRIEST
Chameleos - 2 - This might just be the most divisive card of the set, but I firmly believe that information is power. Not only can you prepare and plan your turns easier with this little guy, but you can also copy a really powerful card and use it against your oponent. And since your oponent doesn't know you have this in your hand, you can make quite a nasty surprise.
Witching Hour- 4 - You will probably have some beasts as a druid but this is still not reliable enough to be worth it. And man, talk a about a wasted artwork. I'd love to see this as a quest, where you get a legendary, ancient werewolf or something for your reward, but alas...
Witchwood Grizzly - 2 - If your oponent has 6 cards in his hand, then this becomes a Fen Creeper (that you can heal), which is ok, though more often than not this will be a 3/7 or a 3/8 taunt for 5 mana which is nice (and sometimes it can be even better than that, but it can also be worse than a Fen Creeper if you are playing against a big hand control deck ).
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.
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.
Witching Hour Rating 5(Terrible): This is pretty bad unless you've drafted a hefty selection of Beasts.
Witchwood Grizzly Rating 3(Average): 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.
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.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
Personally I disagree with Deadly Arsenal. Problem is, you either focus on high attack weapons (as in Arcanite Reaper), or the boardclear will be too uncontrollable at best. Dragon's Fury suffers from the same, and already showed some limitations (as in having the wrong damage costing you the whole board, and being a truly last ditch card or skipping up some low cost spells).
It also has bad synergy with the Spellstone if you want to only pick the high attack weapons, not to mention that you 1) need to get suffiecient weapons and 2) will have to abstain from some low attack weapons which are extremly useful (Razor and Woodcutter for example).
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.
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.
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.
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.
Witching Hour (3): obviously a very draft dependent card, but it could have a potential in a right deck.
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.
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.
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.
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.
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.
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.
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.
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.
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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.
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.
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.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
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Blackhowl Gun Turret 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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
HUNTER
Emeriss - 3 - Yeah, maybe not the best card for hunter, but this is one hell of a win condition. Even a simple 3 mana 3/3 turns into a 3 mana 6/6.
PALADIN
Sound the Bells! - 3 - A nice, flexible buff, that will come in handy at the early and end game.
PRIEST
Lady in White - 3 - On average this will probably do more good than bad for your minions, in the right deck, this can be pretty insane.
ROGUE
Cursed Castaway - 3 - Sometimes there won't be a card to draw, but this will probably still end up being fine.
Cheap Shot - 2 - A cheap, flexible (have I already said this about echo cards?) removal for rogue? Yes please.
WARRIOR
Blackhowl Gun Turret - 5 - If this had taunt, then maybe, but it doesn't so don't pick it up (and no, it doesn't do enough about AOE for a 4 score).
NEUTRAL
Ravencaller - 3 - Can get something useful, but the stats are bad, and it is simply meh all around.
Darius Crowley is underrated for arena i think. Having a 6-2/6-3 that kills a 2/3 drop is pretty good tempo wise. I would give this card a 2 for sure. Later it gets worse of course, but if you get it on turn 4 it's hard to lose or you get the going second tempo swing back
Golden Heroes in order:
Mage, Warlock, Priest, Shaman, Warrior, Rogue, Paladin
Blackhowl Gun Turret (5): too RNG and combo dependant, completely unrealistic to get anything out of this on average.
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.
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.
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.
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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.
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.
"To build or destroy...only you decide which joy." - Last Crack
I wholeheartily disagree with the Chameleon rating. Simply put, knowing what cards your opponent has, is mostly already worth your time. I would rate it 2, and only for the fact that it becomes useless without handcards of the opponent. Any point before, though? Realizing that he has a Flamestrike, meteor or Pyroblast, what kind of secret he has (and thus narrowing down the ones he plays by a lot), the fact that you can make guesses what he could do next turn (maybe you have seen that Bonemare and know thus what could come T8), there are sooo many valuable infos. And then you can still fish for extremly powerful answers. I mean, if you get some tempo play, it will aready worth it.
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.
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.
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.
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.
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.
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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
HUNTER
Toxmonger - 4 - Might give your oponent a bit of a headache, but way too unreliable most of the time.
Duskhaven Hunter - 2 - You are fine if you need to pick a Carrion Grub or a Jungle Panther, and this is a better version of both of them, that you can also switch between. Really nice.
PRIEST
Chameleos - 2 - This might just be the most divisive card of the set, but I firmly believe that information is power. Not only can you prepare and plan your turns easier with this little guy, but you can also copy a really powerful card and use it against your oponent. And since your oponent doesn't know you have this in your hand, you can make quite a nasty surprise.
Come on people, stand together and show Chameleos the love and respect he deserves,
Witching Hour- 4 - You will probably have some beasts as a druid but this is still not reliable enough to be worth it. And man, talk a about a wasted artwork. I'd love to see this as a quest, where you get a legendary, ancient werewolf or something for your reward, but alas...
Witchwood Grizzly - 2 - If your oponent has 6 cards in his hand, then this becomes a Fen Creeper (that you can heal), which is ok, though more often than not this will be a 3/7 or a 3/8 taunt for 5 mana which is nice (and sometimes it can be even better than that, but it can also be worse than a Fen Creeper if you are playing against a big hand control deck ).
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.
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.
Witching Hour Rating 5(Terrible): This is pretty bad unless you've drafted a hefty selection of Beasts.
Witchwood Grizzly Rating 3(Average): 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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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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
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Personally I disagree with Deadly Arsenal. Problem is, you either focus on high attack weapons (as in Arcanite Reaper), or the boardclear will be too uncontrollable at best. Dragon's Fury suffers from the same, and already showed some limitations (as in having the wrong damage costing you the whole board, and being a truly last ditch card or skipping up some low cost spells).
It also has bad synergy with the Spellstone if you want to only pick the high attack weapons, not to mention that you 1) need to get suffiecient weapons and 2) will have to abstain from some low attack weapons which are extremly useful (Razor and Woodcutter for example).
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.
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.
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.
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.
Witching Hour (3): obviously a very draft dependent card, but it could have a potential in a right deck.
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.
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.
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.
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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.
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.
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.
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.
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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