Chromie!! <3 i knew they had been waited for something to introduce her, but, it's sad that she will be just for some time, i hope they keep some cards as permanents
There are no rarity gems...but a few show the legendary dragon card border.
Will they be in the legendary buckets, pick wise?
Arena only cards are like basic cards, those haven't a gem, but, you are actually pretty close, some legendaries will appear in not only legendary buckets after this patch
Cavern Dreamer does not specify that the spells are from mage class. Can't say if this makes him better or worse, than if it was just mage spells, but it certainly makes it even less predictable for your opponent.
Possibility Seeker (3): It’s on average probably better then a Yeti given that you can you control when you play this card’s effect. All I know is that Dragonslayer is becoming an uber premium card right now with all these dragon tags.
Total BS.
This is the most broken card of this "set", I'm already hate it. This card at its best is like Yeti+Sprint – u playing Yeti then drawing Sprint then cast it (4 5 body + 5 card draw). It's even better than UI. All other cards compared to this are crap (they all still better than most of the colletible ones).
And for class cards it's obvious that Infinite Wolf and Stasis Elemental are OP. I do not consider Chronoshot just because it's removal and almost all of them are must have in arena (so doesn't really matter whether it's good or not so it's still turn the table pretty hard).
Possibility Seeker (3): It’s on average probably better then a Yeti given that you can you control when you play this card’s effect. All I know is that Dragonslayer is becoming an uber premium card right now with all these dragon tags.
Total BS.
This is the most broken card of this "set", I'm already hate it. This card at its best is like Yeti+Sprint – u playing Yeti then drawing Sprint then cast it (4 5 body + 5 card draw). It's even better than UI. All other cards compared to this are crap (they all still better than most of the colletible ones).
And for class cards it's obvious that Infinite Wolf and Stasis Elemental are OP. I do not consider Chronoshot just because it's removal and almost all of them are must have in arena (so doesn't really matter whether it's good or not so it's still turn the table pretty hard).
I think your are confused about how this works. It will shuffle your hand into your deck, then you will draw that many cards. You will get a new hand, but u will have the exact same number of cards, so it is not like a Yetti + Sprint, since you will not get extra cards, you will get no card advantage from this. You will simply get an option to reload your hand, if your hand is crap. Thats it ;-)
Don't forget the Dire Frenzy very possible synergy in Hunter.
With what exactly? Only beast here is Infinite Wolf and that is a two card 8 mana combo that will result in a single removal on the turn you play it. And then even to you get more of those in the deck, you still need to draw them. It might be ok, if meta is very slow (probably not even then), otherwise this combo will be too slow. Better to just copy a beast you have in play already.
I really like the theme of these cards overall. There are some very fun, but also some unfun mechanics. In particular I don't think they should have printed Wildlands Adventurer and Master of Realities.
Infinite Murloc (5): Neutral Jade Idol. There are some edge cases where shuffleing Jade Idol into your deck, but these were very limited. You might draft this if you already got Murozond to fill up your deck again, but other than that I don't see any use for this card.
Murozond (2): Game winning effect and so much better than Aluneth. Drawing 3 versus drawing 4 cards per turn should give you 3+ more turns to close out the game especially with the infinite cards being added. 15 seconds per turn can be tough, when the board is very wide or you have to navigate through secrets and lethal setups, but the upside is huge.
Possibility Seeker (4): Bonkers in constructed, but in arena not so much. I don't like the effect. You don't want to play this guy on curve, because you want to be able to plan your turns ahead. It could be good to dig for better plays/answers in the late game, but often your hand won't be that big then.
Stasis Dragon(3-4): You get a huge body, but have to wait an additional turn to use it. Your opponent can't remove it, but you can't interact with it as well. It is similar to Frozen Crusher and Embrace Darkness and in power level probably somewhere between the two.
Temporal Anomaly (1): A 2 mana 2/2 is okay-ish and a free card, even if random is insane. Interesting interaction with Possibility Seeker.
Timebound Giant (2): Probably the second best giant in arena right after Sea Giant. You don't have to play in a certain way to lower its cost and you should be able to tempo it out in the lategame almost every time (if the game goes that long).
Timeway Wanderer (4): You have to gamble a good discover, because otherwise you lose your next draw and the tempo of playing a 6/3 for 5.
Wildlands Adventurer (2): Worst card design you can imagine. 5 mana 5/5 that draws a card is strong, but the variance of the cards are ridiculous. There's a huge difference of drawing Ragnaros versus Icelance and with such a small pool of HoF cards, you'll see both quite often. I hate this card already.
Harbinger of Catastrophe (5): I get it, Druid is currently too strong in arena. Why would you want to gamble like this? Your opponent can choose to remove this card, if they don't have any big minions or leave it up otherwise. On top of that, Druid doesn't have good answers for big threats and your opponent gets to use their minion first. Too much risk for too little reward.
Infinite Wolf (2-3): It's decent removal that turns into pseudo hard removal after a couple uses. 4 Mana deal 5 is okay, 4 mana deal 7 is pretty good. After that it's pretty much a 4 mana Vilebrood Skitterer).
Cavern Dreamer (2): There are some useless 0 or 1 cost spells, but in general you should get good value for little draw back.
Consider the Past (2?): I'm too lazy to go through all wild spells to evaluate the card. 4 mana draw 3 is probably good.
Blessing of Aeons (5): Buffs are generally strong, because you can use them immediately to do better trades. This card applies the buff at the end of your turn. Only playable behind a taunt.
Bronze Broodmother (2): The 1/1 whelp is kind of like Patches. I think it's more impactful than it seems.
Reminisce (2): Often times the more situational cards are stuck in your opponents hand, so the cards you get should be usually a bit more playable than those you would get off Thoughtsteal. It's also a mana cheaper.
Ripple in Time (2): With this card you can do some pretty crazy stuff. Being able to play a 1/2/3 mana minion and give it echo makes this card viable in every stage of the game. It's like Forbidden Shaping with more control over the outcome
Déjà Vu (2): Probably one of the most reliable discover effects ever. The only drawback is, that you first need to actually cast other spells worth recycling. Also, the coin will mess up your discover pool half of the time.
Thief of Futures (1): I love it. It has a decent body for a cycle card and gives you (and your opponent) additional information. Very cool concept and strong effect.
Master of Realities (1): I hate it. Probably comparable to Ixlid, Fungal Lord just with an insane body. Too strong. (Why does it have to be Summon instead of Play?)
Stasis Elemental (1 or 3): Is the frozen minion allowed to attack as soon as Stasis Elemental is removed or does it have to wait another turn? My rating for this depends on the exact interaction.
Grasp the Future (1): In every other class this card would be totally broken. It's still strong in Warlock, though. You get free card draw and it has the Primordial Glyph effect where you can bank mana for later.
Rift Warden (3): Better body and more reliable than Giant Anaconda. Since higher cost minions are more likely to be stuck in your hand, you have a good chance to summon something big. It's still a slow card with rng factor, so not that insane.
Draconic Herald (2-3): Potentially very powerful. Other than Timeway Wanderer you add value to the card you'll draw next turn, so you are much more likely to get something useful out of it. Still, you are playing a slow card and if you are not offered a fast minion (Rush/Taunt/Battlecry) you might fall behind.
Fatecleaver (2): Saronite Chain Gang! In every other case it might or might not help or hinder you. Still, weapons are strong by default.
i think that Timeline Witness has really good potential. you throw it up behind a taunt or two, hit it with a divine shield, or give it a rez and it can win you the game if you have a good deck. the RNG of discover combined with deck size and quality is what is going to make or break this card. it's anti-fatigue (not too much of a concern in arena) that lets you pick answers or threats (depending on situation and choices).
i think itworks best later in the game after you thin down your deck a little (if you have good threats/answers left in your deck).
people forgets that in arena, have something on board is relevant, when your wolf is a 4 mana 9/9, if you dont have peasure on you, just let it there, and the next turn will be or 1 less taunt for your opponent, or 9 health less, and you will topdeck a 4 mana 11/11 later. remember that you not always attack whiy a minion just beacuse it is green and make derp trades, like AI does.
Chromie!! <3 i knew they had been waited for something to introduce her, but, it's sad that she will be just for some time, i hope they keep some cards as permanents
There are no rarity gems...but a few show the legendary dragon card border.
Will they be in the legendary buckets, pick wise?
Arena only cards are like basic cards, those haven't a gem, but, you are actually pretty close, some legendaries will appear in not only legendary buckets after this patch
Timeline Witness only works on the card you draw at the start of your turn, doesn't affect the cards drawn by any other means
This is pretty cool
Also signals that blizzard might experiment with the 'when you draw this' mechanic a little more.
I feel mixed, but if they get the balance right this time it might be fun
Lot of shenanigans gonna be aviable with these cards. And I like it.
Cavern Dreamer does not specify that the spells are from mage class. Can't say if this makes him better or worse, than if it was just mage spells, but it certainly makes it even less predictable for your opponent.
Total BS.
This is the most broken card of this "set", I'm already hate it. This card at its best is like Yeti+Sprint – u playing Yeti then drawing Sprint then cast it (4 5 body + 5 card draw). It's even better than UI. All other cards compared to this are crap (they all still better than most of the colletible ones).
And for class cards it's obvious that Infinite Wolf and Stasis Elemental are OP. I do not consider Chronoshot just because it's removal and almost all of them are must have in arena (so doesn't really matter whether it's good or not so it's still turn the table pretty hard).
I think i've seen pretty much every single effect from here (except for Chromie), made by someone from one of the Fan Creations forums.
It's pretty awesome tbh.
I want a new title, but Flux won't let me have one,
Yeah, ur right!
I think your are confused about how this works. It will shuffle your hand into your deck, then you will draw that many cards. You will get a new hand, but u will have the exact same number of cards, so it is not like a Yetti + Sprint, since you will not get extra cards, you will get no card advantage from this. You will simply get an option to reload your hand, if your hand is crap. Thats it ;-)
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Oh damn, i thought it shuffles COPY of hand. My bad. So that's mediocre one.
Imagine a deck with Murozond and 5 Infinite Murlocs.
With what exactly? Only beast here is Infinite Wolf and that is a two card 8 mana combo that will result in a single removal on the turn you play it. And then even to you get more of those in the deck, you still need to draw them. It might be ok, if meta is very slow (probably not even then), otherwise this combo will be too slow. Better to just copy a beast you have in play already.
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I really like the theme of these cards overall. There are some very fun, but also some unfun mechanics. In particular I don't think they should have printed Wildlands Adventurer and Master of Realities.
Here's my rating of all cards.
Neutral Cards
Chromie (tokens: Opening the Dark Portal, Battle for Mount Hyjal, Escape from Durnholde, Culling of Stratholme) (2-3): Neutral Fal'dorei Strider. While a 4/4 token on the field is always useful, the epochs might do nothing when drawn, so probably worse than Strider.
Infinite Murloc (5): Neutral Jade Idol. There are some edge cases where shuffleing Jade Idol into your deck, but these were very limited. You might draft this if you already got Murozond to fill up your deck again, but other than that I don't see any use for this card.
Murozond (2): Game winning effect and so much better than Aluneth. Drawing 3 versus drawing 4 cards per turn should give you 3+ more turns to close out the game especially with the infinite cards being added. 15 seconds per turn can be tough, when the board is very wide or you have to navigate through secrets and lethal setups, but the upside is huge.
Possibility Seeker (4): Bonkers in constructed, but in arena not so much. I don't like the effect. You don't want to play this guy on curve, because you want to be able to plan your turns ahead. It could be good to dig for better plays/answers in the late game, but often your hand won't be that big then.
Stasis Dragon (3-4): You get a huge body, but have to wait an additional turn to use it. Your opponent can't remove it, but you can't interact with it as well. It is similar to Frozen Crusher and Embrace Darkness and in power level probably somewhere between the two.
Temporal Anomaly (1): A 2 mana 2/2 is okay-ish and a free card, even if random is insane. Interesting interaction with Possibility Seeker.
Timebound Giant (2): Probably the second best giant in arena right after Sea Giant. You don't have to play in a certain way to lower its cost and you should be able to tempo it out in the lategame almost every time (if the game goes that long).
Timeline Witness (3-4): Fair card, probably on the weaker side.
Timeway Wanderer (4): You have to gamble a good discover, because otherwise you lose your next draw and the tempo of playing a 6/3 for 5.
Wildlands Adventurer (2): Worst card design you can imagine. 5 mana 5/5 that draws a card is strong, but the variance of the cards are ridiculous. There's a huge difference of drawing Ragnaros versus Icelance and with such a small pool of HoF cards, you'll see both quite often. I hate this card already.
Class Cards
Flash Forward (5): Basically Coldlight Oracle without the body.
Harbinger of Catastrophe (5): I get it, Druid is currently too strong in arena. Why would you want to gamble like this? Your opponent can choose to remove this card, if they don't have any big minions or leave it up otherwise. On top of that, Druid doesn't have good answers for big threats and your opponent gets to use their minion first. Too much risk for too little reward.
Chronoshot (1): Better Sap, pretty insane.
Infinite Wolf (2-3): It's decent removal that turns into pseudo hard removal after a couple uses. 4 Mana deal 5 is okay, 4 mana deal 7 is pretty good. After that it's pretty much a 4 mana Vilebrood Skitterer).
Cavern Dreamer (2): There are some useless 0 or 1 cost spells, but in general you should get good value for little draw back.
Consider the Past (2?): I'm too lazy to go through all wild spells to evaluate the card. 4 mana draw 3 is probably good.
Blessing of Aeons (5): Buffs are generally strong, because you can use them immediately to do better trades. This card applies the buff at the end of your turn. Only playable behind a taunt.
Bronze Broodmother (2): The 1/1 whelp is kind of like Patches. I think it's more impactful than it seems.
Reminisce (2): Often times the more situational cards are stuck in your opponents hand, so the cards you get should be usually a bit more playable than those you would get off Thoughtsteal. It's also a mana cheaper.
Ripple in Time (2): With this card you can do some pretty crazy stuff. Being able to play a 1/2/3 mana minion and give it echo makes this card viable in every stage of the game. It's like Forbidden Shaping with more control over the outcome
Déjà Vu (2): Probably one of the most reliable discover effects ever. The only drawback is, that you first need to actually cast other spells worth recycling. Also, the coin will mess up your discover pool half of the time.
Thief of Futures (1): I love it. It has a decent body for a cycle card and gives you (and your opponent) additional information. Very cool concept and strong effect.
Master of Realities (1): I hate it. Probably comparable to Ixlid, Fungal Lord just with an insane body. Too strong. (Why does it have to be Summon instead of Play?)
Stasis Elemental (1 or 3): Is the frozen minion allowed to attack as soon as Stasis Elemental is removed or does it have to wait another turn? My rating for this depends on the exact interaction.
Grasp the Future (1): In every other class this card would be totally broken. It's still strong in Warlock, though. You get free card draw and it has the Primordial Glyph effect where you can bank mana for later.
Rift Warden (3): Better body and more reliable than Giant Anaconda. Since higher cost minions are more likely to be stuck in your hand, you have a good chance to summon something big. It's still a slow card with rng factor, so not that insane.
Draconic Herald (2-3): Potentially very powerful. Other than Timeway Wanderer you add value to the card you'll draw next turn, so you are much more likely to get something useful out of it. Still, you are playing a slow card and if you are not offered a fast minion (Rush/Taunt/Battlecry) you might fall behind.
Fatecleaver (2): Saronite Chain Gang! In every other case it might or might not help or hinder you. Still, weapons are strong by default.
A good Yu-Gi-Oh! vibe in this cards, with draw manipulation.
i think that Timeline Witness has really good potential. you throw it up behind a taunt or two, hit it with a divine shield, or give it a rez and it can win you the game if you have a good deck. the RNG of discover combined with deck size and quality is what is going to make or break this card. it's anti-fatigue (not too much of a concern in arena) that lets you pick answers or threats (depending on situation and choices).
i think itworks best later in the game after you thin down your deck a little (if you have good threats/answers left in your deck).
people forgets that in arena, have something on board is relevant, when your wolf is a 4 mana 9/9, if you dont have peasure on you, just let it there, and the next turn will be or 1 less taunt for your opponent, or 9 health less, and you will topdeck a 4 mana 11/11 later. remember that you not always attack whiy a minion just beacuse it is green and make derp trades, like AI does.
Nooooo! I wanted Chromie as a collectable card, not a limited time event card. There goes my idea for a Bronze Dragonflight expansion.
i know your feels dude :-:
Infinite Wolf would make any class that isn't Hunter OP in Arena.
Unpopular opinion: Rogue is OP