*** These Arena exclusive cards will be available from June 11 to July 3 during The Taverns of Time event. ***
So another event with arena exclusive cards is upon us and this time there will be a bunch of em! We will add them to our database later on, so you can link them, but for now, here they are. They are now in our database. What do you think?
Infinite Murloc (5): this card can be good only in a deck with a lot of card draw, otherwise it will be way too slow before it gives good value and you will just basically deny yourself like two or three draws. Probably good synergy with Murozond lol :)
Murozond (5): so this is literally an Aluneth on a stick. And Aluneth is generally a very bad card to get in arena, not so much for the tempo loss playin it, but cause if you dont have hyper aggressive deck, you will die to fatigue. Murozond might be very good in aggressive decks, but those 15 seconds might not be enough to make the plays you need. It will for sure be a fun card to play, but i dont expect it to perform very well.
Possibility Seeker (3): reload on your hand, can be useful, if you got a crappy start, but if you did, by T4 you are probably gonna wanna keep those now ... still not a bad ability, can certainly come in handy, but nothing too amazing id say. And then there r the times when you dont want to reload your hand, at least the stats r good.
Stasis Dragon(Stasis Dragon) (4): this card will be pretty OP, if the meta is slow, but otherwise literally wasting your turn might just kill you.
Temporal Anomaly (1): the body is not great, but its still an ok 2-drop and you will get a spell, so overall pretty decent value.
Timeline Witness (2): Pretty amazing, but poor stats and it has to survive. Seems pretty good overall.
Timeway Wanderer (3): im a bit sceptical about this card and i think it will perform very differently based on in which class you play it. Obviously it can provide for some powerful plays, but playin this card alone is a pretty poor tempo play. We shall see.
Wildlands Adventurer (1): good stats + a free card, whats not to like?:) Rag is back baby!
Class Cards
Flash Forward (3): i have very mixed feelings about this one, i mean you get the bonus first, kinda ... it gives you full Mana Crystals, so you get to draw 2 cards for 1 mana, but you ramp your opponen quite a lot (as well as yourself), i guess it is still a decent card draw in the late game, but i just so hate givin my opponent any advantage lol. I think it might be a sleeper card, but dunno.
Harbinger of Catastrophe (4): this card is waaaaaaaay too random for my taste, you do not know what your opponent has in his deck, you do know what you have, so this card can be very OP with a proper drafting, but then again, can you rly afford goin that greedy? I guess it will depend on what kind of meta will create with these cards. This card has potential to be great, but will most likely not be.
Infinite Wolf (1): holy shit, probably the best card so far ... look at this more like a forgotten torch. You dont get to keep the minion on the board, but you do get a removal that you can draw into again and again. I assume it will shuffle the card back into your deck even if it wouldnt survive the trade, at least thats what im gettin from how it is worded.
Cavern Dreamer (2): pretty decent card, you are guaranteed at least one spell. Can provide pretty big value, if left uncheck, even if those spells r crap.
Blessing of Aeons (3): decent little buff, suffers from the same thing Gruul does, it is so damn slow. Actually, even worse, since only at the end of your turn.
Bronze Broodmother (3): good stats and you get a free token, tho your opponent will know you have it, but i guess it is just an ok minion, you will never be sad to get this.
Reminisce (1): so, kinda like Thoughtsteal for 2 mana ... you can even "decide" what cards to get to an extent, playin it earlier or later depending on what cards your opponent already played. This will be just another one of those brutally annoying steal cards that will help priests beat you with your own deck. UGH.
Ripple in Time (1): interesting card, it is a late game card, even tho it costs 1 mana, but can be played early to find a cheap minion you can play on curve if you had abysmal mulligan. Very versatile.
Déjà Vu (2): not a bad card, but you have to have some spells in a first place and you will have to play them first too. Pretty doable, but at the same time, you will have to think before playin this.
Master of Realities (1): decent body for the cost and very powerful effect, also note summon, not play so it works on hero power and tokens!
Stasis Elemental (2): good stats with an ok ability, nothing too amazing, but can do some work for sure, cool (pun intended!:p).
Grasp the Future (2): good card draw, nothing much left to say. But mby WL doesnt need it as much? Dunno, still a decent card i think.
Rift Warden (3): depends on your hand and draft honestly, i mean it is ok, but you might not want to discard what you would be about to discard, but it can net some serious value, if it lands the right minion, we shall see.
Draconic Herald (1): even a shitty minion with a +3/+3 is good tempo play and more likely than not it will have some decent ability too. Very good card, not even loosing that many stats for the battlecry.
Fatecleaver (1): Weapon? Check! Good stats? Check! And a bonus ability that might actually do more work than one would think, in arena you can obviously get more than 2 copies of a card (minion), so this might be cute ... but you could also clear your opponents deck from lolo 2-drops and allowing him to draw better cards latern on, but whatever, still a good weapon. After some more thought, it looks like it will destroy even your copies of the minion you kill, be careful what you kill with it _:D
Infinite Murloc (4): I’m not going to write this card off because cards like this can be useful in some scenarios. The card’s worse drawback is that it dilutes your late game cards when it cycles itself back into the deck.
Murozond (3): It’s playable. The effect is permanent which is a double edged, but can be a closer for some drafts. Some of the new cycle cards can pad your deck so it will give you a bit more time.
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.
Stasis Dragon(4): You can’t taunt it up anything like that. I mean it’s hard to justify a 6 mana do nothing for 2 turns. Still better then The Darkness
Temporal Anomaly (1): Card is nuts. If Shimmering Tempest is a high (2), this is an easy (1). You get the card for free when you draw it so it’s instant value, and you get a body that you can choose to play.
Timebound Giant (3): This card feels quite playable, a low mana 8/8 is a huge tempo swing in the late game along with other support cards that can help you with a late game push. At worst, it’s an 8 mana 8/8 at the earliest which is totally fair.
Timeline Witness (2): The effect is quite strong, but the body is a bit average. Overall still a great card especially going 1st and landing this early.
Timeway Wanderer (3): The reduction on the spells can be game changing or a non factor. This card is probably better in classes with large spells like Mage and Priest, and much worse in classes like Rogue and Hunter. It’s not a bad way to dig yourself out of a jam, but the body is really bad, and you need to hit a good discover AND live a turn to use it.
Flash Forward (4): Your opponent will get the 1st crack at this before you can utilize fully the cards and mana. Ideally this is a 1 mana 2 card draw into lethal on the turn it’s played, otherwise it’s a huge tempo turn your opponent next.
Harbinger of Catastrophe (3): Nice body, and evades the dreaded Dragonslayer. I find the effect decent for Druid which has plenty of big bodied minions to draft around this. It’s random, but as long as your deck has 1 or 2 fatties to top it out, this card will be strong and you get initiative with your fatty.
Chronoshot (1): This card is insane and incredibly frustrating especially in Hunter.
Infinite Wolf (1): A 4 mana removal card that turns into a 4/ mana 7/7, 9/9, etc, is just bonkers. Good thing Hunters lack deck draw otherwise we’d be screaming to remove this card.
Consider the Past (3): I like this card, but it’s a card that needs to be late, and in certain decks it will shine or flame out. I don’t consider it as playable as Cabalist Tome, but it’s pretty close.
Blessing of Aeons (4): It doesn’t have an immediate effect and usually +1/+1 is not enough to justify an at turn effect on 1 minion. Opponents can also prepare for it, so it lacks initiative as well.
Bronze Broodmother (3): The 1/1 is rarely going to be a difference maker, but a free body is never a bad thing and the 5/5 for 5 is quite reasonable even though it’s a Dragon.
Reminisce (2): This card seems quite powerful, it’s good early when you can control the cards (to some degree) that you are drawing, however your opponent will have an idea of what you have. Either way it’s a good value card even drawing 2 mediocre cards in return.
Ripple in Time (1): Excellent card for Priest. The flexibility AND value of this card is insane, and really helps Priest in both regards. Ideally you’ll look to play this in the late game, but an early game play into a curve minion is never a bad thing either.
Déjà Vu (1): Pretty sure this card is better then Hallucination. Rogue spells generally are quite powerful and you’ll have a short list of them using this card. The drawback is that it’s a bit of a mid game card, but for 1 mana, even if you only have 1 spell in your graveyard, this is a difference maker.
Master of Realities (1): Good stats, and a must kill threat for only 6 mana. Can also be combo’d with smaller minions in the late game to get immediate value.
Stasis Elemental (1): I feel this card is almost busted. You basically have a permanent lock down on a minion unless the opponent deals with this. Throwing minions into it, or using a spell on this saves you damage, spends his mana and turn, and you get the tempo advantage of locking down his minion. It’s an elemental to boot. Card is nuts.
Grasp the Future (3): It’s a good card, allows you to top deck into Twisting Nether and you can play it the same turn. Draw in general is a bit worse in Warlock though, so it’s not a star for me.
Rift Warden (3): Imagine discarding a Voidlord then having this card silenced or transformed. The problem with this card is that it requires a minion, require your desired minion to be discarded, and then this minion to die to bring it back. It’s also a 7 mana do nothing the turn it’s played. Hard sell, but not a bad value option.
Draconic Herald (2): It’s a slow card, but almost anything you buff up is going to be a problem for your opponent on the following turn. It also gives you a bit of information into how you can set up your following turns. Solid card, except Dragonslayer exists.
Fatecleaver (1): I feel the effect will cause you to lose your copies as well so it’s doubled sided removal, but a 4 mana 4/2 weapon is still solid regardless if it removes your cards or not. Insert finger snap.
AbusingKel's ratings:
Neutral Cards
Chromie - 2 - The Epochs are all insane value but you have to draw into them so it's tough to give it a 1 rating. I think it'll feel like a 1 any time you get even 1 of the spells drawn, though. Still, the 1 rating is generally reserved for cards that have an immediate impact and Chromie's 4/4 body for 4 doesn't.
Infinite Murloc - 4 - If you can draft more than 1 so they'll ramp up quickly it could be a bit crazy. Ultimately, it's basically a mediocre X/X for X with no OP feel to it at all, unlike most of the incoming cards.
Murozond - 4 - The extra cards are great but you'll have trouble getting things played with Blizzard love for animations. Echo, discover, attacking with a wide board, hell even card draw can soak up 15 seconds very quickly. It has to live to your turn for the cantrip, and it's a mediocre body for the cost so it's easy to kill at that stage of the game. Your opponent gets a full length turn so the downside is all on you. Too many negatives for me to expect much.
Possibility Seeker - 4 - This one will have a high variance. It can be awkward b/c you have a good hand. It can be a savior if your hand has no answers. It can be a yeti with a dragon tag that does nothing in top deck mode. Very situational, which is rarely great in arena.
Stasis Dragon - 4 - Too much tempo lost to even consider drafting this. 10/10 rush on T8 at the expense of your entire T6 is a good way to be dead before having a chance to use it.
Temporal Anomaly - 1 - Solid card. Ok body with a spell kicked back immediately is great, especially since you get to see the card first before playing anything. Having the elemental tag gives it synergy for Mage & Shaman drafts that seem to be laden with eles. Slight downside in the draw, though, since a savvy opponent will know you have this once you draw and it generates the spell.
Timebound Giant - 3 - Value increases if you've got some decent card draw in the deck. Looks like it should be an elemental but I think we'll all be glad it's not since it would help Mage and she's already got so many draw options. Less of a threat for shaman since his draw is garbage again.
Timeline Witness - 2 - Awesome effect but you need him to last to your turn. Ok body for the cost but it's another card that can't get that 1 rating due to the delayed (and easily thwarted) impact on the game.
Timeway Wanderer - 3 - This is my pick to be a quick riser when we see it in action. It could easily play like a 1 in the right class and it's body isn't terrible for the price and impact. Getting the card the next turn really makes it so much better than a random shuffle-in like Chromie. Still, drafting it in Paladin will be all feelsbadman for me when, like Ivory Knight, I get a trio of 1 mana secrets as options. QQ
Wildlands Adventurer - 1 - Solid 5/5 for 5 with a big upside. Please, please, please give me Syl or Rags and not an Ice Lance.
Class Cards
Flash Forward - 2 - Very interesting card that will have a big impact. Sure, the downside is helping your opponent. Still, if you can set it up well you can ensure you have the big swing turn first that puts serious pressure on the opponent to answer. Woe be the nOoblet that just plays this out as draw/ramp and only plays something small alongside it. Also worth note is that it will be pretty tricky with Ultimate Infestation which is still the best weapon in Malfurion's arsenal.
Harbinger of Catastrophe - 4 - The pair we see for druid will make for some greedy drafts. When they work out it's going to be meme level horrible to face. Thankfully, more often than not it'll be meme level bad and Druids will be getting roflstomped.
Infinite Wolf - 2 - If it dies it is still solid as a removal tool. If it kills and lives it becomes scaling removal at an insanely low cost. If it triggers and goes into your deck regardless of how much damage it would take than it's going to need a new rating tier... zero score? lol
Cavern Dreamer - 2 - Solid value but a tempo loss since you're basically paying 1 more mana for a Dire Mole body. Casino Mage at it's finest.
Consider the Past - 2 - I assume it's 3 spells from either player that were played in the game, giving you 3 spells for 4 mana that were at least good enough to be drafted. Any draw spells like this are tempo loss for the turn they're played and can clog your hand if you're stuck with them early so that's why it gets a 2. Solid card.
Blessing of Aeons - 3 - Cool concept but not an OP type card. Honestly feels like it could be added to Paladin in any given set and be fine as a regularly played card. Stealth & divine shield minions as targets would be preferable. In the right draft it'll be good but it's underwhelming, overall.
Bronze Broodmother - 3 - Another entry in the non-OP category. With some cards feeling insane, this one seems pretty run-of-the-mill. Solid but nothing special, though there are enough dragons to act as a slight buff to cathedral dragon. Too bad its an epic.
Reminisce - 2 - As mentioned with Consider the Past above, the slight tempo loss to draw is what keeps it at 2. I like that you can play it early if you want something your opponent has played or late as a dice roll for a chance at that big spell/minion.
Ripple in Time - 1 - Really strong card. Echo has proven to be quite strong in arena and this could tie it to something good that could change the game. Even as a worst case scenario you get yet another shot at an Obsidian Statue.
Déjà Vu - 1 - It acts as a second copy of the best rogue spells. Versatile, cheap, what's not to like?
Thief of Futures - 1 - Instant impact since it's a battlecry. You get to see what your opponent will draw and the body has aggressive stats which is fine in rogue. Love it.
Master of Realities - 1 - That 7 health will make him tough to take down if you have to play him on curve. If you can set him up you could turn some of the utility minions into much better threats. Great card, easy 1 score.
Stasis Elemental - 1 - Insane effect and it carries the elemental tag. Zero drawback since it's stats are solid - again a high health that makes it tough to remove on curve. I'll be honest, I've been pretty successful with Thrall despite his low grade in class tier reports/discussions. These 2 additions are going to make him a force to be reckoned with.
Grasp the Future - 2 - The discount to casting costs is small enough that it won't feel horrible drawing low cost cards. Card draw isn't a premium since Gul'dan's HP keeps your hand in good shape, but it is still draw with a benefit. Pulling 2 big costs that you now can play on-the-cheap can be a game changer.
Rift Warden - 4 - Far too situational to be at all reliable. Even if you get the high roll your opponent still gets a chance to deal with it. Another card that feels like it could just be introduced in an expac and be an ok card.
Draconic Herald - 1 - The tempo loss isn't likely to be a big issue since the body is still decent and the card comes to your hand the next turn. Really strong effect since it's discovering a minion and giving it a buff. Dragon tag is rather meaningless for Warrior but there's enough dragons in this event to make it possible he can use the tribe effectively.
Fatecleaver - 1 - Good weapon with a huge upside. Opponents will cry when their Phantom Militia gets rekt and their board is wiped by a single swing. I can think of plenty of degenerate cards that we're seeing regularly that are now officially on notice.
Is it just me or do most of theose cards look like stuff from WCDC (or custom designed cards in general)? Obviously they will be pretty busted :D but at the same time that is hella cool! :)
I think it's on the weaker side. At first it's 4 Mana deal 5 and then you have to draw it again for 4 mana deal 7. It's also limited to minions and can be stopped by taunts. Most of the time it should be a weaker Militia Commander.
Master of Realitieslooks like almost broken card. In winning position and your enemy can't remove it in 1 turn - almost 100% win. Rly snowballing card. I think it will be in the tier 1-2 non leg bucket.
I want cool animation for Chromies tokens, Pls. Blizz. And, yes. Chromie almost like J'Zargo from TES L, but less random and her spell is free.
Master of Realitieslooks like almost broken card. In winning possion and your enemy can't remove it in 1 turn - almost 100% win. Rly snowballing card. I think it will be in the tier 1-2 non leg bucket.
I want cool animation for Chromies tokens, Pls. Blizz. And, yes. Chromie almost like J'Zargo from TES L, but less random and her spell is free.
Im honestly interested to see, if they will even bother placing individual cards into "proper" buckets or if they will just make one new bucket with all these in it lol. Wouldnt even surprise me :D
Infinite Murloc (4): I’m not going to write this card off because cards like this can be useful in some scenarios. The card’s worse drawback is that it dilutes your late game cards when it cycles itself back into the deck.
Murozond (3): It’s playable. The effect is permanent which is a double edged, but can be a closer for some drafts. Some of the new cycle cards can pad your deck so it will give you a bit more time.
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.
Stasis Dragon(4): You can’t taunt it up anything like that. I mean it’s hard to justify a 6 mana do nothing for 2 turns. Still better then The Darkness
Temporal Anomaly (1): Card is nuts. If Shimmering Tempest is a high (2), this is an easy (1). You get the card for free when you draw it so it’s instant value, and you get a body that you can choose to play.
Timebound Giant (3): This card feels quite playable, a low mana 8/8 is a huge tempo swing in the late game along with other support cards that can help you with a late game push. At worst, it’s an 8 mana 8/8 at the earliest which is totally fair.
Timeline Witness (2): The effect is quite strong, but the body is a bit average. Overall still a great card especially going 1st and landing this early.
Timeway Wanderer (3): The reduction on the spells can be game changing or a non factor. This card is probably better in classes with large spells like Mage and Priest, and much worse in classes like Rogue and Hunter. It’s not a bad way to dig yourself out of a jam, but the body is really bad, and you need to hit a good discover AND live a turn to use it.
Flash Forward (4): Your opponent will get the 1st crack at this before you can utilize fully the cards and mana. Ideally this is a 1 mana 2 card draw into lethal on the turn it’s played, otherwise it’s a huge tempo turn your opponent next.
Harbinger of Catastrophe (3): Nice body, and evades the dreaded Dragonslayer. I find the effect decent for Druid which has plenty of big bodied minions to draft around this. It’s random, but as long as your deck has 1 or 2 fatties to top it out, this card will be strong and you get initiative with your fatty.
Chronoshot (1): This card is insane and incredibly frustrating especially in Hunter.
Infinite Wolf (1): A 4 mana removal card that turns into a 4/ mana 7/7, 9/9, etc, is just bonkers. Good thing Hunters lack deck draw otherwise we’d be screaming to remove this card.
Consider the Past (3): I like this card, but it’s a card that needs to be late, and in certain decks it will shine or flame out. I don’t consider it as playable as Cabalist Tome, but it’s pretty close.
Blessing of Aeons (4): It doesn’t have an immediate effect and usually +1/+1 is not enough to justify an at turn effect on 1 minion. Opponents can also prepare for it, so it lacks initiative as well.
Bronze Broodmother (3): The 1/1 is rarely going to be a difference maker, but a free body is never a bad thing and the 5/5 for 5 is quite reasonable even though it’s a Dragon.
Reminisce (2): This card seems quite powerful, it’s good early when you can control the cards (to some degree) that you are drawing, however your opponent will have an idea of what you have. Either way it’s a good value card even drawing 2 mediocre cards in return.
Ripple in Time (1): Excellent card for Priest. The flexibility AND value of this card is insane, and really helps Priest in both regards. Ideally you’ll look to play this in the late game, but an early game play into a curve minion is never a bad thing either.
Déjà Vu (1): Pretty sure this card is better then Hallucination. Rogue spells generally are quite powerful and you’ll have a short list of them using this card. The drawback is that it’s a bit of a mid game card, but for 1 mana, even if you only have 1 spell in your graveyard, this is a difference maker.
Master of Realities (1): Good stats, and a must kill threat for only 6 mana. Can also be combo’d with smaller minions in the late game to get immediate value.
Stasis Elemental (1): I feel this card is almost busted. You basically have a permanent lock down on a minion unless the opponent deals with this. Throwing minions into it, or using a spell on this saves you damage, spends his mana and turn, and you get the tempo advantage of locking down his minion. It’s an elemental to boot. Card is nuts.
Grasp the Future (3): It’s a good card, allows you to top deck into Twisting Nether and you can play it the same turn. Draw in general is a bit worse in Warlock though, so it’s not a star for me.
Rift Warden (3): Imagine discarding a Voidlord then having this card silenced or transformed. The problem with this card is that it requires a minion, require your desired minion to be discarded, and then this minion to die to bring it back. It’s also a 7 mana do nothing the turn it’s played. Hard sell, but not a bad value option.
Draconic Herald (2): It’s a slow card, but almost anything you buff up is going to be a problem for your opponent on the following turn. It also gives you a bit of information into how you can set up your following turns. Solid card, except Dragonslayer exists.
Fatecleaver (1): I feel the effect will cause you to lose your copies as well so it’s doubled sided removal, but a 4 mana 4/2 weapon is still solid regardless if it removes your cards or not. Insert finger snap.
*** These Arena exclusive cards will be available from June 11 to July 3 during The Taverns of Time event. ***
So another event with arena exclusive cards is upon us and this time there will be a bunch of em!
We will add them to our database later on, so you can link them, but for now, here they are.They are now in our database. What do you think?NEUTRAL CARDS
CLASS CARDS
TOKENS
[Source]
[Arena Exclusive Cards 1.0]
Card Ratings
(so far just 1st thoughts with no information on the appearance rates and what buckets will they be in etc.)
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Sinti's ratings:
Neutral Cards
Chromie (tokens: Opening the Dark Portal, Battle for Mount Hyjal, Escape from Durnholde, Culling of Stratholme) (1): ok so the tokens r basically "cast this when drawn" power type of spells, which makes Chromie an insane value card.
Infinite Murloc (5): this card can be good only in a deck with a lot of card draw, otherwise it will be way too slow before it gives good value and you will just basically deny yourself like two or three draws. Probably good synergy with Murozond lol :)
Murozond (5): so this is literally an Aluneth on a stick. And Aluneth is generally a very bad card to get in arena, not so much for the tempo loss playin it, but cause if you dont have hyper aggressive deck, you will die to fatigue. Murozond might be very good in aggressive decks, but those 15 seconds might not be enough to make the plays you need. It will for sure be a fun card to play, but i dont expect it to perform very well.
Possibility Seeker (3): reload on your hand, can be useful, if you got a crappy start, but if you did, by T4 you are probably gonna wanna keep those now ... still not a bad ability, can certainly come in handy, but nothing too amazing id say. And then there r the times when you dont want to reload your hand, at least the stats r good.
Stasis Dragon (Stasis Dragon) (4): this card will be pretty OP, if the meta is slow, but otherwise literally wasting your turn might just kill you.
Temporal Anomaly (1): the body is not great, but its still an ok 2-drop and you will get a spell, so overall pretty decent value.
Timebound Giant (4): way too slow for my taste. Again, da synergy with Murozond :D
Timeline Witness (2): Pretty amazing, but poor stats and it has to survive. Seems pretty good overall.
Timeway Wanderer (3): im a bit sceptical about this card and i think it will perform very differently based on in which class you play it. Obviously it can provide for some powerful plays, but playin this card alone is a pretty poor tempo play. We shall see.
Wildlands Adventurer (1): good stats + a free card, whats not to like?:) Rag is back baby!
Class Cards
Flash Forward (3): i have very mixed feelings about this one, i mean you get the bonus first, kinda ... it gives you full Mana Crystals, so you get to draw 2 cards for 1 mana, but you ramp your opponen quite a lot (as well as yourself), i guess it is still a decent card draw in the late game, but i just so hate givin my opponent any advantage lol. I think it might be a sleeper card, but dunno.
Harbinger of Catastrophe (4): this card is waaaaaaaay too random for my taste, you do not know what your opponent has in his deck, you do know what you have, so this card can be very OP with a proper drafting, but then again, can you rly afford goin that greedy? I guess it will depend on what kind of meta will create with these cards. This card has potential to be great, but will most likely not be.
Chronoshot (1): Sap 2.0, but better. Yup.
Infinite Wolf (1): holy shit, probably the best card so far ... look at this more like a forgotten torch. You dont get to keep the minion on the board, but you do get a removal that you can draw into again and again. I assume it will shuffle the card back into your deck even if it wouldnt survive the trade, at least thats what im gettin from how it is worded.
Cavern Dreamer (2): pretty decent card, you are guaranteed at least one spell. Can provide pretty big value, if left uncheck, even if those spells r crap.
Consider the Past (1): Cabalist's Tome that can give you another Cabalist's Tome. Where did i only see this before?:D And for one less mana too! The name of this card is very accurate :D
Blessing of Aeons (3): decent little buff, suffers from the same thing Gruul does, it is so damn slow. Actually, even worse, since only at the end of your turn.
Bronze Broodmother (3): good stats and you get a free token, tho your opponent will know you have it, but i guess it is just an ok minion, you will never be sad to get this.
Reminisce (1): so, kinda like Thoughtsteal for 2 mana ... you can even "decide" what cards to get to an extent, playin it earlier or later depending on what cards your opponent already played. This will be just another one of those brutally annoying steal cards that will help priests beat you with your own deck. UGH.
Ripple in Time (1): interesting card, it is a late game card, even tho it costs 1 mana, but can be played early to find a cheap minion you can play on curve if you had abysmal mulligan. Very versatile.
Déjà Vu (2): not a bad card, but you have to have some spells in a first place and you will have to play them first too. Pretty doable, but at the same time, you will have to think before playin this.
Thief of Futures (1): pretty good value, basically Shifting Shade with battlecry.
Master of Realities (1): decent body for the cost and very powerful effect, also note summon, not play so it works on hero power and tokens!
Stasis Elemental (2): good stats with an ok ability, nothing too amazing, but can do some work for sure, cool (pun intended!:p).
Grasp the Future (2): good card draw, nothing much left to say. But mby WL doesnt need it as much? Dunno, still a decent card i think.
Rift Warden (3): depends on your hand and draft honestly, i mean it is ok, but you might not want to discard what you would be about to discard, but it can net some serious value, if it lands the right minion, we shall see.
Draconic Herald (1): even a shitty minion with a +3/+3 is good tempo play and more likely than not it will have some decent ability too. Very good card, not even loosing that many stats for the battlecry.
Fatecleaver (1): Weapon? Check! Good stats? Check! And a bonus ability that might actually do more work than one would think, in arena you can obviously get more than 2 copies of a card (minion), so this might be cute ... but you could also clear your opponents deck from lolo 2-drops and allowing him to draw better cards latern on, but whatever, still a good weapon. After some more thought, it looks like it will destroy even your copies of the minion you kill, be careful what you kill with it _:D
Boozor's ratings:
Neutral Cards
Chromie (tokens: Opening the Dark Portal, Battle for Mount Hyjal, Escape from Durnholde, Culling of Stratholme) (2): Solid minion similar to Fal'dorei Strider, but slightly worse. The effect is still quite powerful, although more value oriented then tempo oriented which is meta dependent.
Infinite Murloc (4): I’m not going to write this card off because cards like this can be useful in some scenarios. The card’s worse drawback is that it dilutes your late game cards when it cycles itself back into the deck.
Murozond (3): It’s playable. The effect is permanent which is a double edged, but can be a closer for some drafts. Some of the new cycle cards can pad your deck so it will give you a bit more time.
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.
Stasis Dragon (4): You can’t taunt it up anything like that. I mean it’s hard to justify a 6 mana do nothing for 2 turns. Still better then The Darkness
Temporal Anomaly (1): Card is nuts. If Shimmering Tempest is a high (2), this is an easy (1). You get the card for free when you draw it so it’s instant value, and you get a body that you can choose to play.
Timebound Giant (3): This card feels quite playable, a low mana 8/8 is a huge tempo swing in the late game along with other support cards that can help you with a late game push. At worst, it’s an 8 mana 8/8 at the earliest which is totally fair.
Timeline Witness (2): The effect is quite strong, but the body is a bit average. Overall still a great card especially going 1st and landing this early.
Timeway Wanderer (3): The reduction on the spells can be game changing or a non factor. This card is probably better in classes with large spells like Mage and Priest, and much worse in classes like Rogue and Hunter. It’s not a bad way to dig yourself out of a jam, but the body is really bad, and you need to hit a good discover AND live a turn to use it.
Wildlands Adventurer (2): It’s fine, the random card can be Coldlight Seer or Sylvannas, Windrunner and everything in between.
Class Cards
Flash Forward (4): Your opponent will get the 1st crack at this before you can utilize fully the cards and mana. Ideally this is a 1 mana 2 card draw into lethal on the turn it’s played, otherwise it’s a huge tempo turn your opponent next.
Harbinger of Catastrophe (3): Nice body, and evades the dreaded Dragonslayer. I find the effect decent for Druid which has plenty of big bodied minions to draft around this. It’s random, but as long as your deck has 1 or 2 fatties to top it out, this card will be strong and you get initiative with your fatty.
Chronoshot (1): This card is insane and incredibly frustrating especially in Hunter.
Infinite Wolf (1): A 4 mana removal card that turns into a 4/ mana 7/7, 9/9, etc, is just bonkers. Good thing Hunters lack deck draw otherwise we’d be screaming to remove this card.
Cavern Dreamer (2): Poor body, but it auto draws at least a card that can range from useless Snap Freeze to insane Primordial Glyph.
Consider the Past (3): I like this card, but it’s a card that needs to be late, and in certain decks it will shine or flame out. I don’t consider it as playable as Cabalist Tome, but it’s pretty close.
Blessing of Aeons (4): It doesn’t have an immediate effect and usually +1/+1 is not enough to justify an at turn effect on 1 minion. Opponents can also prepare for it, so it lacks initiative as well.
Bronze Broodmother (3): The 1/1 is rarely going to be a difference maker, but a free body is never a bad thing and the 5/5 for 5 is quite reasonable even though it’s a Dragon.
Reminisce (2): This card seems quite powerful, it’s good early when you can control the cards (to some degree) that you are drawing, however your opponent will have an idea of what you have. Either way it’s a good value card even drawing 2 mediocre cards in return.
Ripple in Time (1): Excellent card for Priest. The flexibility AND value of this card is insane, and really helps Priest in both regards. Ideally you’ll look to play this in the late game, but an early game play into a curve minion is never a bad thing either.
Déjà Vu (1): Pretty sure this card is better then Hallucination. Rogue spells generally are quite powerful and you’ll have a short list of them using this card. The drawback is that it’s a bit of a mid game card, but for 1 mana, even if you only have 1 spell in your graveyard, this is a difference maker.
Thief of Futures (2): It’s a better Gnomish Inventor for the most part, which is a perfectly fine card in it’s own right.
Master of Realities (1): Good stats, and a must kill threat for only 6 mana. Can also be combo’d with smaller minions in the late game to get immediate value.
Stasis Elemental (1): I feel this card is almost busted. You basically have a permanent lock down on a minion unless the opponent deals with this. Throwing minions into it, or using a spell on this saves you damage, spends his mana and turn, and you get the tempo advantage of locking down his minion. It’s an elemental to boot. Card is nuts.
Grasp the Future (3): It’s a good card, allows you to top deck into Twisting Nether and you can play it the same turn. Draw in general is a bit worse in Warlock though, so it’s not a star for me.
Rift Warden (3): Imagine discarding a Voidlord then having this card silenced or transformed. The problem with this card is that it requires a minion, require your desired minion to be discarded, and then this minion to die to bring it back. It’s also a 7 mana do nothing the turn it’s played. Hard sell, but not a bad value option.
Draconic Herald (2): It’s a slow card, but almost anything you buff up is going to be a problem for your opponent on the following turn. It also gives you a bit of information into how you can set up your following turns. Solid card, except Dragonslayer exists.
Fatecleaver (1): I feel the effect will cause you to lose your copies as well so it’s doubled sided removal, but a 4 mana 4/2 weapon is still solid regardless if it removes your cards or not. Insert finger snap.
AbusingKel's ratings:
Neutral Cards
Chromie - 2 - The Epochs are all insane value but you have to draw into them so it's tough to give it a 1 rating. I think it'll feel like a 1 any time you get even 1 of the spells drawn, though. Still, the 1 rating is generally reserved for cards that have an immediate impact and Chromie's 4/4 body for 4 doesn't.
Infinite Murloc - 4 - If you can draft more than 1 so they'll ramp up quickly it could be a bit crazy. Ultimately, it's basically a mediocre X/X for X with no OP feel to it at all, unlike most of the incoming cards.
Murozond - 4 - The extra cards are great but you'll have trouble getting things played with Blizzard love for animations. Echo, discover, attacking with a wide board, hell even card draw can soak up 15 seconds very quickly. It has to live to your turn for the cantrip, and it's a mediocre body for the cost so it's easy to kill at that stage of the game. Your opponent gets a full length turn so the downside is all on you. Too many negatives for me to expect much.
Possibility Seeker - 4 - This one will have a high variance. It can be awkward b/c you have a good hand. It can be a savior if your hand has no answers. It can be a yeti with a dragon tag that does nothing in top deck mode. Very situational, which is rarely great in arena.
Stasis Dragon - 4 - Too much tempo lost to even consider drafting this. 10/10 rush on T8 at the expense of your entire T6 is a good way to be dead before having a chance to use it.
Temporal Anomaly - 1 - Solid card. Ok body with a spell kicked back immediately is great, especially since you get to see the card first before playing anything. Having the elemental tag gives it synergy for Mage & Shaman drafts that seem to be laden with eles. Slight downside in the draw, though, since a savvy opponent will know you have this once you draw and it generates the spell.
Timebound Giant - 3 - Value increases if you've got some decent card draw in the deck. Looks like it should be an elemental but I think we'll all be glad it's not since it would help Mage and she's already got so many draw options. Less of a threat for shaman since his draw is garbage again.
Timeline Witness - 2 - Awesome effect but you need him to last to your turn. Ok body for the cost but it's another card that can't get that 1 rating due to the delayed (and easily thwarted) impact on the game.
Timeway Wanderer - 3 - This is my pick to be a quick riser when we see it in action. It could easily play like a 1 in the right class and it's body isn't terrible for the price and impact. Getting the card the next turn really makes it so much better than a random shuffle-in like Chromie. Still, drafting it in Paladin will be all feelsbadman for me when, like Ivory Knight, I get a trio of 1 mana secrets as options. QQ
Wildlands Adventurer - 1 - Solid 5/5 for 5 with a big upside. Please, please, please give me Syl or Rags and not an Ice Lance.
Class Cards
Flash Forward - 2 - Very interesting card that will have a big impact. Sure, the downside is helping your opponent. Still, if you can set it up well you can ensure you have the big swing turn first that puts serious pressure on the opponent to answer. Woe be the nOoblet that just plays this out as draw/ramp and only plays something small alongside it. Also worth note is that it will be pretty tricky with Ultimate Infestation which is still the best weapon in Malfurion's arsenal.
Harbinger of Catastrophe - 4 - The pair we see for druid will make for some greedy drafts. When they work out it's going to be meme level horrible to face. Thankfully, more often than not it'll be meme level bad and Druids will be getting roflstomped.
Chronoshot - 1 - Part Freezing Trap and part Sap... and it adds up to Astounding!
Infinite Wolf - 2 - If it dies it is still solid as a removal tool. If it kills and lives it becomes scaling removal at an insanely low cost. If it triggers and goes into your deck regardless of how much damage it would take than it's going to need a new rating tier... zero score? lol
Cavern Dreamer - 2 - Solid value but a tempo loss since you're basically paying 1 more mana for a Dire Mole body. Casino Mage at it's finest.
Consider the Past - 2 - I assume it's 3 spells from either player that were played in the game, giving you 3 spells for 4 mana that were at least good enough to be drafted. Any draw spells like this are tempo loss for the turn they're played and can clog your hand if you're stuck with them early so that's why it gets a 2. Solid card.
Blessing of Aeons - 3 - Cool concept but not an OP type card. Honestly feels like it could be added to Paladin in any given set and be fine as a regularly played card. Stealth & divine shield minions as targets would be preferable. In the right draft it'll be good but it's underwhelming, overall.
Bronze Broodmother - 3 - Another entry in the non-OP category. With some cards feeling insane, this one seems pretty run-of-the-mill. Solid but nothing special, though there are enough dragons to act as a slight buff to cathedral dragon. Too bad its an epic.
Reminisce - 2 - As mentioned with Consider the Past above, the slight tempo loss to draw is what keeps it at 2. I like that you can play it early if you want something your opponent has played or late as a dice roll for a chance at that big spell/minion.
Ripple in Time - 1 - Really strong card. Echo has proven to be quite strong in arena and this could tie it to something good that could change the game. Even as a worst case scenario you get yet another shot at an Obsidian Statue.
Déjà Vu - 1 - It acts as a second copy of the best rogue spells. Versatile, cheap, what's not to like?
Thief of Futures - 1 - Instant impact since it's a battlecry. You get to see what your opponent will draw and the body has aggressive stats which is fine in rogue. Love it.
Master of Realities - 1 - That 7 health will make him tough to take down if you have to play him on curve. If you can set him up you could turn some of the utility minions into much better threats. Great card, easy 1 score.
Stasis Elemental - 1 - Insane effect and it carries the elemental tag. Zero drawback since it's stats are solid - again a high health that makes it tough to remove on curve. I'll be honest, I've been pretty successful with Thrall despite his low grade in class tier reports/discussions. These 2 additions are going to make him a force to be reckoned with.
Grasp the Future - 2 - The discount to casting costs is small enough that it won't feel horrible drawing low cost cards. Card draw isn't a premium since Gul'dan's HP keeps your hand in good shape, but it is still draw with a benefit. Pulling 2 big costs that you now can play on-the-cheap can be a game changer.
Rift Warden - 4 - Far too situational to be at all reliable. Even if you get the high roll your opponent still gets a chance to deal with it. Another card that feels like it could just be introduced in an expac and be an ok card.
Draconic Herald - 1 - The tempo loss isn't likely to be a big issue since the body is still decent and the card comes to your hand the next turn. Really strong effect since it's discovering a minion and giving it a buff. Dragon tag is rather meaningless for Warrior but there's enough dragons in this event to make it possible he can use the tribe effectively.
Fatecleaver - 1 - Good weapon with a huge upside. Opponents will cry when their Phantom Militia gets rekt and their board is wiped by a single swing. I can think of plenty of degenerate cards that we're seeing regularly that are now officially on notice.
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I recon Infinite Wolf will be very OP!
Is it just me or do most of theose cards look like stuff from WCDC (or custom designed cards in general)? Obviously they will be pretty busted :D but at the same time that is hella cool! :)
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I think it's on the weaker side. At first it's 4 Mana deal 5 and then you have to draw it again for 4 mana deal 7. It's also limited to minions and can be stopped by taunts. Most of the time it should be a weaker Militia Commander.
From a blog post from Blizzard [source].
"To build or destroy...only you decide which joy." - Last Crack
Some cards can/ will be broken like Timeway Wanderer (Flamestrike/Ultimate Infestation/Laying of hands) or Draconic Herald.
Some cards will be rock solid or good like Bronze Broodmother, Cavern Dreamer or Temporal Anomaly (value).
Some will be tricky to find out, when to play them best (Ripple in Time, Possibility Seeker).
In general i am looking forward to these additions.
Added my (first) thoughts on the cards. See in a spoiler. Fellow arena mods (or anyone rly) feel free to join :)
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I like how they are able to design useful Discard Cards for Arena, but not for Constructed...
I tried having fun once. It was awful.
Added Chromie tokens, preeeeetty good! :)
Opening the Dark Portal, Battle for Mount Hyjal, Escape from Durnholde, Culling of Stratholme
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There are so many good clownfiesta cards here, i'm looking forward to see how hard arena streamers will get obliterated by them.
Anyways it should be fun for short period of time atleast.
It's weird to see all those arts people regularily use on Fan Cards finally being used for real cards. I'm pretty sure I already used half of those.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Yeah and most of those abilities r like from WCDC: Possibility Seeker, Timeline Witness, Fatecleaver or Ripple in Time to name a few :)
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So does this mean we'll never see Murozond and Chromie in regular Constructed since they'll be Arena cards?
Click the image to go to my custom Time Traveler class.
This is just for couple of weeks, then they will be removed again. I dont think this locks them up from being proper cards imho.
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Master of Realities looks like almost broken card. In winning position and your enemy can't remove it in 1 turn - almost 100% win. Rly snowballing card. I think it will be in the tier 1-2 non leg bucket.
I want cool animation for Chromies tokens, Pls. Blizz. And, yes. Chromie almost like J'Zargo from TES L, but less random and her spell is free.
Im honestly interested to see, if they will even bother placing individual cards into "proper" buckets or if they will just make one new bucket with all these in it lol. Wouldnt even surprise me :D
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Some really interesting mechanics, can't wait to test them ! :D
There is a lot of broken sh** here xD
But they seem much fun too, just got on the hype train :D
Top deck is cheat
My card ratings here - No truly horrible cards being added which is really good to see and some interesting / frustrating mechanics to come!
Neutral Cards
Chromie (tokens: Opening the Dark Portal, Battle for Mount Hyjal, Escape from Durnholde, Culling of Stratholme) (2): Solid minion similar to Fal'dorei Strider, but slightly worse. The effect is still quite powerful, although more value oriented then tempo oriented which is meta dependent.
Infinite Murloc (4): I’m not going to write this card off because cards like this can be useful in some scenarios. The card’s worse drawback is that it dilutes your late game cards when it cycles itself back into the deck.
Murozond (3): It’s playable. The effect is permanent which is a double edged, but can be a closer for some drafts. Some of the new cycle cards can pad your deck so it will give you a bit more time.
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.
Stasis Dragon (4): You can’t taunt it up anything like that. I mean it’s hard to justify a 6 mana do nothing for 2 turns. Still better then The Darkness
Temporal Anomaly (1): Card is nuts. If Shimmering Tempest is a high (2), this is an easy (1). You get the card for free when you draw it so it’s instant value, and you get a body that you can choose to play.
Timebound Giant (3): This card feels quite playable, a low mana 8/8 is a huge tempo swing in the late game along with other support cards that can help you with a late game push. At worst, it’s an 8 mana 8/8 at the earliest which is totally fair.
Timeline Witness (2): The effect is quite strong, but the body is a bit average. Overall still a great card especially going 1st and landing this early.
Timeway Wanderer (3): The reduction on the spells can be game changing or a non factor. This card is probably better in classes with large spells like Mage and Priest, and much worse in classes like Rogue and Hunter. It’s not a bad way to dig yourself out of a jam, but the body is really bad, and you need to hit a good discover AND live a turn to use it.
Wildlands Adventurer (2): It’s fine, the random card can be Coldlight Seer or Sylvannas, Windrunner and everything in between.
Class Cards
Flash Forward (4): Your opponent will get the 1st crack at this before you can utilize fully the cards and mana. Ideally this is a 1 mana 2 card draw into lethal on the turn it’s played, otherwise it’s a huge tempo turn your opponent next.
Harbinger of Catastrophe (3): Nice body, and evades the dreaded Dragonslayer. I find the effect decent for Druid which has plenty of big bodied minions to draft around this. It’s random, but as long as your deck has 1 or 2 fatties to top it out, this card will be strong and you get initiative with your fatty.
Chronoshot (1): This card is insane and incredibly frustrating especially in Hunter.
Infinite Wolf (1): A 4 mana removal card that turns into a 4/ mana 7/7, 9/9, etc, is just bonkers. Good thing Hunters lack deck draw otherwise we’d be screaming to remove this card.
Cavern Dreamer (2): Poor body, but it auto draws at least a card that can range from useless Snap Freeze to insane Primordial Glyph.
Consider the Past (3): I like this card, but it’s a card that needs to be late, and in certain decks it will shine or flame out. I don’t consider it as playable as Cabalist Tome, but it’s pretty close.
Blessing of Aeons (4): It doesn’t have an immediate effect and usually +1/+1 is not enough to justify an at turn effect on 1 minion. Opponents can also prepare for it, so it lacks initiative as well.
Bronze Broodmother (3): The 1/1 is rarely going to be a difference maker, but a free body is never a bad thing and the 5/5 for 5 is quite reasonable even though it’s a Dragon.
Reminisce (2): This card seems quite powerful, it’s good early when you can control the cards (to some degree) that you are drawing, however your opponent will have an idea of what you have. Either way it’s a good value card even drawing 2 mediocre cards in return.
Ripple in Time (1): Excellent card for Priest. The flexibility AND value of this card is insane, and really helps Priest in both regards. Ideally you’ll look to play this in the late game, but an early game play into a curve minion is never a bad thing either.
Déjà Vu (1): Pretty sure this card is better then Hallucination. Rogue spells generally are quite powerful and you’ll have a short list of them using this card. The drawback is that it’s a bit of a mid game card, but for 1 mana, even if you only have 1 spell in your graveyard, this is a difference maker.
Thief of Futures (2): It’s a better Gnomish Inventor for the most part, which is a perfectly fine card in it’s own right.
Master of Realities (1): Good stats, and a must kill threat for only 6 mana. Can also be combo’d with smaller minions in the late game to get immediate value.
Stasis Elemental (1): I feel this card is almost busted. You basically have a permanent lock down on a minion unless the opponent deals with this. Throwing minions into it, or using a spell on this saves you damage, spends his mana and turn, and you get the tempo advantage of locking down his minion. It’s an elemental to boot. Card is nuts.
Grasp the Future (3): It’s a good card, allows you to top deck into Twisting Nether and you can play it the same turn. Draw in general is a bit worse in Warlock though, so it’s not a star for me.
Rift Warden (3): Imagine discarding a Voidlord then having this card silenced or transformed. The problem with this card is that it requires a minion, require your desired minion to be discarded, and then this minion to die to bring it back. It’s also a 7 mana do nothing the turn it’s played. Hard sell, but not a bad value option.
Draconic Herald (2): It’s a slow card, but almost anything you buff up is going to be a problem for your opponent on the following turn. It also gives you a bit of information into how you can set up your following turns. Solid card, except Dragonslayer exists.
Fatecleaver (1): I feel the effect will cause you to lose your copies as well so it’s doubled sided removal, but a 4 mana 4/2 weapon is still solid regardless if it removes your cards or not. Insert finger snap.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
BEST SMALL PATCH EVER. I am going to use up all my Arena Tix and go 3-3 and have a blast! Hell, maybe even 5-3. Take my easy wins, Arena vets!
I enjoy.