The Boomsday Project is Hearthstone's ninth expansion and is set to release on August 7, 2018.
New Keyword: Magnetic - Combine Attack, Health, and abilities for Mech minions (similar to how the Zombeast function for Hunter works).
Legendary Spells - Crazy scientists make some amazing contraptions, and these spells will prove it!
Projects - These are spells that benefit BOTH players when played.
Omega - These are cards that have an additional effect if you play them when you have 10 mana on the board.
Pre-order - Contains 50 packs for $49.99US (includes free golden class Legendary, Mecha-Jaraxxus card back), and 80 packs for $79.99US (includes free golden class Legendary, Mecha-Jaraxxus card back and playable Warlock Hero - Mecha-Jaraxxus).
135 new cards - Like previous expansions this is the standard amount of new cards.
The Puzzle Lab - This is the solo content and will be available on August 21.
Free stuff - For a limited time after Boomsday arrives, log in to claim 3 card packs and a random Class Legendary minion (or Hero card)—both from the new expansion!
The "Mecha-Jaraxxus" card back from the pre-order is shown below, along with the new card back for completing the Puzzle Lab solo mode!
This thread is dedicated to discussing the impact of these new cards on the ARENA environment.
Click below to see how each of the Arena mods rated the cards revealed so far!
You can read each mod's detailed card evaluation by clicking on the links below.
Below you will find links for all the Class, Neutral, and Token/Buff cards that have been revealed.
Dr. Morrigan Rating 4(Poor): It's expensive and unless you trigger the Deathrattle on your turn you give your opponent all the control in how they deal with the minion that shows up on the board, which could be extremely bad.
Electra Stormsurge Rating 2(Good): It shouldn't be difficult to have some amazing board clears with Lightning Storm and this minion. So you're getting a cheaper, and possibly better, Flamestrike. Even if you're getting additional locked mana crystals, due to Overload, I still think it's worth it.
Flark's Boom-Zooka Rating 4(Poor): This has a pretty limited use in Arena, because obviously you want to keep your minions alive and on the board.
Flobbidinous Floop Rating 4(Poor): It's an interesting card that's definitely more of a Constructed thing. Most of the time it's only going to be a 3/4 in Arena and it's just too situational to rank higher.
Floop's Glorious Gloop Rating 5(Terrible): This is super situational that requires multiple cards in order to be beneficial.
Harbinger Celestia Rating 5(Terrible): No, no, no. Your opponent can totally wreck you with this ability.
Kangor's Endless Army Rating 4(Poor): This one is really going to be draft dependent, but could possibly go up in value.
Luna's Pocket Galaxy Rating 2(Good): I like the card, but I feel like it will depend on your draft in order to utilize its full potential. You really want to have some card draw to fill up your hand because you're going to get empty right away.
Mecha'thun Rating 4(Poor): Even though it's large, it's awfully expensive. It will be a rare sight to see the Deathrattle ever be a factor, so I don't think it's even a consideration.
Myra Rotspring Rating 3(Average): It's a cool Battlecry, but her stats are really weak for 5-mana, so you're really banking on finding a good Deathrattle minion.
Myra's Unstable Element Rating 4(Poor): The only way this is good for Arena play is if you are fishing for a direct damage spell, like Eviscerate, to finish off your opponent. It could also make a difference if you had an empty hand. But it would be dangerous to risk putting yourself into fatigue unless you could be assured to kill the other player quickly. Overall, this card is a big, situational risk.
Stargazer Luna Rating 2(Good): It's an interesting mechanic and I think it has a lot of potential for abuse in Constructed. In Arena, I still think it's going to be good and should be able to grant you some card advantage if it survives for a turn.
Subject 9 Rating 4(Poor): First you've got to be playing either Hunter, Mage, or Paladin to even consider picking this card and then it's going to be totally dependent on your draft. With the right deck this could certainly go up in value, however, it's a highly situational Neutral card that will too often be useless for most classes.
The Boomship Rating 4(Poor): This seems pretty situational and kills any Battlecry that you may have. No thanks.
The Soularium Rating 3(Average): It's excellent, cheap card draw that comes at a price. You probably wouldn't want to play this until late-game, when you've got 10 mana available, or earlier if you were just desperately searching for answers. Either way it's likely that you're going to discard 1-2 cards, so it's really closer to Tracking for Warlocks.
The Storm Bringer Rating 3(Average): Having misread the card I initially thought it only affected minions in your hand, so I bumped up the rating a little. You still need to already have the board for it to be worth it though.
Whizbang the WonderfulNOT DRAFTABLERating 1(Excellent): I can't imagine Whizbang actually being available in Arena for a few reasons. 1 - Can you imagine drafting this on your last card? I'd be happy, but the frustration of wasting all that time and consideration on my draft would be thrown out the window. 2 - This would allow anyone to discard their janky deck with sub-optimal removal for a tested and consistent deck. 3- All of the existing deck recipes include at least one Legendary minion (some even five or more) and that can give you quite an advantage by itself. The whole idea behind Arena is to use your wits to craft a successful deck for the format. This card changes a Limited format to a Constructed one and that's a pretty bad idea.
Zerek's Cloning Gallery Rating 5(Terrible): It's expensive and the last thing I want late-game is a board full of 1/1 minions. You really need a specific kind of deck or scenario to make this work for you.
Zilliax Rating 2(Good): I think he's got a lot of versatility, but still fairly easy to deal with by himself. If you're able to use the Magnetic ability, then this easily bumps up to a 1(Excellent).
Academic Espionage Rating 3(Average): This is a tough one to evaluate because you're getting 10 random cards and they'll all cost 1 mana. You may get some great cards, but you have no clue what to expect and it completely jacks up the deck you drafted. The value is insane, but the randomness and impact on your initial deck are pretty harsh.
Astromancer Rating 2(Good): If you draw this late-game when your hand is empty, it's not so great, but most of the time you should be able to get some good value out of it, unless you pull a Doomsayer.
Augmented Elekk Rating 2(Good): The special ability isn't really a factor, but the stat line is the important thing here and it's definitely good for a three-drop.
Beryllium Nullifier Rating 4(Poor): It's pretty disappointing, honestly. If you can use the Magnetic ability, then you're going to have a Mech that is extremely difficult to deal with, but on his own he's not worth the cost. I would bump him up if he at least had Taunt, but there's nothing else special about him.
Crystallizer Rating 4(Poor): This is an odd card that will probably have limited value in Arena, but could be interesting with something like Hooked Reaver.
Dreampetal Florist Rating 3(Average): This has a great effect and could potentially give you big future turns with cheap minions, but it's all situational. Her stats really don't support sacrificing turn 7 for a big turn 8.
Ectomancy Rating 4(Poor): This is very draft dependent, but could be a big play.
E.M.P. Operative Rating 4(Poor): Without knowing the buckets for card selection, this one is a little difficult to evaluate. I think for the first couple of weeks when Boomsday has a higher offering rate this may go up in value, but 5 mana is a lot to invest in a 3/3 minion if you don't get to use its Battlecry against anything.
Glowstone Technician Rating 4(Poor): This is great when you've got a hand still full of minions, but pretty sad when you draw it late game or your hand is empty.
Goblin Prank Rating 2(Good): This could be a nice finisher with something you already had on the board.
Holomancer Rating 4(Poor): It's a cool concept, but I don't expect it to live long enough to matter, unless you can safely hide this behind a Taunt.
Juicy Psychmelon Rating 3(Average): It has insane value IF you've drafted cards with those mana costs and haven't drawn them. It's still probably worth it if you can get at least 3 of them, but it's going to be draft dependent.
Loose Specimen Rating 4(Poor): If you have nothing on the board, then go for it. Otherwise, this could be really bad.
Necrium Vial Rating 4(Poor): This will be highly dependent on what you've drafted, but most of the time you may not have a target to use it on.
Necromechanic Rating 4(Poor): I'd say it can go up in value depending on your draft, but if you don't have loads of Deathrattle it won't be all that great.
Omega Agent Rating 1(Excellent): This is astounding for late-game, but not so overpriced that you couldn't still cast it on curve if you had to.
Omega Defender Rating 3(Average): This is a decent Taunt, but only really becomes threatening at 10 mana. I'd say it goes up in value after that point, but until then it's only mediocre.
Omega Mind Rating 3(Average): It's fine for a two-drop, regardless of the unlikely event that you trigger the Battlecry or not.
Power Word: Replicate Rating 3(Average): You're getting a 5/5 for 5 mana (which is fine), but you've got to have something on the board already or it's useless.
Prismatic Lens Rating 3(Average): Drawing cards is good, and it's nice that you're guaranteed to get a minion and a spell. Paladin has a LOT of 1-2 cost spells (especially if you picked up any Secrets), so you could potentially get a large minion really cheap after the cost swap.
Reckless Experimenter Rating 3(Average): This card is confusing since it leads with the term "Deathrattle". I initially thought this minion had a Deathrattle ability, but it does not. While you have her on the board any Deathrattle minions you draw cost (3) less and die at the end of your turn. Her stats are alright, but she could cause problems if you had any Deathrattle minions in your deck.
Seaforium Bomber Rating 2(Good): I don't really see a downside to this minion. The stats are fine for the cost and getting a chance to deal 5 free damage is definitely worth it.
Star Aligner Rating 3(Average): It's unlikely you'll ever trigger his Battlecry, but it would be an amazing card if you can. Regardless, a 7/7 body for 7 mana is perfectly fine.
Supercollider Rating 4(Poor): I'm undecided on this one, because I'm not exactly sure how targets are chosen if there are multiple minions on your opponent's side. At any rate, it's expensive and relies on taking face damage for removal, so it's risky and situational.
Thunderhead Rating 3(Average): It seems like it will be handy getting rid of leftovers after playing a Lightning Storm, but you will need the Overload cards to generate value. By itself there's not much to talk about, but the stats are alright.
Unexpected Results Rating 3(Average): It's probably okay by itself, but if you have any Spell Damage minions this definitely goes up in value.
Weaponized Pinata Rating 2(Good): It's not quite a Piloted Shredder, but it could be better in some cases, because unless you get a low roll you should get a decent Legendary minion from its Deathrattle.
Annoy-o-Module Rating 3(Average): I'm on the fence between Good and Average for this one. It will definitely be annoying, but I don't know how awesome it will be without another Mech to use the Magnetic ability on. I'll be keeping an eye on this minion.
Arcane Dynamo Rating 3(Average): The stats are terrible for 6 mana, but you're basically sacrificing the turn to dig for some mass removal.
Astral Rift Rating 2(Good): There is the random factor to consider, but this is a great way to fill up your hand - for cheap, too!
Blightnozzle Crawler Rating 3(Average): This basically has a soft Taunt, because your opponent must deal with it on their turn so they can dictate trades for the Poisonous minion. I can see this causing problems, but if it doesn't survive a turn it loses a lot of potential.
Celestial Emissary Rating 3(Average): Most of the time the boost to Spell Damage will not matter in Arena and it's okay as a two-drop. In Constructed I can see this being a huge nuisance with Arcane Missiles and Frostbolt.
Cybertech Chip Rating 4(Poor): It's a cheaper Infest, but it has no immediate board impact and leaves you at the mercy of RNG. You need to already have the board in order to get good value from this, so it's pretty situational.
Dendrologist Rating 3(Average): It's fine as a two-drop, but will certainly go up in value if you manage to have a Treant.
Dyn-o-matic Rating 3(Average): I think this could be useful, but I don't like the fact that it won't hit Mechs or your opponent. Regardless, I still think it will come in handy and have some good moments, for sure.
Eureka! Rating 3(Average): This has the potential to be really good, but it all depends on what you've got in your hand. It also lets your opponent plan ahead because they know at least 1 of the cards left in your hand.
Extra Arms Rating 2(Good): It's the buff that keeps on giving! I look forward to seeing how this performs.
Fireworks Tech Rating 4(Poor): It's pretty weak on it's own and really needs a specific type of deck to be useful.
Galvanizer Rating 4(Poor): It's not really a great two-drop and only becomes good if you've got a handful of Mechs in your hand. It's a slightly better Fire Plume Harbinger, but no one played that either. It will totally depend on your draft.
Giggling Inventor Rating 1(Excellent): I was waiting for the return of Annoy-o-Tron and this card doesn't disappoint! It gives you 4/5 worth of combined stats with two Taunts and Divine Shields thrown in! If you have anything at all on the board this could potentially win you the game just by being able to delay your opponent. It's Neutral and it will be everywhere - watch out!
Mechanical Whelp Rating 5(Terrible): This isn't how I want to spend my turn 6. Most likely you'll be getting a War Golem on your next turn, which no one thinks is a great card anyway.
Meteorologist Rating 4(Poor): Depending on when you play this minion it could be a slightly better Arcane Missiles or even worse. Either way, the stats are not great for turn 6.
Missile Launcher Rating 3(Average): It has a pretty big effect, much like a continuous Dread Infernal, however it's a weak body and is going to need to rely on it's Magnetic ability and another Mech to have any staying power on the board.
Mulchmuncher Rating 3(Average): You need at least a couple of dead Treants to really make this worthwhile, but having Rush is still pretty good, regardless.
Necrium Blade Rating 2(Good): I think the weapon is good by itself, but only gets better if you manage to have a Deathrattle minion on the board.
Nethersoul Buster Rating 4(Poor): Most of the time this will be completely 'meh', but if you've drafted a load of Spirit Bombs then it's suddenly not so bad.
Omega Assembly Rating 1(Excellent): The Discover mechanic can yield some good results when played normally, but allowing you to keep ALL three cards for only 1 mana (once you're up to 10 mana), is pretty astounding!
Omega Medic Rating 2(Good): It's a good minion by itself without even considering the Battlecry, which won't be relevant most of the time.
Pogo-Hopper Rating 5(Terrible): This is absolutely a constructed card and without knowing which bucket it will ultimately be in it may be difficult to buff it even once in Arena. Pogo is a no go. /pogchamp
Replicating Menace Rating 3(Average): It offers 6/4 worth of combine stats, but should be pretty easy to deal with.
Security Rover Rating 3(Average): I have a feeling this is going to be super annoying, especially if you can't kill it in one shot. Depending on the amount of Whirlwind effects in your deck this could see a ton of value.
Shrink Ray Rating 4(Poor): It has a huge board impact, but affects you too. It's also so expensive that it doesn't leave you many follow-up options for the same turn. I still think Equality is the choice over this one.
Soul Infusion Rating 3(Average): This is an interesting card and I like how it encourages you to play cards in order to buff a specific one in your hand.
Spark Drill Rating 3(Average): You should be able to make some favorable trades here.
Spark Engine Rating 4(Poor): You're getting 3/2 worth of combined stats for 3 mana, and that doesn't feel too good.
Spider Bomb Rating 1(Excellent): This is a pretty amazing minion, to be honest. Without even taking the Magnetic ability into account, this minion is just fine on its own. You're getting a 2/2 body combined with Deadly Shot. I really don't see a downside.
Storm Chaser Rating 4(Poor): Currently there are only 4 cards that could be drawn from this and only 2 of them can be played on curve (Bloodlust and Volcano, so it's a pretty situational card and will depend on your draft for consideration.
Tending Tauren Rating 1(Excellent): I like the flexibility and at the very least you're able to get 7/8 worth of combined stats for only 6 mana and that's amazing!
Test Subject Rating 5(Terrible): I don't think I'd be very insterested in this minion unless I had a stockpile of Extra Arms ready to throw at this guy.
Unpowered Mauler Rating 5(Terrible): You can't have this attack with any consistency in Arena.
Void Analyst Rating 3(Average): I think it's fine for a two-drop, but no guarantee that you'll buff anything in your hand. It certainly goes up in value if you've drafted a demon-heavy deck.
Voltaic Burst Rating 3(Average): It's pretty similar to Living Roots with Rush, but I'm not really liking the Overload aspect of it.
Autodefense Matrix Rating 3(Average): It seems like it will be really annoying, but just another Secret to be tested for appropriately.
Beakered Lightning Rating 2(Good): Removal can't get much cheaper than this! Even though the Overload is high I think it's still worth it.
Biology Project Rating 5(Terrible): I hate giving my opponent anything and in Arena handing out free mana is generally a bad idea. I'll have to pass on this one.
Bomb Toss Rating 4(Poor): I want to rate this higher because it's removal, but you really don't want that Goblin Bomb taking up a slot on your board unless you can get rid of it.
Brainstormer Rating 4(Poor): It's probably going to give your opponent too much information about your hand for very little payoff.
Bronze Gatekeeper Rating 3(Average): It's a decent Taunt minion, but definitely goes up in value if you have a good assortment of Mechs.
Bull Dozer Rating 1(Excellent): I welcome our new replacement for Force-Tank MAX with open arms. This thing will be everywhere!
Cloakscale Chemist Rating 3(Average): This will no doubt be an annoying minion, but we'll have to see how it plays.
Cloning Device Rating 2(Good): This is a pretty cool card! It offers great insight to what threats your opponent has left in his deck and allows you the opportunity to pick the best one to help you at that particular moment.
Coppertail Imposter Rating 3(Average): It's got decent stats for the Cost and the temporary Stealth is nice.
Cosmic Anomaly Rating 3(Average): The stats match up with many other 4-cost minions, even though it doesn't have an immediate effect like Spellbreaker. The +2 Spell Damage is really nice if you're able to take advantage of it.
Crazed Chemist Rating 3(Average): As long as you can hit the Combo and already have a minion on the board, then it's pretty good.
Damaged Stegotron Rating 2(Good): This is a good stat line even after the damage, but it becomes really good for Priest.
Dead Ringer Rating 3(Average): It's a pretty weak two-drop, but it can still make favorable trades and give you some additional value, by drawing another minion.
Demonic Project Rating 5(Terrible): I just can't see this being a good idea. Giving your opponent random cards often backfires in spectacular fashion!
Doubling Imp Rating 1(Excellent): That's 4/4 worth of combined stats for only 3 mana. I'd say that's a bargain!
Electrowright Rating 3(Average): The bonus is nice when you can get it, but I feel it may give away too much about your hand to your opponent.
Elementary Reaction Rating 3(Average): Depending on your deck, this could definitely go way up in value!
Eternium Rover Rating 3(Average): It's alright, but nothing to get too excited about. I'd say the Mech tag is more useful than its stats or special ability.
Faithful Lumi Rating 4(Poor): Even though it's a one-drop, it's still a pretty weak body that is only useful for its situational Battlecry ability.
Gloop Sprayer Rating 3(Average): As has already been pointed out, you need to have the board for this to really be useful, making it a "win more" card. Even if you only have a couple of two-drops on the board it would be pretty amazing if you were able to cast it.
Glow-Tron Rating 2(Good): The stats are good for a one-drop and being a Mech and Magnetic should really be useful.
Goblin Bomb Rating 5(Terrible): The only reason you would draft this would be if you had a deck full of Magnetic Mechs. Just say no.
Kaboom Bot Rating 2(Good): That is some great removal for a reasonable price. It's not quite a Bomb Lobber since it's a Deathrattle, but it's better than Volatile Elemental and it has the Mech tag too.
Lab Recruiter Rating 3(Average): It's the new Gang Up and he can definitely come in handy. It depends on your board state, but you can certainly get some value from him.
Landscaping Rating 2(Good): You're getting 4/4 worth of combined stats for three mana, which is a pretty good deal. It could potentially go up if you've got several cards that have Treant interactions.
Mechano-Egg Rating 4(Poor): This is going to be pretty disappointing unless you have some Magnetic Mechs in your draft.
Toxicologist Rating 4(Poor): For most classes this will be useless, but it goes up slightly for the weapon-wielders.
Upgradeable Framebot Rating 3(Average): This has a lot of Health for a two-drop, but nothing jaw-dropping by itself. Like the name implies, this is just the "framework" for another Mech with Magnetic, cause a 5-Health stat is no joke.
Venomizer Rating 2(Good): It's alright for a two-drop, but obviously has a chance to increase its survivability with the Magnetic ability. No doubt it will cause trouble in the early game though.
Violet Haze Rating 3(Average): You can get some good value out of this, but the randomness leaves so much to chance.
Wargear Rating Rating 3(Average): I guess the goal here is to just make a really big Mech, cause other than his Magnetic ability this is just a standard 5/5 for five mana (which is fine).
Weapons Project Rating 5(Terrible): This seems like an absolutely awful idea in the Arena environment.
Whirliglider Rating 5(Terrible): All these cards that summon Goblin Bomb are just not what you want to see in Arena, unless you have some way to consistently kill them or Magnetize them.
Boommaster Flark (4): kinda draft dependant, if you have a way to buff the attack of the bombs, then this is a pretty good value; i suppose it could serve as a soft anti-aoe protection, but is that rly woth 4 potential dead board slots?
Crystalsmith Kangor (3): decent enough card on its own, tho you probably want a bit more from a legendary, that being said, it could heal you up pretty good with some buffs.
Dr. Morrigan (4): i acually dont know what to think about this card, it is pretty bad tempo play the turn you play it, the deathrattle kinda gives you some tempo back, but do i rly want to replay this for 8 mana? Its like a rly bad sneed, that you can play over and over, i can see this being annoying AF, but at the same time, it feels too slow.
Electra Stormsurge (2): Decent card, 3/3 for 3 is not end of the world, elemental tag on top of that and a pretty decent ability that might come in handy, yeah overall good minion.
Flark's Boom-Zooka (4): i mean it is a kind of removal/aoe, so i wont rate it 5, but its just soo awkward for arena, not to mention that you might pull low attack minions that will do pretty much nothing.
Flobbidinous Floop (2): this can make for some crazy value plays, but in the end a simple reuse of a battlecry or choose one effect will be enough to get decent value.
Floop's Glorious Gloop (4): im very unsure about this card and how will it perform, obviously there is a huge potential, but you also need a decent setup; i think if it cost 0 it would be acceptable for arena, probably too busted for constructed tho.
Harbinger Celestia (5): i want to like this card, but i cant. When you would be in a situation where this actually performs well, you are probably about to win anyway.
Kangor's Endless Army (3): heavilly draft dependant, but i would assume this will be super broken in a correct deck, that being said, it might ress some little shits too ... but yeah, this will be one swingy card when it works.
Luna's Pocket Galaxy (4): as powerful as this card is, i dont think you can afford a tempo dive like this; i suppose it is draft dependant, some decks will be able to afford it, but i dont think this is a worthy pick up on average. If you dont have a good amount of draw cards, you will not utilize the cost reduction anyway, since you will be drawing one card a turn and that might have as well cost 5 or 7 and it wouldnt matter much.
Mecha'thun (4): honestly this would trigger in like 1/50 games, maybe. I mean its a big body, so its a threat, but most of the time it will be just that, i think we can do much better, but at the sime time, we can do much worse, so that stops me from givin this a 5 rating, but the card is rly rly bad.
Myra Rotspring (1): pretty good value generator, yeah shitty stats, but it already gave you a card and will trade for at least something and will provide more value via deathrattle, seems good to me.
Myra's Unstable Element (5): I dont think this will work in arena, even in the best case scenario it would be a hail mary, im not convinced. Not to mention it is a legendary, id sooner pick Cho or Millhaus over this lol.
Stargazer Luna (3): im actually on a fence with this card, it is a card draw engine after all, but it might be relatively draft dependant. Cant rly expect it to live for a turn. It kinda looks similar to Timeline Witness in power level, if it does survive, but at least in the early game, i think it is much weaker, since you cannot be sure you will be even able to play the right-most card or that it would be the best play. There r certainly better legendaries, there r worse ones too, i guess it will depend on to which power level bucket will this card fall into.
Subject 9 (2): first of all, this card should be complete shit, since you shouldnt fuckin draft secrets in arena, cause they r shit. But ppl draft them, cause RNGesus just says fuck you and it always works for them (read "the opponent") ... so fuck logic, this card is insanely good, if you were stupid enough and picked a secret in your draft. Good job, now uninstall HS, thanks. Anyway, drawing one secret is already worth it, any more is pure value.
The Boomship (4): you wont have that many minions in hand usually, certainly not big drops, since you should pick many of those, i suppose summoning 4 drops would be fine, but chances r they will be understated, since they r probably battlecry minions or something like that, i dont see this performing very well on average.
The Soularium (4): i think this card is only for very aggresive decks that dont care too much about discarding, since they would play like 2 of those cards and it would be god value. But current WL decks r stacked with bullshit cards that you rly dont want to drop and you already have plenty of draw via your hero power (and possible other means). If it wasnt a legendary, i could see this being played here and there, but with a legendary tag, nah, i dont think so.
The Storm Bringer (3): this is a rly tough card to judge, it will suck ass when played against you, but plenty of legendaries have crappy stats and 7 mana is a lot. Good thing is that you can evolve tokens and crap and compared to Unstable Evolution, this will be worth the upgrades cost wise, but i dont know. Way too RNG heavy for my taste and you dont rly have any decision over what you get, just play it and pray the result is good.
Zerek, Master Cloner (5): you are not gonna cast spells on this, you are lucky if you get one power word: shield in your draft (that isnt offered next to Holy Water or something), so this will be understated 6-drop most of the time.
Zerek's Cloning Gallery (4): pretty expensive card for its effect, at least in arena environment. I can see it working out, but it will be draft dependant.
Zilliax (1): i think the best comparison is Fire Plume Phoenix, this cant bypass taunts, but gives you healing and other versatility in exchange. The lifesteal alone will be super strong if you can snap it on another mech, but it is a good standalone card, which makes him awesome.
Academic Espionage(3): this card might just blow up big time, but until it does, i will be a bit sceptical, 4 mana is not that much, but in a tempo driven class like rogue, sacrificing even that much for no immediate gain feels too much.
Astromancer(2): pretty high value card, even with just two cards in hand this will get decent value, in more greedy/value oriented drafts this will be a big power turn.
Augmented Elekk (2): the ability will rarely trigger and you might not even want it to trigger, even if you could. But 3/4 for 3 is good enough on its own.
Beryllium Nullifier(3): kinda meh on its own, but with Magnetic it can make for some serious plays, we shall see how this one turns out.
Dreampetal Florist (4): this is a very big tempo loss, that being said whatever minion it lands on, it will most likely cost 0. Is that good enough? Who knows. I dont like this card on paper tho, it might surprise us tho.
Crystallizer (3): decent enough 1-drop, ping classes and WL will jump on this most likely, others not so much.
E.M.P. Operative (1): id say we can expect mechs to be pretty common, so this will be a good tempo play even if it kills a 2-drop. I wanted to compare it to Dragonslayer, but it is a bit worse in a sense that you cant rly play this without its battlecry, but then again it has a much higher tempo gain potential, we shall see.
Ectomancy (5): Although this can provide insane value, i dont rly see it happening on average. I mean all we rly need is to copy like 2 demons and we r good, but you dont rly draft that many demons to begin with, so no for me.
Glowstone Technician (2): I am very affraid of this card tbh, only good thing is that paladin doesnt have that many card draw and/or card generation, but however slow this card is, +2/+2 is no joke. The MSG hand buff cards had better stats for their cost and came in earlier, so this is a bit more clunky, tho it does give more stats. It might end up being too inconsistent, but i think we will hate this card.
Goblin Prank (3): i mean its decently versatile card, but it is a bit awkward and doesnt provide much in card advantage, we shall see.
Holomancer (5): too weak, inconsistent. Cute, but i dont see this working out at all.
Juicy Psychmelon (4): i think this card solely depends on if you have drafted UIs, nothing else. You will most likely not draft that many, if any, big drops like that to warrant picking this card as well, druid doesnt rly go for ramp in arena, its not very consistent, so you cant just pick 10 7+ minions and call it a day.
Loose Specimen (3) its an ok card for arena, chances of you having an empty board r pretty high and in that case this is a premium drop; but yeah, we do have to consider the times when it is a dead card. Id still pick it on occasion without regret.
Necrium Vial (5): one of the heavier combo cards, needs a right deck, right hand and right situation for it to be good, correction: for you to even be able to play it. Sure, if you can play it, the value will most likely be more than 5 mana, but the setup for it man. No thanks.
Necromechanic (3): good enough stats for the cost and if you have deathrattles, this can provide quite a lot of value.
Omega Agent (1): i rly starting to hate on this "omega" thing. This is not something arena should have, you get broken ass bonuses simply for holding on the card for a few turns or drawing into it later, disgusting tempo swings with basically no downside. Not to mention these cards r cheap enough that you can AOE clear the board and repopulate it yourself in one turn. YUCK!
Omega Defender (1): this card will be pretty busted, mark my words. Good minion on curve, monster if you get it late game or can hold it till then. Hooked Reaver is annoying enough, this will be worse.
Omega Mind (2): very good card, vanilla 2-drop with a big bonus that might let you heal up and stabilize in the late game, id say average on a power level scale of Omega cards, still strong tho.
Power Word: Replicate (4): im not too sure about this, i mean 5/5 for 5 is fine, but how often are you in a situation where you could just play this? i guess having at least 1 minion on board is not impossible, but i think id rather do something else with my mana as priest.
Prismatic Lens (3): its not great, but its a card draw and paladin doesnt have many of those, so it should be ok.
Reckless Experimenter (3): decent stats on its own, will mostly be drafted for the statline more than the effect. The effect can be good in certain situations, but often times you do want the value of the body of the deathrattle minion as well, so we shall see about this.
Seaforium Bomber (2): decent stats for the cost and some lolo ability, that is not a downside, yeah sign me up.
Star Aligner (4): this is never gonna trigger, ever. And if it will, you dont need it. I mean War Golem is not end of the world, but id try to get something better if i could.
Supercollider (4): Betrayal is hard enough to find a good target for, this will probably be even harder and you take damage ... its still some form of removal, which is good for warrior i guess, but im not convinced until i get crushed by it lol.
Thunderhead (1): oh boy, good stats for a 4-drop, elemental tag and pretty strong ability. Sure the ability might not even trigger depending on the draft, but this card is so much value in one package and provies tons of versatility in drafts (you dont have to be scared to pick it early) that this will be a snap pick plenty of times (depending on the power buckets).
Unexpected Results (3): decent card on face value i suppose, should result in average stats gain for mana cost, if you have ANY Spell Damage tho, then the value skyrockets (for every Spell Damage, the cost of summoned minions increases accordinly).
Weaponized Pinata (1): super value generator, sure you can get unlucky, but most of the time this will give you a pretty good card. Do mind that this is not the best tempo card, so you should be aware of it when drafting/playing it.
Annoy-o-Module (3): it is a decent taunt minion on its own, but a bit awkward statline for its cost, its fair, but awkward. As with all Magnetic minions, we will have to wait and see in which bucket they land and how hard will it be to have consistent mech synergies.
Arcane Dynamo (2): yes, it is slow AF, but not that slow (you do get some stats on the board) and discovering a strong spell is a card advantage that i believe will be worth it. I will say that it will depend on a class, i guess likes of Rogue might not get much use of this, but Mage or Priest? oh boy. This card will be one of those cards that you will hate, mark my words.
Astral Rift (1): card/draw generation, yup. Sure you can get crap, but for 2 mana i take crap every day.
Blightnozzle Crawler (2): looks like this will be a verry annoying minion to deal with, it can be easy if you have the board, but if you dont, it might cost you more than ud like to remove it. Decent card.
Celestial Emissary (4): im not too impressed by this, you cant rly play it as a 2-drop (i mean there will be times where you will "have to", but thats just bad) and the +2 dmg on a spell doesnt rly make much of a difference on average, it is a combo card that is rather weak on its own, elemental tag might give it a bump in some drafts, but i dont expect this card to perform too well, certainly not to an extent that we will play around it.
Crystology (3): paladin more than other probably have quite a few 1-attack minions in his draft, tho this card is clearly aimed more on constructed, depending on how many Stonehills you get, this might be a pretty powerful card to get alongside them :)
Cybertech Chip (2): this being 2 mana instead of 3 (Infest) makes a tons of difference imho, yes, it is still a bad topdeck and will do literally nothing for you, if you dont have a board, but even hittin two minions is already worth it and id argue that will be relatively easy to do on average.
Dendrologist (3): vanilla 2-drop 90% of the time, which is fine.
Dyn-o-matic (3): it will work about as often as it will fail, so i guess middle score is appropriate here. At least it doesnt hit face, that is a big plus.
Eureka! (5): lol no thanks, way too RNG heavy, and by that i mean even to get into a situation, where you could influence it for the max profit, just not worth the trouble.
Extra Arms (2): i mean this is how a balanced early buff card should look like, im just not happy that it is a priest card, this will friggin sucks; not quite Velen's Chosen, but close enough.
Fireworks Tech (4): with mechs and deathrattle mechs, this card is like 1+++++, but obviously too draft dependant.
Galvanizer (4): cute, but i dont think you will have that many mechs to get a decent value on average. At least it is not a 1/1 and is mech itself, so you cant stick some magnets on it :)
Giggling Inventor (1): pretty good value in all aspects, swarms the board, gives you sturdy taunts and annoys the hell out of your opponent :) probably better than likes of Doppelgangster and that card is picked a lot.
Meteorologist (4): if it said minion, i could get behind it for arena, but risking a "whif" on a hero and playin a 6-cost 3/3? yeah, i dont think so.
Missile Launcher (3): mini-geddon, the lower dmg might be upside in a sense that you dont kill your own board as fast, it will see play for sure, how will it perform? hard to say.
Mulchmuncher (2): more expensive Charged Devilsaur most of the time. Its still big minion with Rush, which will be worth the cost, so yeah, it will see play.
Necrium Blade (2): ok enough weapon for the stats, insane with the ability.
Nethersoul Buster (3): i think this card might be a bit underrated, sure its not that amazing, but some of the new cards will synergize with it very well and even just Taping and playing this basically equals Azure Drake with a Demon tag, not the worst play ever.
Omega Assembly (1): pretty good value generator, warrior needs card generation, so this will probably be a must pick.
Omega Medic (2): so far the weakest of the omega cards ability wise, but at the same time the strongest body for its cost; and we do like our 3 mana 3/4s, dont we ?:)
Pogo-Hopper (5): entirely draft dependent and even if you get two of them or some bounces, its not rly worth it. You would have to get at least 3 or 4 for it to be worth it, and even then im not too sure. Very similar to Infinite Murloc, but murloc could technically at least feed itself, this is worse, even tho it ramps up quicker.
Spider Bomb (1): Literally a Deadly Shot on a stick, mech tag and Magnetic keyword will probably bump the value of this card even more, given that it will probably play a big role during this expansion.
Storm Chaser (1): i already hate this card with a passion ... it might as well read "Battlecry: Draw a Volcano". FML!
Void Analyst (3): obviously draft dependant, but not the worst 2-drop ever and the ability can be quite nice.
Voltaic Burst (3): the overload kills it from being a 1, but at the same time it might be beneficial for some synergies, so this card is very ok.
Autodefense Matrix (3): i dont think this will (or rather should) get too much value on average, but it will for sure be annoying AF to check for it in certain situations.
Beakered Lightning (3): this card's pick rate will solely depend on the appearance rate of Lightning Storm and Volcano. RIght now i dont think you would bother with this at all. Decent enough card on its own tho.
Biology Project (5): I think this card will explode in constructed honestly, but in arena this is a very very very very very bad card. You do not want to ramp your opponent, you are not guaranteed to be able to play better stuff than him, even if you draft accordingly and drafting for this is a bad start to begin with. Just no.
Bomb Toss (3): kinda awkward card both for you and your opponent; bit costly for its immediate impact, but some face dmg and potential target for buffs or Magnetic mechs is scary enough that it might just eat some attack from enemy minions in which case this is basically Drain Soul.
Brainstormer (4): i mean the stats for the cost that you will usually get will probably be very worth it, but the information you give to your opponent will most likely make you not draft this in a first place.
Bronze Gatekeeper (3): there r worse taunts, but the Magnetic is what makes this great, if you have couple of mechs, this skyrockets in value.
Cloakscale Chemist (3): about as average as it can get, you dont want him, but if you have to pick him, you wont QQ for too long :)
Cloning Device (2): good steal card, but there is slight tempo loss in the process. That being said, this will be just another card that will drain your soul when playin vs priests :(
Coppertail Imposter (3): this is actually a very nice card, can let you get on the board safely(ish). You pay for that in stats, but 4/4 is still decent.
Cosmic Anomaly (4): you will shit your pants if your opponent plays this and you cant remove it, but at the same time, it shouldnt be too hard to remove and yeah, there r some value combos with cheap spells with low dmg, but are we rly playing weak standalone combo cards, in mage no less? i dont think so.
Crazed Chemist (3): if you can get the ability, then this card is pretty busted, but it might be awkward to play it when you want/need; definitely draft dependant card id say, if you want to maximize its utility.
Damaged Stegotron (2): very good taunt, and a Mech, not much else to say. Re-re-re-re-recruit target :D
Dead Ringer (3): draft dependant, basically a focused loot hoarder, Mech tag on its own will have value as well.
Demonic Project (5): too RNG heavy for my taste, so i have to spend 2 mana to get a random demon, but not only that, most likely givin my opponent a better minion than they had. Too random on both sides. We will see it being played, but i doubt i will pick it myself often.
Doubling Imp (2): same as the Landscaping, 4/4 stats in total is definitely nice, but two 2/2s will do less work than one 4/4. I mean this shit will be insane in a (demon) zoo deck, but in arena its just ok.
Electrowright (3): slightly draft dependant, i would worry too much about the info you give to your opponent, but +1/+1 is not good enough to draft a 3 mana 3/3 and hope it activates once in a while, this is no MCT.
Eternium Rover (3): you will never be too sad to draft this card, but if there r better options, definitely pick those.
Explodinator (5): heavy draft dependant card, having buff/magnetic targets is nice, but the card is slow as hell and you do need to have a follow up.
Faithful Lumi (4): again, draft dependant. With couple of mechs the value spikes, obviously.
Gloop Sprayer (3): win more card, can yield some serious value (tho i suppose two 2-drops would still be fine), but you have to have the board. Not impossible, but you can just slap him down and be done with it whenever. This card alone might actually force ppl to clear everything vs druid now post T8 as well tho, so the sheer existence of it is a bonus that will affect pretty much every match vs druid from now on possibly.
Glow-Tron (2): stats r fine for 1-drop, but the Magnetic keyword is why this card is actually quite OP, since this will help friendly mechs trade up and survive.
Kaboom Bot (3): it will be annoying as hell to get rid of this efficiently and at least you cant ping it as Volatile Elemental but it still can be played around and when played on curve it is most likely trading just for a 2-drop, so its just about ok for me.
Lab Recruiter (3): you might not want to shuffle what you have on board, This was often case with Manic Soulcaster, now you get it three times. It can be good, but im not too sure. Still a decent 2-drop on its own, obviously.
Landscaping (2): now this card will be probably THE card to activaty any and all treant synergies in arena, you get solid value for its cost and can play it basically any time. For arena, it would be better if you got a 4/4 for 3, but obviously the amount of treants matter more for synergy, so thats why you get two shitty 2/2s instead. Still decent value, but worse trading potential.
Mechano-Egg (4): very draft dependant, if you have buffs/magnetic mechs, this rises in value, its still slow AF play tho. We thought Skelemancer would be broken, but ended up being too slow, this is slower, tho you can kill it on your turn, that is a big difference. We shall see.
Menacing Nimbus (1): pretty strong card for arena purposes. 2/2 for 2 that gives you a card and triggers elemental synergies? damn.
Microtech Controller (4): this is nice if your game plan is to swarm the board over and over, otherwise this will not trade for much, if anything.
Piloted Reaper (4): you dont rly draft that many 2-drops to even consider goin for this, but you could play worse cards on T4 and there is still a chance that you drew into your 2-drop late.
Research Project (5): i dont completely hate it, kinda glad it exists, but i can see this being played more from discover/rng than you actually drafting it.
Rocket Boots (3): feels a bit slow, even tho it is just two mana; still a potential removal(ish) and a cycle, so yeah.
Rusty Recycler (3): miles better than Felsoul Inquisitor. 2-Attack is such a difference. This is actually playable. Mech tag kinda relevant too on such a high health minion.
Secret Plan (2): i hate this shit already. f*** you secret lovers! :D At least i wont blame you for picking this since the versatility is worth it.
Shooting Star (3): you usually dont need Arcane Explosion to damage entire board, so this will usually do what you would need from Arcane Explosion and for less mana, i guess you would still pick Arcane Explosion over it tho (probably), but who knows. That being said, there have been definitely times in the past (a lot of them), where i used Cone of Cold solely for the damage alone, so that is something to think about as well.
Skaterbot (5): pick only if you have tons of mechs already. Otherwise its a worse Stonetusk Boar, yeah think about that for a second :D
Spirit Bomb (3): will go in value if you have cards that synergize with you taking damage.
Topsy Turvy (5): although i love this effect in arena, without a body attached, i am not willing to waste a card slot on it like that.
Toxicologist (4): bad, but playable, 2-drop; better in weapon classes, very good in rogue.
Upgradeable Framebot (3): this will perform much better in ping classes, where you will be able to trade for two minions early on with help from your Hero Power. Might actually become snap pick tho, depending on how common will minions with Magnetic be and how will power buckets turn out.
Venomizer (1): gimme gimme; who would have thought that a baby of cobra and snail is a robot, oh well.
Violet Haze (1): i like it, similar to the Astral Rift, tho the 3-cost will hurt a little bit. There is actually not that many bad options, and you can get weapons too! Val'anyr here i cooooooooooooome.
Wargear (2): good body for its cost, versatility via Magnetic keyword and just a solid foundation for other Magnetic minions, very good card.
Weapons Project (4): i mean you need weapons, you just do; i dont think you will have to draft this almost ever, but i guess its good it exists? Good point about this being a weapon removal of a kind, might be worth actually if Silver Sword keeps rampant.
Whirliglider (5): 2/3 combined stats, whats not to like? yeah jk, dont pick this :)
Boommaster Flark - 4 - Really cool card but not geared toward arena. With the right draft he'll be an awesome finisher but the 0 attack Goblin Bombs will be much more difficult to proc in arena.
Crystalsmith Kangor - 3 - A decent card with a bit of sticky and lifesteal in a buff class. Legendary rarity probably means it's in a set with better cards, though.
Dr. Morrigan - 4 - A constructed card that will allow some interesting deck cheating and/or anti-fatigue, but it just isn't likely to ever be worth the cost in arena. High cost tempo loss that likely pulls something mediocre for the overall cost.
Electra Stormsurge - 2 - I like the card but in arena we tend to have less spells in a deck. Decent stats for a strong effect... if you can capitalize on it at the right time. Could be dropping the score on this quickly based on it's bucket, too. There are plenty of other legendary minions (spells?) that would be more game changing.
Flark's Boom-Zooka - 5 - Wildly unpredictable results at a cost that takes up your entire turn. To use this you'd have to be desperate, insane, or just lucky enough that you had only the perfect set up remaining in your deck. Hard pass.
Flobbidinous Floop - 2 - OPieOPie in constructed but just good in arena. Solid ability that could certainly act as a mana cheat and produce a big swing turn but only after you have it in hand when you play something for it to copy. Bucket matter a lot here because of the legendary rarity.
Floop's Glorious Gloop - 4 - Sure, there's value here if you can set it up and waste a board full of weenies to generate a huge swing turn. Mostly, though, you'll get a few extra mana and wish you had drafted whatever was in the bucket alongside this legendary card.
Harbinger Celestia - 5 - It's a lot of mana to spend only to have your opponent turn it into a small minion on their turn. Stealth only gives you a false sense of security, thinking you can leave it on board until your opponent is forced to give you something worthwhile. Another hard pass.
Kangor's Endless Army - 4 - As a stand alone card it's damn near undraftable. It'll be really good in constructed but is likely to only be good with set bonus to ensure you can get enough mechs to use it effectively. Lots of mechs and a late shot at drafting this will make for some insane decks, though.
Luna's Pocket Galaxy - 2 - Certainly a good chance this becomes a 1 but it's likely using an entire turn with no immediate board impact. Then you absolutely must have the draw cards ready so you can make up for the lost tempo... but you have to pay for the draw card and hope you get worthwhile reduced cost minions. Let's say you play this on turn 7 because you have Arcane Intellect in hand for T8. On T8 you play the draw and get 3 discounted 2 drops. You've now spend 2 turns getting out three 2 drops.... and probably get your face smashed for your efforts. Obviously, that's worst case scenario stuff, but again I cite the general drafting strategy where lots of high cost minions isn't great.
Mecha'thun - 3 - A 10/10 for 10 is not something you really want in arena but this is a win-con, even if it is a seemingly far-fetched one. I've had a few games go to fatigue recently so it's not like it's out of the question. Another legendary that will be highly dependent on the company it has in the bucket system.
Myra Rotspring - 2 - Solid value card with the type of "big" ability you expect from a legendary minion. It will be flexible enough to help in nearly any situation with the discover and DR copy. However, the bucket will certainly affect the rating on this one.
Myra's Unstable Element - 5 - I fail to see how this card can be used anywhere in the game when you have a max hand size and no way to manipulate that like you'd find in other CCGs. Totally dead card until you ahve so few cards in your deck that you can draw them all and then you've just raced yourself to fatigue. Have the rogue mains started the revolt already? :D
Stargazer Luna - 2 - Decent stats for a 3 drop and a fairly powerful draw effect. Definitely abusable in constructed but a bit more tricky to set up in arena. Ultimately, there's some draft dependence that prevents me from giving it a rating of 1. Swarm builds with this in the mix will be mean.
Subject 9 - 5 - This is the Mage version of Hench-Clan Thug. Garbage for most classes but Mage will like it, and it'll thin the deck nicely after they make all the minions cost 1 with LPG.
The Boomship - 4 - Arena generally is not the place for multiple, high cost minions. This card will be useless most of the time b/c you're not likely to have a big hand with warrior at this stage of the game. It's simply too conditional to ever want to draft it.
The Storm Bringer - 3 - It'll be awesome when it works but it seems awkward. If you've got the board you may not want to go all RNG-fiesta-time on it and risk losing good minions without improving weaker ones. 99% of the time you'll wish you had a Bloodlust for a wide board or a spellstone for a copy of something awesome. The legendary rarity makes it ever more tricky to draft since the bucket system was implemented.
The Soularium - 1 - discarding doesn't really hurt in arena and this is super cheap draw. It'll be rare to actually feel the downside. The only question is again about the company it will keep in the bucket system.
Whizbang the Wonderful - 1 - Safe bet this will not be available in arena if there's anyone paying attention on Team 5. Anyone's guess, though, since introducing FlobbiFloop into the constructed card pool suggests nobody is paying attention.
Zerek's Cloning Gallery - 5 - How bad would the legendary lineup need to be to make you draft this? Not even a joke/rhetorical... here's the list of class & neutral legs. It would have to be this with The Darkness & Temporus and I would still have to mull it over and pick based on which fit the deck.
Zerek, Master Cloner - 3 - Obviously, this is totally draft dependent. It'll be a nightmare that doesn't go away if you have support for it. It's more likely that it's a vanilla minion with weak stats.
Zilliax - 2 - At worst this comes down and acts as a 5 mana removal piece that also heals your face for 6. When combined it'll prove to be quite strong. Still, the rush ability on this minion feels pointless since it's likely going to be much better if you combine it with something already on the board. As I type that I realize this could easily be the Bonemare of this set. The legendary rarity is warranted but actually prevents me from giving this a 1 rating since it needs other mechs to be that a Bonemare level of busted.
Academic Espionage - 4 - Cool card that could be insane in constructed but will be severely boom or bust in arena. Not the risk you like to take since it'll make it more difficult to get to your answers and could be the nail in the coffin if RNGesus abandons you.
Astromancer - 2 - This is very likely to play like a 1 once we get to see it in action. Mage drafts rarely leave you in a spot where you have a small hand, which means you're probably getting crazy value from this.
Augmented Elekk - 2 - 3/4 for 3 with beast tag and an ability that could help (but most likely goes unused).
Beryllium Nullifier - 4 - This will likely be a 3 if there's a set launch bonus rate, but as a stand alone it's pretty weak. With a supporting cast it'll be really strong.
Crystallizer - 2 - 1 mana 1/3 is a good statline. This will be much better in Druid/Warrior decks that can take advantage of the armor and in any deck that can heal well. Works well with Gul'dan's masochism cards, too.
Dreampetal Florist - 4 - Again a card with big potential but huge loss of tempo. Constructed card that can be abused (and apparently help push Malygos to the HOF?) there but not so much in arena.
Ectomancy - 4 - This is my top pick for generating salty nerf threads, but that'll be for constructed. In arena it's garbage unless you see it late in a draft that's just packed with demons already.
E.M.P. Operative - 4 - Likely to out-perform this score while there's a set bonus and lots of mechs in arena, but it's so much worse than Dragonslayer so it's not something you want unless the meta is mech heavy.
Glowstone Technician - 5 - With limited draw for Paladin you'll have a hard time getting this to buff more than 1 or 2 minions. It's a card that will be super feelsbadman in the right build, though. Drygulch Jailor has a new BFF. :D
Goblin Prank - 3 - Interesting card that could certainly prove to be better than this 3 rating. It can act as removal and that's huge for Hunter. It does require you have a minion, though, so it's dead as a come back mechanic.
Holomancer - 5 - Cool idea but if you can't hide it you're unlikely to get any value from it. 3/3 for 5 is pretty awful.
Juicy Psychmelon - 3 - Druid is one of the few classes where you consider drafting such a big top-end to your deck. This card draw goes right to the big guys for you and can immediately reset your hand when you need it. This will be boom/bust, though, feeling like a 1 when the draft supports it and everything comes together in game, or a total flop when it doesn't work out.
Loose Specimen - 3 - Stats for the cost are nice and it's a beast but it'll be situational. Ideally, you trade your minions so you don't have to worry about them getting killed but this isn't a high-stat drop you can just slam every time.
Necrium Vial - 4 - There will be some highlight moments but it's tough to get a worthwhile target to stick and I don't see a lower cost DR that you really want to hit with this.
Necromechanic - 3 - Decent stat distribution to trade and still get the use of it's ability. Lots of DR minions (especially for Hunter) so this will be pretty good while there's a set bonus.
Omega Agent - 1 - Minimal downside and Lifetap will generally make it easy to sit on this card until the late game. Great value late if you can get the pair of 4/5 minions for 5 mana and still do something else on your turn.
Omega Defender - 1 - I for one welcome our new OmegaLords. Sick late game bonus with no real downside. 2/6 taunt can do solid work on curve for 4.
Omega Mind - 2 - Good 2 drop stats with a big upside as a late game play. A combo with Volcano likely completely flips the game.
Prismatic Lens - 3 - Draw really is never worse than a 3 and this is pretty expensive, so that's where it goes. It'll cause some salt when it makes a weenie cost 8 and reduces a Dinosize to 1 or 2. Mostly it's a cool concept that probably never sees the light of day in any mode. I have Prince Liam and will try to play this if I get it. 1 mana minion and big spells... could be fun, even if terrible.
Reckless Experimenter - 3 - Most likely it's a vanilla 4/6 for 5 since you are unlikely to want your minions to die when played. I suppose there could be something else release along the lines of Spider Bomb that makes it more advantagous to kill something immediately. If so revisiting this card may be necessary.
Star Aligner - 4 - Infinitesmally small chance you'll ever trigger this. 7/7 for 7 without a Boom Bot? Boomsday FAIL! lol. Not drafting this unless the other 2 options really suck since it's rarely a good move to drop a big, vanilla minion as your only move in a turn.
Supercollider - 4 - 5 mana for a 1/3 weapon that is likely to get you one good swing before your opponent using board positioning to nullify it. Big tempo loss for little gain. Pass.
Thunderhead - 1 - It's not going to be difficult to trigger this ability and, when you can, it's a huge value card. I still draft Shaman with the expectation that Elemental synergy will be there, and it's going to absolutely be there with Boomsday drafts. On curve with Zap! or T5 with voltaic burst it'll be super strong.
Unexpected Results - 4 - Again a card that will likely be good in constructed but far too situational in arena. If you've got support and it shows up late in the draft it could be solid but mostly it's just very unlikely to be effective since the SD minions would have to stick from the previous turn or all be played on the same turn which would be crazy expensive.
weaponized pinata - 2 - Solid value with a limited drawback stat-wise. Neutral card draw is always highly valued. Stats prevent it from being a 1 rating.
Annoy-o-Module - 3 - It'll play like a 2 with enough mechs with the (presumed) set bonus. I think the 4 slot for Paladin is just too good for this to be a great choice but buckets will make a difference, too.
Arcane Dynamo - 4 - High variation in rating from class to class. Druid/Mage/Pal/Priest get to tutor for their busted class cards while other classes wonder why those 4 keep getting such awesome cards. D: Maybe we'll see high-cost spells for the other classes to make this more viable?
Astral Rift - 2 - Have you prayed to RNGesus today? lol... great value as long as He's on your side.
Blightnozzle Crawler - 4 - Poisonous is really strong in arena but this minion is giving up tempo while allowing your opponent the opportunity to deal with the 2/4 and the 1/1 poisonous ooze before you ever get to do anything with them. Arena is still heavily skewed towards Rogue/Paladin/Mage and all 3 have an HP that can handle the ooze because of that 1 health.
Crystology - 4 - Another conditional card that requires too many variables to align. You need ~4 good, 1 attack minions. You need to get this card early enough to matter. You need to be able to withstand the tempo loss of playing it early enough to matter. You need to just not bother drafting it.
Cybertech Chip - 3 - It will act as draw for hunter but it's highly situational. It fits the playstyle since you want to take the board quick and never give it up. Getting a few minions kicked back can help keep up the pressure but if you're behind this will be completely useless.
Dendrologist - 3 - A solid 2 drop with upside if you get the trigger. Still likely to draft a Plated Beetle instead but if you've got some synergy for it this is definitely better.
Dyn-o-matic - 3 - The ping potential saves this minion from being a 5, honestly. This has a distinct TGT-Inspire feel to it. The magnetic ability made Team 5 overly cautious with this minion. 3/4 for 5 with 5 RNG dmg that could hurt your own minions seems really steep.
Eureka! - 4 - My issue with this is similar to my issue with The Boomship - having too many minions that cost 6 or more is not great in arena. This card requires at least a 7 cost minion or it's completely pointless filler in your deck.
Extra Arms - 2 - Incredible value. Play it to trade up and/or keep a minion alive and you get a second buff in hand. I'm tempted to give this a 1 but it's a buff spell that can't do anything without a minion to buff.
Fireworks Tech - 4 - Will be useful in the right draft but without a mech to buff it's a big tempo loss.
Galvanizer - 4 - This adorable little bot will be a massive nuisance in constructed wild as part of some serious T1/T2 hand dumps. Not so much in arena.
Giggling Inventor - 2 - Solid value that will certainly be annoying AF for your opponent. Still, a board full of speed bumps isn't always going to be the best use of 5 mana.
Mechanical Whelp - 4 - I'm fresh off of a marathon match vs. a priest that played 3x shadow madness. As Boozor already mentioned, this is immediately your priest opponent's favorite card. Hard pass.
Meteorologist - 4 - Stand alone value is bad since it's a 3/3 for 6. Mage tends to be very good at drawing/generating cards so this will be very strong if you've got a big hand. Very conditional card, so it's tough to give a higher score to it, though it's likely to play better than a 4 when the draft & games work out right.
Missile Launcher - 3 - Interesting design and could be really helpful, especially in classes without reliable AoE. Certainly a tempo loss and fairly easy to remove as a stand alone, but there's potential for this to be really strong in arena.
Mulchmuncher - 3 - Obviously much, much better than a 3 if you get the synergy to reduce the cost. Without that synergy it is probably not even a 3 rating, though. Too draft dependent to score better but it's going to generate some serious salt in well supported decks.
Necrium Blade - 2 - A strong weapon for the queen of tempo that could give great value / swing turns if you get the extra DR trigger on a minon.
Nethersoul Buster - 4 - It could be good in late game situations but most of the time you just hope to get a T4 2/5 when paired with a Kobold Librarian or Flame Imp. It'd be great to get all 3 in one turn but you'd never want to hold those 1 drops to get there.
Omega Assembly - 2 - Really nice card. I still have reservations about the available mechs in the card pool, and the Eternium Rover does not help, but this is a really strong omega card as long as you don't get kicked in the nuts by RNGesus.
Omega Medic - 2 - Good body on curve with big potential late. Not quite willing to give this a 1 rating since it's a bit harder to hold cards with priest like you can with Warlock.
Pogo-Hopper - 4 - Infinite Murloc mechanic minus the infinite part.... pass. Clearly a constructed card that will be mediocre unless you get a whole slew of them. It'll be a meme-tastic beating for the few brave, RNGesus-blessed maniacs that draft a half dozen of them in one draft, though.
Replicating Menace - 4 - As a stand alone it's pretty awful. Using it as a magnetic would certainly give it a chance to be great since you'd be dumping 4 atk on a minion, effectively as charge.
Security Rover - 3 - Constructed value generator that will not be nearly as good in arena since you can't reliably get the synergy you need to abuse it.
Shrink Ray - 2 - Paladin lacks actual removal and AoE. Consecration is outdated and over-costed (though obviously still good) and the only other means to handle minion are reducing health to 1 or atk to 1. This card will just completely nullify your opponent's entire board. I'm tempted to score it as a 1 and won't be at all surprised if this card becomes the newest addition to the "WTF were they thinking" line of paladin cards. Make them all 1/1 then drop a Spikeridged Steed, then a Silver Sword...
Soul Infusion - 4 - Ok value but I'd rather buff a minion on board than in hand.
Spark Drill - 4 - Pseudo removal that has better value for classes that lack removal, but it's very costly and dies to everything it touches.
Spark Engine - 4 - Weak 2 drop with an ok rush minion kicked to you hand.
Spider Bomb - 2 - It's a much better card as a hunter class card than it would be for just about any other class but that's more an indictment of hunter's removal than it is an endorsement of this card's strength. It could be good enough to warrant a rating of 1 but I think the meta is pretty spammy so that may have to change a bit for this to be good enough to move up. The magnetic portion on this seems pointless since you probably want it to die as removal. IDK.... I feel like it looks better than it'll be in live action.
Storm Chaser - 4 - Highly conditional card with only bloddlust and Volcano as draftable targets. A few cards to see still for shaman, including the leg spell, so maybe this gets a huge boost and needs a score adjustment over the next few days.
Tending Tauren - 2 - Solid pile of stats and brings some extra trees for the Treant synergy. Druid already gets a bit nuts in arena with board buffs and this is just one more to consider and play around.
Test Subject - 5 - An interesting remake of Primalfin Champion that could be decent in constructed but it less likely to be good in arena. Still, in the right build this could be a difference maker, kicking back lots of arms....
Void Analyst - 4 - Way to situational for my tastes. It's unlikely you'll have enough demons to get the value from it.
Voltaic Burst - 3 - A decent way to trigger an overload-friendly card and/or finish off an awkward trade. Not really an early play choice but 2 1/1 rush tribals for 1* isn't bad.
Autodefense Matrix - 2 - I like this one quite a bit. Killing everything Paladin puts down is always the priority so this will act like a Wandering Monster for minions, becoming a pseudo-blocker. Good early to make something stick and can be great late if you can protect something strong.
Beakered Lightning - 4 - AoE that does 1 dmg just feels so pointless most of the time. It's best early in the game but this would burn your next turn with the overload of 2. Sure, it allows you to drop something else after playing it but I think it'll be far too conditional to be any good.
Biology Project -5 - I suppose you could set up a bonkers type of play in very rare cases without getting rekt for your generosity. It's cheap enough that it's not really a big investment on your turn that helps your opponent first like Druid's WW cards did, but still it's too much to give your opponent, imo.
Bomb Toss - 3 - Hunter can already do 2 dmg for 1 mana. The 0/2 bomb is useless without a trigger. Again we see a very situational card that will make sense in some drafts but is not good enough to earn a better score.
Brainstormer - 5 - Spell counts tend to be low in arena, making this minion a vanilla 3/1 for 3. Pass.
Bronze Gatekeeper - 3 - Mech & magnetic so it's going to be good with the set bonus and in any draft that is mech heavy.
Bull Dozer - 3 - A way cooler version of Force-Tank MAX that will be showing up a lot based on the bucket it's in. I wonder if Blizz will have to pay royalties to Netflix/Dreamworks for copying Dozer... ;)
Cloakscale Chemist - 4 - Kind of pointless without a buff or poison. If it had been a 2/1 it'd be playable.
Cloning Device - 2 - Solid card that will be obnoxious in constructed (when is priest not?) where the minions you choose from will be far more impactful. Still excellent in arena but far more likely to low roll.
Dead Ringer - 3 - There certainly seems like there will be plenty of DR minions so this should be easy to get the value with a draw. 2/1 for 2 is just so weak, though. Early game for priest is best with high health minions that can trade and heal so this is really outside the wheelhouse, imo.
Demonic Project - 5 - Pass. There's too much RNG, too many weak demons, and too much uncertainty. It seems like it would take a dream scenario to be good... you have only 1 bad minion in hand and your opponent has no cards.
Doubling Imp - 1 - Excellent value. Lots of 3 mana 3/4 minions that might make this feel bad but that doesn't really change the fact that this is very good value.
Electrowright - 3 - I don't like it. It tips your hand a bit if it triggers or it's a vanilla 3/3 for 3. Better for classes that have enough spells at 5+ so it's less obvious what you're holding.
Elementary Reaction - 2 - Card draw is good, m'kay? With the amount of elementals in standard and the extra you'll have with the set bonus, this card will be very easy to trigger for a second copy. Love it in constructed and arena.
Eternium Rover - 3 - It's a 1/3 for 1 that has, at the very least, a "gain 1 armor" upside. The mech tag will make is useful if you have synergy.
Explodinator - 4 - Bomb decks will be fun but getting one in arena won't be easy. Without an obvious trigger, this is just a tempo loss minion that clogs your board while you hope your opponent kills the speed bump bombs.
Faithful Lumi - 4 - A decent cost/value in the right situation and likely to be good with a set bonus but 1/1 for 1 most of the time and that's not worth drafting.
Goblin Bomb - 5 - Not really draftable unless you get it super late and have many ways to proc it. I'm trying to imaging what kind of slop is in the bucket with this...
Gloop Sprayer - 3 - Again a very situational card that will be insane when it works out but a pathetic last gasp when it doesn't. The 8 cost is what really hurts, as it makes playing something else in the same turn tough. Very boom/bust type card.
Glow-Tron - 2 - Another 1/3 for 1. Solid stats and this one has mech and magnetic. Good card.
Kaboom Bot - 3 - Tempo loss and RNG on the ability... 3 might be too high. If it had rush you could at least trade to help this target but, as is, you drop it and hope it makes it to your turn. Mech version of Volatile Elemental, which is also fairly mediocre.
Lab Recruiter - 2 - Good, aggressive stats for a rogue 2 drop with a battlecry that could be excellent. Shuffling into deck isn't the greatest but overall it's a good card.
Landscaping - 2 - A pair of 2/2 treants that will now have at least the minimal synergy we see with their teased counterparts... very nice value card that works well with the buffs already in Malfy's arsenal, as well.
Mechano-Egg - 4 - That 5 health makes this egg tough to crack. It could be good in constructed but much harder to use effectively in arena.
Mecharoo - 2 - This is a neutral powercreep of a class card Possessed Villager! Crazy. It's a good value for a 1 mana minion and has mech synergy. Good card.
Menacing Nimbus - 1 - Getting a free elemental is solid for a class with good chances at synergy for it, and if it's free you're unlikely to hate it even if it's a subpar minion. With the class bonus structure you have a great shot at a stud, too.
Piloted Reaper - 4 - A really nice way to cheat out high value 2 drops.... in constructed. In arena it's likely to be very unreliable.
Research Project - 4 - No way I want to give my opponent cards. Constructed card again, since it'll tie in with the Hand-Mage archtype Boomsday brings. Not good in arena since the basis of that deck includes epic and legendary cards you're far less likely to see in drafts.
Rocket Boots - 2 - Need an asterisk here since, as I type this, I'm not sure if this will REQUIRE a targetable minion to play it. Card draw plus a sneak attack can be awesome in arena.
Rusty Recycler - 4 - I really hope one of the voice lines is "Eve" and his entrance has a little cockroach run around the board. Ok body to stall and great with magnetic buffs but probably only going to see play as a 1-of in a Corpsetaker deck.
Secret Plan - 3 - I guess it's a good way to try to get the secret that fits the situation. Bucket matters here.
Shooting Star - 3 - Decent value but 1 point doesn't really remove anything on it's own anymore.
Spirit Bomb - 2 - Reduced cost minion removal that has synergy with lock's masochism cards. It may seem steep but healing always has to be factored into Warlock drafts so you should have an offset, anyway.
Steel Rager - 3 - It's a rager that isn't terrible! Maybe slide into the low end of the 2 rating for classes that lack removal.
Topsy Turvy - 3 - It's in the right class since Priest will focus on high health, low attack minions. Situational and draft dependent, though.
Toxicologist - 4 - Pretty weak as far as weapon buffing minions go.
Upgradeable Framebot - 3 - Aptly named, as it comes out early and can be an early game nuisance while waiting for that upgrade via magnetic. The only issue I see is what ZiombalaBoms mentioned above: magnetic is going to make single target removal more powerful and make lots of players cry if they over-buff a single minion.
Venomizer - 2 - Awesome card. 2/2 for 2 with poisonous is strong and this gets even more scary if you magnetize.
Violet Haze - 3 - I'm curious to see this in action. Hallucination is good b/c you discover. The math on this makes it 3x the cost for so much less. 1 more card but zero control over either card just makes it seem too risky.
Wargear - 2 - A 5/5 for 5 with a pretty big upside in the right situation.
Weapons Project - 3 - Situational, but you get to swing with the weapon right away and that makes a big difference. Could be effective as weapon removal, as well. Really an intersting card that looks well designed. I could see this getting a ratings change once I've had a chance to play it.
Whirliglider - 4 - Not terrible for its cost but you have to have a way to trigger the bombs or it's a bad tempo board clogger.
Myra's Unstable Element - (4) - Very powerful effect, but way too situational. Digging for a Sap, Assassinate or reach that can utilize the remaining 5 mana is definitely possible if you need a way to dig for the win. In a way, it's broken when played, in another way, it's probably a dead card too often. In constructed with Preperation, I can see the potential for this card.
Stargazer Luna - (3) - Naked 2/4s on turn 3 just isn't that great, but it's playable. At worst it's average, at best it'll probably draw you a card or two, which is fine. It's a bit too situational for me personal, and can lead to some sub-optimal greedy plays.
Zilliax - (1) - One of the biggest things in Arena is seizing initiative and this card is awesome for that either as a standalone body, or as a ridiculous buff. Its closest comparable would be Ghostly Charger, both have Rush and both have divine shield for a 3 damage removal at 5 mana. The difference here is trading 2 health points for Taunt, Lifesteal and the ability to buff another minion, which is an obvious good trade off. It has mech synergy to boot as well. Ghostly Charger is already one of the best cards for Paladin (win rate wise), so a close/better comparable is certainly a (1) in my book. It's a legendary so we won't see it often if ever though.
Flobbidinous Floop - (3) - Some instances where you can get a lot of value from this card. It's not a curve card most likely unless your 3 mana play has a strong effect, but as a late game card this card can be useful. You could hit powerful cards like Primordial Drake or Bonemare in the late game. It's a legendary though, so we won't see it often.
Kangor's Endless Army - (3) - I'd say this is a meta defining card for constructed, but for Arena, will very seldom find enough synergy to make this worthwhile. I'm optimistic though that the set will produce some snap pick mechs, so my score reflects this, otherwise it's a (4). It's a legendary so it's meta impact for Arena will be low though.
Zerek's Cloning Gallery - (4) - There is probably a draft where this card works. 7x 1/1 minions with various affects and abilities can be worthwhile depending on the effects. We are going to look for minions that have taunts, end of turn effects, or deathrattles to squeeze value from this card. Overall not something great or you'll go out of your way for, but could be a late game filler if you really need it.
Boommaster Flark - (3) - Probably works in some Hunters as a late game bomb (pun intended). Also with the new Magnetic mechanic, the 0/2 bombs become targets to land buffs on.
The Boomship - (3) - Very powerful card with the potential to change the outcome of the game with a single turn. The 3 minions pulled from the hand with initiative makes this card very strong. However, that's the problem, you need 3 minions in your hand, and not just scrub minions. Warrior lacks draw generally and by turn 9, it's hard to see this working out unless it's drawn on curve in a slower game. It's a horrible top deck obviously, but it does have some potential.
Crystalsmith Kangor - (4) - Overall really weak card, especially for a legendary. It's not even a mech as well, and Paladin isn't exactly over stocked with quality heals. It's draftable as a 2-drop since Paladin can snowball an early game lead, but it'll have to be in one of the lowest buckets to get picked.
Zerek, Master Cloner - (4) - Feels very inconsistent, and generally priest don't have many draftable buffs right now. Often be a 5/5 for 6 mana, which is barely playable.
Myra Rotspring - (2) - Great value card. The stats while poor for 5 mana, are serviceable for trading with it's 4 attack. The discovered deathrattle minion fills your hand, and allows you to choose a deathrattle to suit your current situation. Imagine taking Bone Drake into more Bone Drake into basically your entire late game. Overall the card is as bit slow, but it's a lot of value rolled into 1 card.
Mecha'thun - (4) - It's a 10/10 for 10 mana, which is probably on the low end of the playable scale, but it's a mech, and the stats are fair, but not impressive for a 10 mana card. It's deathrattle probably has a near 0% chance of triggering, but it'll be a nice youtube moment when it does.
The Soularium - (1) - Not sure if i'd take this card over some of Warlock's true powerhouse cards like Despicable Dreadlord or the new Omega Agent, but it's a really solid card. The draw 3 can dig for answers, or refill your hand / board with minions right away for cheap. It'll fit in almost any deck type, but it's pick frequency will depend heavily on which bucket it ends up in.
Luna's Pocket Galaxy - (3) - Let's compare this to the obvious comparison of Jungle Giants, the Druid quest card. For 6 mana, and the condition of playing 5x 5 attack minions, you can have an 8/8, and all minions in your deck reduced to zero. Luna's Pocket Galaxy at 7 mana, negates the condition of playing 5x 5 attack minions in exchange for an 8/8 and 1 less reduction. LPG doesn't rely on draw luck like Jungle Giants and is triggered right away. What holds the card back a bit is that it's in class without many good big class minions and requires a way to consistently refill your hand with draw cards to get the most out of this card. Cards like Book of Specters and Aluneth would sign in this situation, but drafting them together is another story. While the effect I feel is insanely powerful, it will be hard to make use of it. To clarify, the class is drafted as tempo oriented/small with burn to finish, or heavy spell oriented control. LPG doesn't fit into either of those play styles which makes it hard to utilize unless you draft it early, and cater around it. With that said, I feel you can still shoe horn it into any Mage deck as long as you have sufficient amounts of draw to get maximum value from the reduction. Downgraded to (3) - I just can't seeing myself take this card over the true premium cards in mage like Meteor, Flamestrike, etc.
Subject 9 - (4) - Draw 2 secrets to be really good, otherwise it's a bust. Doesn't work in 2/3rds of the class which is a huge problem for consistency with this card, otherwise it's at least an average card in classes with secret synergy.
Dr. Morrigan - (4) - A 8 mana card with no immediate impact is really hard to rate highly, and the deathrattle can be hit or miss. It's probably barely playable and better then some of the worst legendaries, but by no means is this a great card for Arena.
The Storm Bringer - (3) - This card doesn't seem that bad to me on average. Legendaries generally are higher cost, and there are some situations where you can get insane value for this obviously. I think the break even point for this card is probably to use it on 2 minions on board, which isn't overly hard for Shaman, and the potential swing can be a blow out.
Floop's Glorious Gloop - (4) - Very interesting card but I feel it's too specific a situation for Arena. It's basically converting your board into mana. This is a great idea, but it's really hard to find a situation where a) you have a large board b) can utilize the mana efficiently.
Flark's Boom-Zooka - (4) - Love the art for this. There are too many layers of RNG involved to make this good or reliable. It's basically a last ditch board clear, or a value engine for deathrattle minions.
Harbinger Celestia - (4) - It's only really good if your opponent fails to play a minion or if you use it to block your opponents big minion turn. Otherwise it's pretty junky, but it won't be as bad as truly bad legendaries like The Darknessor Lorewalker Cho.
Omega Defender - (1) - A Stegodon that scales well into the late game, is definitely an improvement. Nice flexible card that can fit into any deck type whether you need the 2/6 taunt to stop aggro, or play it as the 12/6 in the late game match ups to gobble up removal and large threats. Great value as a 12/6 for 4 mana, the Taunt is the real icing on the cake since it can't be ignored.
Beryllium Nullifier - (4) - Overpriced by 1 mana and too weak for a 7 mana play. It's hard to remove, but hardly a threat by itself so it's easily ignored.
Supercollider - (3) - I think this card looks worse then it seems. It's effect is similar to Blazing Longsword and we all remember how strong warrior was when that card was around. The 5 mana cost holds it back, or keeps it balanced, but I think this card is not bad if the draft is lacking board control elements.
Omega Agent - (1) - I mean, this card is kind of nuts. The drawback is a bit worse then the other Omegas (5 mana 4/5 is pretty mediocre), but the payoff is huge.
Weaponized Pinata - (3) - On average you will be getting a decent legendary card with the potential to be useless or game breaking. 4/3 stats, mech tag, and a potential high roll draw is good value. The deathrattle effect tempers the cards value a bit to keep it balanced. It's comparable to the old Thief of Futures from Taverns of Time, but is probably worse given the expected value from a legendary is probably worse then the value from a drafted card in someone's deck. It's also a deathrattle vs battlecry.
Astromancer - (2) - Should be a really strong constructed card in control Mage archetypes. Gave it a (1) initially for Arena, but I probably gave the card too much credit to high roll. The Mage class does have a strong likelihood to hoard cards and make this a huge tempo play like Spiteful Summoner in constructed, but it's probably offset by the instances you don't have this in your hand, or you top deck this in the late game. It will most likely will end up in situations where it will summon a smaller mid-ranged minion (2-5 mana range) which is perfectly acceptable play.
Star Aligner - (3) - Is it possible? The only class I can see this happening is Priest, and even then, it's a bit of a stretch, never the less, this card is a powerhouse if you can trigger the effect, otherwise it's a vanilla War Golem which is playable, but uninspiring.
Academic Espionage - (5) - I feel this card is borderline Deck of Wonders meme level. We can all drool over 1 mana Pyroblast and the like, but the fact is still you are spending 4 mana to do nothing, but fill your deck with random 1 cost cards potentially destroying your well drafted deck (think Prince Malchezaar level). Not very often, Rogue can afford to spend 4 mana on nothing in a turn, then pray they can extract value from the cards drawn over the course of the game. At least Deck of Wonders has the ability to play when drawn and potentially cycle through your deck for more. A rogue that plays this card without deck cycling is just not getting any value from it.
Juicy Psychmelon - (2) - The value from this card is insane. First you are drawing 4 cards for 4 mana, which is busted value. Secondly, the cards you are drawing are high value cards themselves. The problem is...... you need these card requirements in your deck for this card to get it's full value. It's probably a bit inconsistent since you need the bigger minions drafted, as well as not having already drawn them before playing this. Even so, drawing 3 cards on average with this card would be at minimum, above average value.
Power Word: Replicate - (3) - Nothing overly fancy. Usually a generic 5/5 for 5, occasionally a value card, and occasionally a dead card. Seems fair.
Augmented Elekk - (2) - Stat line is strong and has a synergistic tribal tag. The ability isn't that relevant most of the time so take it as a vanilla minion usually.
Thunderhead - (2) - The stat line is totally fine, it's an elemental and it has a pretty useful ability. Overload cards are taken pretty frequently and generating 2x 1/1 bodies for "free" that have Rush is a hell of a deal here. The obvious comparable is Unbound Elemental, this card, in my opinion is better then that.
Necrium Vial - (4) - For 5 mana, the card feels over priced, too dependent on the board state, and requires a solid deathrattle to extract value. There are a couple good targets I can think of, but this is so inconsistent, that I can't see it working out more often then being dead stuck in your hand all game.
E.M.P. Operative - (3) - These tech cards are getting out of hand. At least this one penalizes the player for drafting it since it's hardly playable as a 3/3 for 5 mana, so you'll have to kill a mech to make it worthwhile. With that said, killing almost any mech makes it worth it already. Almost guaranteed to see play, and guaranteed to make you salty.
Omega Mind - (2) - Personally I think the effect is pretty good, although it's probably the weakest Omega card. It can heal you for a ton instantly which can win you the game right away. The problem is that it's a 2 mana card and you'll often have to decide to play it for tempo versus value, so it might never reach the 10 mana mark. Overall, it's a small flexibility investment for a potential game changing effect.
Seaforium Bomber - (2) - The Bomb card might be relevant in some games and technically means free damage to the face. I'd probably guess it's somewhere around 50/50 that the bomb gets pulled considering all games. I think that's pretty reasonable % for this type of effect if the meta is slower and more value oriented.
Prismatic Lens - (3) - For Paladin, any draw is good - even if it's conditional and over costed like this. The cost swapping is probably going to be positive most of the time since it does surprise your opponent on expected plays, as well as the ability to occasionally cheat out large spells or minions.
Loose Specimen - (2) - I really like this card. A strong catch up minion that is over statted for it's mana cost. The drawback isn't that relevant if you're behind since you can trade first before playing. But a naked 6/6 for 5 on an empty board should help you contest for the board on turn 5.
Holomancer - (4) - Really low tempo control card that needs a bit of a response your opponent wants to play a high impact minion and not give you a copy of it. Overall a 3/3 isn't that threatening usually and you'll have a hard time finding a spot to play this.
Crystallizer - (3) - Better in some classes that can either synergize with armor or health loss, or have ways to heal themselves up. It's got good stats should see play since it's in one of the worst buckets.
Ectomancy - (4) - It has uses, but it's going to be bad most of the time. A straight copy on a card like Dread Infernal, or Voidlord will be very good value already, but having a 6 mana dead card in your hand waiting to stick a high value demon is a bit inconsistent. It's obviously better then cards like Treachery and Lakkari Felhound, both of which are in the same bucket, so we'll probably see this card get picked at least sometimes.
Glowstone Technician - (4) - The mana investment on this comes at a point in the game where your hand most likely is small. The buff needs to land on 2 minions for this to make up for it's mana cost which I think is probably likely, but Paladin doesn't need a card like this to win games nowadays.
Necromechanic - (3) - Really powerful synergistic card and probably is a must kill most of the time, the stats are durable enough that it might survive a turn. It's draft dependent, but could fit in some drafts.
Goblin Prank - (3) - This feels like a worse Power Overwhelming, it's not bad as a buff to push lethal, or a small trade up. There's problems with it, but it does have some flexibility which is nice.
Spider Bomb - (2) - It's at least better then Volatile Elemental in most cases. The added flexibility that it can buff another minion is a nice perk, although probably wouldn't occur very often. I feel the card suffers a bit since it's in the Hunter class since it's more of a control type card. Would have liked to see this card be Neutral.
Dendrologist - (3) - It's a 2-drop with no draw back and a potentially game swinging effect. Depending if there are any more treant synergies in the set, this card potentially could be more valuable.
Omega Medic - (2) - It's probably the weakest Omega card so far, but it's by no means weak. A testament to how powerful the other Omega cards are and not a knock against this card. 3 mana 3/4s are excellent stats and the heal for 10 health is ridiculously annoying. I can see this being a snap pick in lower draft buckets, but if Blizzard puts this near the top buckets, i'll have a hard time see this get picked over Priests many premium cards.
Celestial Emissary - (4) - I have a hard time finding a situation to draft this card. It's not a permanent effect like Kobold Geomancer, so you have to time it with a spell the same turn which seems too situational to be consistently good.
Giggling Inventor - (1) - Really nice body split here, and great way to take some pressure off if you've lost the early turns. The taunts require at least an AOE response, or 4 separate hits / pings to break through, very annoying indeed!
Blightnozzle Crawler - (2) - The body is the weak for 4 mana, and has a hard time trading 1 for 1 with other minions, so the real value comes from the deathrattle. The Ooze is worth at least 3 mana if you compare it to Vilebrood Skitterer. It requires a bit of navigating around for the opponent, but obviously the minion is worth much more if you dictate the trades to activate the deathrattle yourself. Even so, the card should perform well.
Cybertech Chip - (4) - This card is pretty bad considering there are 1 mana cards that let you discover minions instantly. The requirement to have a minion on the board, then have it die to get a mech tribe card seems really overpriced.
Pogo-Hopper - (5) - This sets Infinite Murloc, cept worse. You'll be handicapping your deck by drafting one, let alone MORE then one to benefit from the battlecry. Stay away.
Omega Assembly - (2) - Warrior doesn't have much card draw in the late game so this is helpful to fill that void. The base value of the card is already good when compared to other discover / draw cards from other classes.
Crystology - (4) - Not a big fan of this card. First you'll have to draft around it to make it work. Second, drafting impact 1 attack minions isn't exactly easy to do since there aren't many to begin with. I mean Mage has Book of Specters and Paladin gets this.
Fireworks Tech - (4) - If I were to guess the occurrence split between the 3 different outcomes for this card, it'll be something like 60/30/10. 60% of the time, it's a 2/1 for 2 mana, 30% of the time it'll buff a mech, and 10% of the time it'll get full value hitting a deathrattle minion. It's okay to have conditional cards in certain decks for value example: Scorp-o-matic, but in general, they are still subpar cards very often.
Eureka! - (5) - Feels horrible. The dream is to pull something bigger then 6 mana, or a minion that has a heavy drawback like Earth Elemental, but it's too inconsistent, and at 6 mana hard to extract value from this.
Missile Launcher - (3) - A bit of a penalty on stats for this, I would have liked to see it as a 4/5 at least. The effect is super solid tho, and the versatility of being a mech, and the ability to buff a mech makes this card at least playable.
Shrink Ray - (2) - Effectively a weaker Polymorph on a single minion, or a board flipping spell. It's a pretty powerful large removal and it won't need much to generate value. It has potential to be stronger then Equality since it doesn't require a board to neutralize attacking threats. Think of this like playing Sunkeeper Tarim and trading off the board for board, or you can buff and save your minions while trading giving you board control again. It's expensive, but am guessing it'll perform well.
Voltaic Burst - (4) - Not something that Shaman really needs right now. It's worse then Shooting Star because of the overload and lacks the benefit from + spell power. It's value goes up a bit in more board buff type drafts where you can stick a buff and rush into a trade.
Storm Chaser - (4) - Shaman doesn't have many 5+ mana cost spells right now and having to draft one, then being able to draw it after playing this card is a bit too conditional to make this card "good"
Replicating Menace - (3) - A bit weak when played, and needs a couple turns to get value from it. It can be ignored or dealt with relatively easily most of the time. It's an OK card.
Security Rover- (3) - Playable card that has some immediate synergies with the class. The body is ridiculously weak for it's mana, but the spawns are great value. You'll get at least one spawn out of it even if it's killed right away. It's not going to be a high priority pick ever, but in the right situation would be pretty annoying to deal with.
Necrium Blade - (2) - I mean don't get me wrong it's good, but it's just another 3 mana weapon for Rogue. This one is more value oriented and Rogues in general are pretty clogged up with strong 3 mana cards. Still a good card, but feels a bit crowded for turn 3 options at the moment.
Arcane Dynamo - (3) - The stats are pretty poor for 6 mana, but the effect can be powerful in certain classes. If we compare this card to a card like Ethereal Conjurer, this card is pretty bad, but again, depending on which bucket this card ends up in, it might be a suitable pick for decks that need a bit of value or some answers.
Meteorologist - (3) - You'll need to do about 4 damage for this card to break even, that actually seems pretty reasonable. That's putting the 3/3 body and Cinderstorm together in one card as a comparison. Small AOE is pretty uncommon for Mage, so this card could give them that extra bit of flexibility, as well as act as extra reach in some situations too.
Void Analyst - (4) - The body isn't that good and the effect doesn't really make up for it. As a battlecry it'll be much stronger.
Galvanizer - (4) - Very deck dependent and hand dependent. Overall it's just not consistent enough to be worth drafting often.
Dyn-o-matic - (3) - Almost a strictly worse Madder Bomber. The body is worse, and the Mech exception is mostly negligible. It's still small AOE for Warrior which is always welcomed, so it'll find a spot in some drafts even if it's very average.
Tending Tauren - (2) - Slightly expensive for the Power of the Wild effect, but the 7/8 stats split over 3 bodies is a very nice option. Overall, the flexibility is quite nice both for lethal setups or board presence.
Astral Rift - (2) - 2 for 1 value card that seems pretty good. The RNG is kind of insane, but regardless it'll probably be fine in most situations.
Extra Arms - (2) - Priests with buffs are really scary, the fact that this provides an additional card makes this even scarier for snowballing a board lead. A bit too similar to the Elixir cards for Priest though, but still a solid choice given that it's in one of the lower buckets compared to the Unidentified Elixir
Test Subject - (5) - A value card, but hardly will this work out. It's suppose to be a late game play for value with buffs, but Priest isn't really lacking late game options, and this one is more of a combo piece more then anything.
Nethersoul Buster - (3) - Feels like it can be okay given that Warlock has plenty of activators now. It's comparable to Duskbat and coincidentally in the same bucket. We most likely won't see it very often given that there are much better cards in the same bucket.
Soul Infusion - (4) - Actually could be OK - especially if the minion is a future play anyways. Lower bucket with Possessed Lackey, but there's also much better cards like Pterrordax and Demonfire as well.
Spark Drill - (4) - It's removal at least ? Really expensive card that doesn't provide much value. You can argue that the Sparks returned can help you get Magnetic synergy off or help you continue trading in some spots, but it's so damn expensive I just don't think it's worth it.
Unpowered Mauler - (4) - Almost unplayable, but the sturdy body and mech tag makes it a good target for taunt buffs, or heavy spell decks. It's useful in the early game at least for 1 or 2 attacks, but it's pretty bad. Bottom bucket card, so you might HAVE to take it once in a while.
Spark Engine - (4) - Generally pretty board. The 1/1 Spark is the value card here, but not sure if it's worth the initial 2 mana 2/1 investment.
Biology Project - (5) - This card is probably best compared to Innervate. It's worse on almost every level though. Playing this from turns 1-8 you net +1 mana crystal (like Innervate). By playing this on turns 9-10, you net nothing. Then we have to factor in that your opponent will unlock 2 empty crystals first to use against you, makes this seem like a pretty bad deal relative to Innervate. The card is pretty much unplayable in Arena.
Wargear - (2) - It's a 5/5 for 5 very often which is average. The buff is borderline game ending if you stick it early, but i'm a bit reserved on the rating until we see a bit more playable early mechs.
Upgradeable Framebot - (3) - It's an abnormal stat line for a 2 drop but it's quite durable and definitely valued higher in more magnetic themed decks. Most likely would take a 3/2 or a 2/3 over this stat line, if given the choice though.
Landscaping - (2) - Solid 3 mana card for Druid consider they don't really have that power 3 drop in their class cards right now. You could say Crypt Lord I guess, but not really. I'm not sure if I would take this card over something like Tar Creeper, but it's quite nice. The split bodies is more often worse then a single 4/4 body, so the card is good but not premium.
Autodefense Matrix - (2) - This seems pretty good. Protecting your board from any attack for Paladin is really beneficial to the classes game plan. I think this card will be extremely frustrating to play against.
Dead Ringer - (3) - A slightly worse Loot Hoarder, trading the draw consistency for mech tag and some tutoring ability for specific Deathrattle minions. Could work out in the right deck.
Faithful Lumi - (4) - 1/1 for 1 mana generally are pretty bad if you can't get value from them after playing them on turn 1. Could have some use in specific drafts, but overall it's going to be pretty bad.
Lab Recruiter - (3) - Pretty solid 2 drop that gives Rogue some protection against Fatigue and gives draw options like Elven Minstrel and Cursed Castaway some more targets to pull. The effect is most likely no harm to you and you can control when you play this.
Demonic Project - (5) - Way too inconsistent, and potential game losing for you. Paying 2 mana to do this doesn't make much sense.
Gloop Sprayer - (1) - This card is a bit ridiculous in terms of value and board impact. It's roughly as good as cards like Grimestreet Protector, Menagerie Warden, and other strong board centric win more cards. The issue with this card is that it's not playable as a 4/4 for 8 mana alone, while the mentioned cards can be in a pinch. However, the impact of copying one OR two minions immediately turns a close game into a blow out. The 4/4 body is worth about 3.5 mana, so copying another 4/4 you'll at least getting a playable 8 mana card, more then likely it won't be too difficult to do that. Its basically a friendly Faceless Manipulator and a 3 mana 4/4 rolled into one card, at the very least. Copying a single turn 7 Volcanosaur or coining on turn 7 and copying a Bone Drake is a huge tempo swing. Any large minion copy and this thing oozes value. It should find it's home in most druid drafts as a late game finisher.
Eternium Rover - (3) - A worse Armorsmith for 1 mana, It's not bad, and it's a mech, but armor is relatively worthless in the early game. With that said, this card has some late game play ability so it's playable for a +2 or more heal in the late game.
Cosmic Anomaly - (2) - Spell damage minions are always a premium in hearthstone because of how powerful their effects can be. There's a lot to like about this card. The 4/3 body gives up some stats for the ability, but at least the stat distribution can fight against other 4 drops. The elemental tag also is useful in the Mage class. Finally the +2 damage is very generous offering for a card that is relatively cheap, and generally can be played on curve. The card does need some spell support, but it's pretty strong.
Shooting Star - (4) - 2 damage split across adjacent minions only does not feel impactful enough to warrant a spot in a draft unless you really need a ping. I'd probably take Arcane Missiles over this card, and for sure take Breath of Sindragosa.
Bull Dozer - (3) - Big strong minion, but no immediate impact for 9 mana feels bad. I am also forecasting a faster meta coming up, so this card might be a trap card. Also - E.M.P. Operative says hello.
Damaged Stegotron - (3) - Consider this an Injured Blademaster. The body is not terrible for the mana, it's a mech, and can be cheated out in tricky ways as a 5/12. It's better in decks with access to heals obviously.
Rusty Recycler - (4) - The stats are on the weaker side for 5 mana, and although you are giving up stats for the tauntand lifesteal, it doesn't feel like it's enough to make this card good. It's obviously a strong target to land some magnetic buffs on, so it'll be a consideration with those types of drafts.
Piloted Reaper - (4) - More like Piloted Crap. The likelihood of this triggering when you have a 2 drop in hand is way to inconsistent to give it the "Piloted" tag.
Steel Rager - (3) - Seems fine. 4 mana 5 damage removal, and it's a mech for occasional Magnetic buffs.
Coppertail Imposter - (3) - Mini Stranglethorn Tiger, although having the 4 health on turn 4 is probably slightly worse then the Tiger's 5 health on turn 5. Also the Battlecry makes it slightly worse since the stealth won't trigger if it's cheated out somehow unlike the Tiger.
Explodinator - (4) - The body on this card is just not capable to fight off much on turn 4. The battlecry bombs can be useful, but don't necessarily impact the board enough to warrant the understats on the body. It's a Magnetic synergy card so it might fit in some aggressive drafts.
Bronze Gatekeeper - (3) - As a 3 drop it's below average, but the Magnetic mechanic is where this shines. The cost investment for to have the ability to create a large taunt minion is probably worth taking in some drafts.
Electrowright - (3) - A standard 3/3 for 3, with a solid occasional upside, moreso in certain classes (Mage, Priest, Druid). The problem with this card is that it gives away information to your opponent which is potentially very devastating. In some classes the 5+ mana spell is very easy to decipher (ex. Shaman), whereas classes like Priest might be able to mask their card range a bit better.
Kaboom Bot - (3) - Nice solid card although much worse then Spider Bomb. I like Volatile Elemental over this since the damage potential is similar for 1 less mana. They are obviously very similar but the biggest difference is that Kaboom Bot is in a higher tier bucket then Volatile Elemental which makes the elemental that much more attractive.
Microtech Controller - (3) - 4/3 stats over 3 bodies for 3 mana. I mean it's FAIR, but most of the time it's probably worse then a single 4/3. I'll attribute some value to the 2x mech bodies for Magnetic purposes so this card is still on the average scale.
Spring Rocket - (2) - Removal and a body together. Can be reach in a pinch and also a mech. Nice solid card here, nothing fancy.
Brainstormer - (4) - Very unlikely to be anything more then a 3/4. Hard minion to play on curve and expect a good battlecry result since you'll be most likely taking minions in your mulligan instead of spells.
Whirliglider - (4) - The value is in the Bomb as a target for Magnetic buffs. Not sure if this is worth the trouble.
Cloakscale Chemist - (4) - Too bad this card wasn't a 2/1 instead of a 1/2. The abilities are good value, but the stat distribution is pretty bad. Might work in some buff drafts, but I'd stay away.
Toxicologist - (4) - Below average in over half the classes. Average in Rogue and potentially Warrior.
Mecharoo - (3) - It's basically an Argent Squire, better in some situations and worse in others. It's also a mech which has some value here as well. Probably not too bad of a 1-drop to be fair.
Skaterbot - (3) - It's a 1 mana ping, or a +1/+1 and RUSH buff to another Mech. Seems flexible and is a relatively small investment for a potentially big impact effect.
Doubling Imp - (2) - It's a demon, and now Warlock has hand synergies. 4/4 split over 2 for 3 mana is fine, but the buffs into a battlecry copy can be really back breaking in the early game. I don't mind this card with the proper support, even without support, it's still fine.
Spirit Bomb - (3) - A 2 mana Shadow Bolt that wrecks face for 4 damage feels awfully punishing. It's still removal, but at times you won't be able to use it at all. It's no Soulfire, but if your deck is lacking spot removal, this is useful in a pinch. The damage synergy is there too which may be more valuable depending on your deck.
Weapons Project - (2) - This card seems solid - You get the weapon synergy, initiative, and the armor synergy right away in a class that can maximize the benefits. It synergizes with Lesser Mithril Spellstone most importantly. It's bucket might keep it from showing up at all though since there is solid competition in the same bucket such as Tar Lord and Festerood Hulk.
Rocket Boots - (3) - 2 mana cycle and Rush seems okay with occasional greatness.
Topsy Turvy - (3) - Obviously a useful card for a trade up or lethal push, but would be considered a smaller card, so taking one of this is okay, but beyond that it's probably too inconsistent.
Crazed Chemist - (2) - Really like this card. This card makes Rogue even more dangerous, given that they have a Cold Blood on a stick now. Its in one of the lower buckets as well, so it's likely to see a bit more play.
Violet Haze - (2) - Generally fine value card. Deathrattle cards probably have a bit more value then your random card, so I think could be potentially better then other 3 mana draw 2 type cards.
Elementary Reaction - (2) - 2 mana cycle or 2 mana Mimic Pod. The condition is relatively easy to meet for Shaman, so this card will probably perform well. Especially helpful since Shaman lacks draw mechanics.
Beakered Lightning - (4) - I don't think this card is very good, it's a Whirlwind that taxes you 2 on your next turn. Really punishing small AOE. Also affects your own board which is not a beneficial thing most of the time for Shaman. It's in the lowest bucket so we might be forced to take it at times.
Mechano-Egg - (3) - A 5 mana 0/5 that is out of range of most AOE's is pretty damn bad. With that said - it's saving grace is that it's in the Paladin class which has access to plenty of buffs. The 8/8 deathrattle is a nice threat, and since both the egg and Robosaur are mechs you'll be seeing a lot of Magnetic shenanigans.
Glow-Tron - (2) - As far as 1 drops go, I think this one is very good. Solid stats and the added effect of being a Mech and being a buff give this a lot of flexibility early or late game.
Research Project - (4) - Not a huge fan of this card, but I can see this working out for Mage. The likelihood that a Mage can dig for an answer in the late game is much higher then some of the other classes I feel, so this card will have it's place. Although if you really think about it, it's pretty much a worse Coldlight Oracle which makes me rethink my (4) rating. It's in the worst bucket so we'll see it up against some trash cards.
Bomb Toss - (2) - Solid card that can deal face damage, as well as develop a 0/2 (2 face damage incoming) mech. The mech is useful for Magnetic buffs as well. Overall seems like a good small removal or reach.
Secret Plan - (3) - It's less value then the other class Discover cards on average, but for Hunter, they can make use of the secret synergy occasionally. It's in the lower buckets, so it gives you a shot at the premium secrets without using up a premium pick.
Stargazer Luna Rating 2(Good): It's an interesting mechanic and I think it has a lot of potential for abuse in Constructed. In Arena, I still think it's going to be good and should be able to grant you some card advantage if it survives for a turn.
Stargazer Luna (3): im actually on a fence with this card, it is a card draw engine after all, but it might be relatively draft dependant. Cant rly expect it to live for a turn. It kinda looks similar to Timeline Witness in power level, if it does survive, but at least in the early game, i think it is much weaker, since you cannot be sure you will be even able to play the right-most card or that it would be the best play. There r certainly better legendaries, there r worse ones too, i guess it will depend on to which power level bucket will this card fall into.