Menacing Nimbus Rating 2(Good): Card generation is great, especially when combined with a decent two-drop. It will be fun to see how often this minion creates copies of itself!
I missed the start of the party, but here I am now doing my favorite thing on this forum (ofcourse your comments, good or bad are appreciated). And I am gonna say right now, even tho we only know 1 project card and a few other cards, who is willing to bet that all project cards will be undesirable? Maybe if we get a mage project that does damage to both players it could work as a finisher or something like that, but still...
Remember kids, greed is good in arena. Unless you get a big bonus for giving something to your opponent (like Hungry Ettin ), you don't want to give any resource (whether health, minions etc.).
Anyway, on to the card.
Menacing Nimbus - 2 - A more than resaonable statline for ''drawing'' a card and being able to activate elemental synergies with the card you just got? Yea that is really nice. The only reason I am giving this a 2 (it's still a golden 2) and not a 1 is the fact that there are a few stinker elementals you don't really want, and you already kinda need some other elemental synergies, since this guy alone won't cut it (atleast if you plan on playing him on curve).
We sure are getting more than a fair shair of leaked cards before the offical reveals.
As a heads up, I can easily see myself add (or take it away on this forum) a point on the cards with the magnetic text, atleast for the duration of the expansion (with each new expansion it will be harder to take advantage of it unless they add a considerable ammount of mechs). Rating these cards is a bit tricky since in the right deck they can be a standalone minnion or a buff spell (that can add more than just pure stats).
The general rule in arena though is that you must first and foremost judge a card on how good it can stand on it's own, unless the synergies are really easy to pull off and you can get enough cards. So I will judge minions with the magnetic ability the same way
WARRIOR
Beryllium Nullifier - 3.5 - This is a great example of how tricky it can be to properly evaluate the magnetic card(s) (especially since we don't know the majority of other cards). As a minion it can be a bit annoying for your opponent to deal with, but it doesn't have enough attack to be a significant threat. If you buff another mech though, it can become a nightmare. Even if it doesn't have allot of attack to begin with, +3 will most likely be enough to turn it into a decent beater. And since it gets +8 health and becomes untargetable it will stick on the board for a while.
NEUTRAL
Wargear - 3 - a 5/5 for 5 mana is fine enough in arena. And the fact it can also be a buffed up Blessing of Kings is also nice. Though again, the fact you can only buff a few select minions does hurt it quite a bit.
Upgradeable Framebot - 3.5 - At first I wanted to give this a 4, but when I thought about it, a 1/5 on turn 2 can be pretty annoying to deal with, and he can also be a nice health boost in the right circumstance.
Zilliax - 2 - Now this is more like it. As a standalone minion he is pretty good, since he can trade, stay alive, heal you a bit, and then taunt. And if you buff another mech, even if doesn't benefit from rush you still give it some nice stats and survivability (and you get some nice heals). Member Seal of Champions? It was a really nice card for arena, and now it also gives some extra health to the minion and to you.
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.
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.
Wargear (2): good body for its cost, versatility via Magnetic keyword and just a solid foundation for other Magnetic minions, very good card.
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.
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).
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.
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.
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).
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.
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.
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.
Annoy-o-Module - 2.5 - For a extra mana you get a guaranteed Lone Champion which is nice, or you can turn it into a really nice buff. +2 attack is fine, +4 health is really nice, and having divine shield and taunt means it will most likely trade with a minion and then protect your other ones or your face with the taunt.
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.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
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.
Supercollider - 2.5 - There are quite allot of ways for this card to underperform, but let's think about some possible scenarios: Say you would have any other weapon equiped and your opponent has a big minion that you cannot kill and a smaller one you can kill. Now normaly you would swing and kill the smaller creature and the bigger one is completely fine. With this card you attack the smaller creature and it dies to the bigger one, plus the big creature takes some damage it otherwise woudn't. Even better if there are two big creatures on the board that don't have tons of health, you get a 2 for 1 swing trade.
Like I said, there are also bad scenarios like you opponent having high health, low attack creatures, and the fact you can't control which neighbor it attacks is also a detriment (though now you will also need to be careful how you position your creatures against a warrior heh), but like with Mad Bomber, a good player will always try to work the RNG the best he can in his favor.
DRUID
Flobbidinous Floop - 1.5 - Sure, he is understatted, and you need to maybe alter your moves a bit for the best benefit, but this guy offers allot of options and possibilites. Getting a late turn minion's (or even a small minion) battlecry or deathrattle or any other good ability for 4 mana can be game changing.
NEUTRAL
Whizbang the Wonderful - 3 - I will be the cautious guy here and give this a safe rating of 3, though I am more on the negative side. While he can improve your deck he can also make it worse and you generaly want to build a good (or atleast viable) deck anyway. Sure, this is arena we're talking about, but cards that improve things you don't want to have to begin with are almost never good. Atleast the stats are good.
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.
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.
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.
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.
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.
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.
Rollback Post to RevisionRollBack
"To build or destroy...only you decide which joy." - Last Crack
Flobbidinous Floop (3): this can make for some crazy value plays, but in the end it will probably end up as a naked 3/4 for 4 most of the time.
Whizbang the Wonderful (1): literally playing a constructed deck in an arena, yeah, lets not.
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.
Dendrologist (3): vanilla 2-drop 90% of the time, which is fine.
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.
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.
Annoy-o-Module - (2) - It's a smaller Psych-o-Tron that can act as an insane buff. Not the best stat line for a 4 drop, but would require a couple hits to take down.
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.
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.
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.
Mulchmuncher - (2) - It's over costed by about 1 mana. It would have been a (3), but luckily Landscaping exists.
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.
Actually, it's been confirmed that this works like Sudden Betrayal and Misdirection do, i.e. both the betraying minion and the betrayed minion will deal damage to themselves.
Yeah, sorry, i probably didnt explain what was trying to say properly. I meant it is hard enough to find a good use for a removal like that once, let alone three times.
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.
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.
Dead Ringer (3): draft dependant, basically a focused loot hoarder, Mech tag on its own will have value as well.
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.
Faithful Lumi (4): again, draft dependant. With couple of mechs the value spikes, obviously.
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!
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.
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.
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.
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).
Reckless Experimenter - 3.5 - So, I have misread the effect of the card and thought it is completely awful. But now that I have been corrected I will give a ok score. You probably won't use the effect all that much, but the body is fine enough.
Dead Ringer - 4 - The value obviously depends on the number of deathrattle minions in your deck. The problem is that unlike some other minions that draw specific cards, this guy is really poor alone. Even if you don't draw a card with Cursed Castaway, it atleast still do some damage. A 2 mana 2/1 won't do much.
WARLOCK
Omega Agent - 2 - Even if you need to play this on curve, a 5 mana 4/5 is not the worst thing to have. Turn 10 though, getting three 4/5 minions and having 5 mana to do something else is very very powerful.
Demonic Project - 4 - There are too many ways this could backfire for you. Best case scenario, you turn a small or useless minion into Voidlord or something, and turning a strong minion in your opponent's hand into a Blood Imp, but the complete opposite can happen. Even if you get a mediocre demon and your opponent gets a bad one, or you both get a good demon you're the one who gives a card and 2 mana for that, so you almost always need the best case scenario to be worth it.
MAGE
Unexpected Results - 3.5 - At first I thought this thing summons 2 random 2 drops and gives them spellpower, what it actualy does though is scale off spellpower (so if you have a minion with +2 spellpower already on the field this will summon 2 minions that cost 4 mana). The big problem is that you will rarely have spell power to combo this thing with, and summoning 2 random 2 drops for 4 mana is too RNG to be worth it.
ROGUE
Lab Recruiter - 3 - You probably won't benefit from the battlecry that much, and rogues don't need 2 drops as much as other classes. Still, vanilla stated 2 drop with a slight upside is still completely fine.
PALADIN
Kangor's Endless Army - 4 - You might still use this while the expansion is fresh, but you will need to draft a fair ammount of mechs ( mostly high cost ones) for it to work, and it will only get worse with time,
Autodefense Matrix - 2 - This can really mess your opponent up. You will need to be careful with having recruits and this (and even then, this can turn into a fun mindgame), but even if your opponent attacks a 3 attack minion, you essentially blocked the minion's attack and dealt 3 damage to it, for 1 mana. And the potential (plus the punish) can be way higher.
NEUTRAL
Faithful Lumi - 5 - Giving a specific minion +1+1 isn't worth it when you can't play this on curve, and even when you can play it, it simply doesn't do enough.
Menacing Nimbus (1): pretty strong card for arena purposes. 2/2 for 2 that gives you a card and triggers elemental synergies? damn.
- Click Here To Join Us On Discord! -
Menacing Nimbus Rating 2(Good): Card generation is great, especially when combined with a decent two-drop. It will be fun to see how often this minion creates copies of itself!
"To build or destroy...only you decide which joy." - Last Crack
I missed the start of the party, but here I am now doing my favorite thing on this forum (ofcourse your comments, good or bad are appreciated). And I am gonna say right now, even tho we only know 1 project card and a few other cards, who is willing to bet that all project cards will be undesirable? Maybe if we get a mage project that does damage to both players it could work as a finisher or something like that, but still...
Remember kids, greed is good in arena. Unless you get a big bonus for giving something to your opponent (like Hungry Ettin ), you don't want to give any resource (whether health, minions etc.).
Anyway, on to the card.
Menacing Nimbus - 2 - A more than resaonable statline for ''drawing'' a card and being able to activate elemental synergies with the card you just got? Yea that is really nice. The only reason I am giving this a 2 (it's still a golden 2) and not a 1 is the fact that there are a few stinker elementals you don't really want, and you already kinda need some other elemental synergies, since this guy alone won't cut it (atleast if you plan on playing him on curve).
We sure are getting more than a fair shair of leaked cards before the offical reveals.
As a heads up, I can easily see myself add (or take it away on this forum) a point on the cards with the magnetic text, atleast for the duration of the expansion (with each new expansion it will be harder to take advantage of it unless they add a considerable ammount of mechs). Rating these cards is a bit tricky since in the right deck they can be a standalone minnion or a buff spell (that can add more than just pure stats).
The general rule in arena though is that you must first and foremost judge a card on how good it can stand on it's own, unless the synergies are really easy to pull off and you can get enough cards. So I will judge minions with the magnetic ability the same way
WARRIOR
Beryllium Nullifier - 3.5 - This is a great example of how tricky it can be to properly evaluate the magnetic card(s) (especially since we don't know the majority of other cards). As a minion it can be a bit annoying for your opponent to deal with, but it doesn't have enough attack to be a significant threat. If you buff another mech though, it can become a nightmare. Even if it doesn't have allot of attack to begin with, +3 will most likely be enough to turn it into a decent beater. And since it gets +8 health and becomes untargetable it will stick on the board for a while.
NEUTRAL
Wargear - 3 - a 5/5 for 5 mana is fine enough in arena. And the fact it can also be a buffed up Blessing of Kings is also nice. Though again, the fact you can only buff a few select minions does hurt it quite a bit.
Upgradeable Framebot - 3.5 - At first I wanted to give this a 4, but when I thought about it, a 1/5 on turn 2 can be pretty annoying to deal with, and he can also be a nice health boost in the right circumstance.
Zilliax - 2 - Now this is more like it. As a standalone minion he is pretty good, since he can trade, stay alive, heal you a bit, and then taunt. And if you buff another mech, even if doesn't benefit from rush you still give it some nice stats and survivability (and you get some nice heals). Member Seal of Champions? It was a really nice card for arena, and now it also gives some extra health to the minion and to you.
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.
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.
Wargear (2): good body for its cost, versatility via Magnetic keyword and just a solid foundation for other Magnetic minions, very good card.
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.
- Click Here To Join Us On Discord! -
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).
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.
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.
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).
"To build or destroy...only you decide which joy." - Last Crack
Menacing Nimbus - (1) - Fair stats and great quality effect. Helps Shaman add cards to their hands which is something they struggle with. The elemental draw will generally produce an above average minion. Low roll examples are Magma Rager, and Cauldron Elemental. High roll examples? There are PLENTY : Fire Elemental, Baron Geddon, Tar Lord, Earth Elemental, Kalimos, Primal Lord, Grumble, Worldshaker, Al'Akir the Windlord, Water Elemental, Lyra the Sunshard, to name a few.
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.
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.
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.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Annoy-o-Module - 2.5 - For a extra mana you get a guaranteed Lone Champion which is nice, or you can turn it into a really nice buff. +2 attack is fine, +4 health is really nice, and having divine shield and taunt means it will most likely trade with a minion and then protect your other ones or your face with the taunt.
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
- Click Here To Join Us On Discord! -
WARRIOR
Supercollider - 2.5 - There are quite allot of ways for this card to underperform, but let's think about some possible scenarios: Say you would have any other weapon equiped and your opponent has a big minion that you cannot kill and a smaller one you can kill. Now normaly you would swing and kill the smaller creature and the bigger one is completely fine. With this card you attack the smaller creature and it dies to the bigger one, plus the big creature takes some damage it otherwise woudn't. Even better if there are two big creatures on the board that don't have tons of health, you get a 2 for 1 swing trade.
Like I said, there are also bad scenarios like you opponent having high health, low attack creatures, and the fact you can't control which neighbor it attacks is also a detriment (though now you will also need to be careful how you position your creatures against a warrior heh), but like with Mad Bomber, a good player will always try to work the RNG the best he can in his favor.
DRUID
Flobbidinous Floop - 1.5 - Sure, he is understatted, and you need to maybe alter your moves a bit for the best benefit, but this guy offers allot of options and possibilites. Getting a late turn minion's (or even a small minion) battlecry or deathrattle or any other good ability for 4 mana can be game changing.
NEUTRAL
Whizbang the Wonderful - 3 - I will be the cautious guy here and give this a safe rating of 3, though I am more on the negative side. While he can improve your deck he can also make it worse and you generaly want to build a good (or atleast viable) deck anyway. Sure, this is arena we're talking about, but cards that improve things you don't want to have to begin with are almost never good. Atleast the stats are good.
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.
Whizbang the Wonderful NOT DRAFTABLE
Rating 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.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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Flobbidinous Floop (3): this can make for some crazy value plays, but in the end it will probably end up as a naked 3/4 for 4 most of the time.
Whizbang the Wonderful (1): literally playing a constructed deck in an arena, yeah, lets not.
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.
Dendrologist (3): vanilla 2-drop 90% of the time, which is fine.
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.
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.
- Click Here To Join Us On Discord! -
UPDATE: According to Peter Whalen's Twitter, Whizbang cannot be drafted.
SOURCE
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
I added the source to your post. Thanks for the heads-up!
"To build or destroy...only you decide which joy." - Last Crack
Annoy-o-Module - (2) - It's a smaller Psych-o-Tron that can act as an insane buff. Not the best stat line for a 4 drop, but would require a couple hits to take down.
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.
Whizbang the Wonderful - (1) - Not in arena.
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.
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.
Mulchmuncher - (2) - It's over costed by about 1 mana. It would have been a (3), but luckily Landscaping exists.
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.
Twitch Arena Stream: https://www.twitch.tv/boozor / Youtube Chanel: https://www.youtube.com/c/boozortv
#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Yeah, sorry, i probably didnt explain what was trying to say properly. I meant it is hard enough to find a good use for a removal like that once, let alone three times.
- Click Here To Join Us On Discord! -
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.
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.
Dead Ringer (3): draft dependant, basically a focused loot hoarder, Mech tag on its own will have value as well.
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.
Faithful Lumi (4): again, draft dependant. With couple of mechs the value spikes, obviously.
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!
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.
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.
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.
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).
Dr. Boom, Mad Genius (1): not drafteable in arena..
- Click Here To Join Us On Discord! -
And here we go.
PRIEST
Reckless Experimenter - 3.5 - So, I have misread the effect of the card and thought it is completely awful. But now that I have been corrected I will give a ok score. You probably won't use the effect all that much, but the body is fine enough.
Dead Ringer - 4 - The value obviously depends on the number of deathrattle minions in your deck. The problem is that unlike some other minions that draw specific cards, this guy is really poor alone. Even if you don't draw a card with Cursed Castaway, it atleast still do some damage. A 2 mana 2/1 won't do much.
WARLOCK
Omega Agent - 2 - Even if you need to play this on curve, a 5 mana 4/5 is not the worst thing to have. Turn 10 though, getting three 4/5 minions and having 5 mana to do something else is very very powerful.
Demonic Project - 4 - There are too many ways this could backfire for you. Best case scenario, you turn a small or useless minion into Voidlord or something, and turning a strong minion in your opponent's hand into a Blood Imp, but the complete opposite can happen. Even if you get a mediocre demon and your opponent gets a bad one, or you both get a good demon you're the one who gives a card and 2 mana for that, so you almost always need the best case scenario to be worth it.
MAGE
Unexpected Results - 3.5 - At first I thought this thing summons 2 random 2 drops and gives them spellpower, what it actualy does though is scale off spellpower (so if you have a minion with +2 spellpower already on the field this will summon 2 minions that cost 4 mana). The big problem is that you will rarely have spell power to combo this thing with, and summoning 2 random 2 drops for 4 mana is too RNG to be worth it.
ROGUE
Lab Recruiter - 3 - You probably won't benefit from the battlecry that much, and rogues don't need 2 drops as much as other classes. Still, vanilla stated 2 drop with a slight upside is still completely fine.
PALADIN
Kangor's Endless Army - 4 - You might still use this while the expansion is fresh, but you will need to draft a fair ammount of mechs ( mostly high cost ones) for it to work, and it will only get worse with time,
Autodefense Matrix - 2 - This can really mess your opponent up. You will need to be careful with having recruits and this (and even then, this can turn into a fun mindgame), but even if your opponent attacks a 3 attack minion, you essentially blocked the minion's attack and dealt 3 damage to it, for 1 mana. And the potential (plus the punish) can be way higher.
NEUTRAL
Faithful Lumi - 5 - Giving a specific minion +1+1 isn't worth it when you can't play this on curve, and even when you can play it, it simply doesn't do enough.
[/card]