Reckless Experimenter - never ever pick - Well hello there. It's been a few expansions since we had a card that could compete (probably even win) with Treachery in its awfulness but here it is. I am already thinking of some decks and combos with this card in constructed. In arena though this is bottom of the barrel. Unless you (for some reason) really want to play the rest of the match with spells only, you will instantly pick a Grimscale Oracle over this (and still be very sad ofcourse).
I think you read it as that ALL your minions die a the end of turn, that is not the case. This card is very much playable for the body alone ;-)
Omega Medic (1): 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 ?:)
Reckless Experimenter - never ever pick - Well hello there. It's been a few expansions since we had a card that could compete (probably even win) with Treachery in its awfulness but here it is. I am already thinking of some decks and combos with this card in constructed. In arena though this is bottom of the barrel. Unless you (for some reason) really want to play the rest of the match with spells only, you will instantly pick a Grimscale Oracle over this (and still be very sad ofcourse).
I think you read it as that ALL your minions die a the end of turn, that is not the case. This card is very much playable for the body alone ;-)
Maybe I have missread the deathrattle, but I am under the impression that any minion you will play dies, after the deathrattle goes off, since it doesn't say until the end of turn. That would be pretty bizzare, but it's not unbelivable for Blizzard to make something like that.
Reckless Experimenter - never ever pick - Well hello there. It's been a few expansions since we had a card that could compete (probably even win) with Treachery in its awfulness but here it is. I am already thinking of some decks and combos with this card in constructed. In arena though this is bottom of the barrel. Unless you (for some reason) really want to play the rest of the match with spells only, you will instantly pick a Grimscale Oracle over this (and still be very sad ofcourse).
I think you read it as that ALL your minions die a the end of turn, that is not the case. This card is very much playable for the body alone ;-)
Maybe I have missread the deathrattle, but I am under the impression that any minion you will play dies, after the deathrattle goes off, since it doesn't say until the end of turn. That would be pretty bizzare, but it's not unbelivable for Blizzard to make something like that.
I didnt understand your confusion at first, now i do. The card itself is not a deathrattle card, meaning the ability is NOT a deathrattle ability, but rather an aura effect. You have to read the card text more carefully. I get that at first glance it does look like a deathrattle effect, but if it were, it would be worded differently, not only for the technical part of "Deathrattle: Minions ...", but also the fact that it would be "for the rest of the game" kind of effect ;-) That being said, it would be an interesting effect to craft a deck around for sure :D
Kangor's Endless Army Rating 4(Poor): This one is really going to be draft dependent, but could possibly go up in value.
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.
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.
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.
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.
Autodefense Matrix Rating 3(Average): It seems like it will be really annoying, but just another Secret to be tested for appropriately.
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!
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.
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.
Reckless Experimenter - never ever pick - Well hello there. It's been a few expansions since we had a card that could compete (probably even win) with Treachery in its awfulness but here it is. I am already thinking of some decks and combos with this card in constructed. In arena though this is bottom of the barrel. Unless you (for some reason) really want to play the rest of the match with spells only, you will instantly pick a Grimscale Oracle over this (and still be very sad ofcourse).
I think you read it as that ALL your minions die a the end of turn, that is not the case. This card is very much playable for the body alone ;-)
Maybe I have missread the deathrattle, but I am under the impression that any minion you will play dies, after the deathrattle goes off, since it doesn't say until the end of turn. That would be pretty bizzare, but it's not unbelivable for Blizzard to make something like that.
Easy to mis-read this one, not many cards have the text printed like this. It should start with the word "all" or similar word to avoid confusion.
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.
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.
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.
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.
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.
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.
Demonic Project - (5) - Way too inconsistent, and potential game losing for you. Paying 2 mana to do this doesn't make much sense.
Unexpected Results - (3) - I don't ever expect this card to be enhanced in Arena, so we are looking at 2x 2 drops for 4 mana. It's fair, but could be disastrous. You'll have to sweat Novice Engineer or Doomsayer rolls, or high roll into a couple Millhouse Manastorm or Succubus. Just a bit too inconsistent to be a great card.
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.
Thank you all for explaining the situation about the experimenter. I have read the card a dozen times over, but never realized the typing... I will adjust the score. As for the other cards
Omega Medic - 2 - The omega effect isn't that spectacular (especially since you're a priest), but it can save your butt, and since you get great stats for the cost, there isn't much to complain about.
Astromancer - 2 - Even if you get a 2/3 out of this, that is still combined 7/8 stats for 7 mana which is perfectly fine. and the potential for more is very high.
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.
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.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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!
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"To build or destroy...only you decide which joy." - Last Crack
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.
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 :(
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.
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.
Emphasis mine. This will be my new name for the card, thank you very much.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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!
Cloning Device - (3) - This is a value card that aims to copy one of the better quality minions from your opponents deck in exchange for 2 mana. The problem is not every deck has insane value cards to offset the 2 mana investment here. Having to pay 2 mana, to take a peak at a couple 2-3-4 drops isn't what i'd have in mind with this card, so it's a bit inconsistent, and definitely not something I'd draft too highly.
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 very good or worth going out of your way for, but could be a late game filler if you really desperately need it.
Blightnozzle Crawler - (2) - The body is 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.
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.
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.
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.
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.
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.
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.
Zerek's Cloning Gallery - 4 - This might just be the poster boy for cards whose value really depends on what other cards you have. But when you are looking at any card, you need to rate the card based on how it will perform on average. And this card probably won't be good on average. It's pointless to say how many minions with good deathrattle or effects you need, since the quality and options that are aviable are huge. You do need to keep in mind though that you are paying 9 mana to fill your board with a combined 7/7 stats, so you will most certainly need some good effects to offset this.
Cloning Device - 2 - Discover is always good to have. And even if you don't get great choices that means your opponent will still need to draw these bad choices. Not a good consolation, but since you can pick the best of the worst, having one of these is pretty good.
MAGE
Celestial Emissary - 4 - I really like spell damage, but you really need to combo this guy with something, you can't really play him on curve and you only get a big benefit if you combo this with a AOE.
ROGUE
Blightnozzle Crawler - 3 - There is just a bit too much work with this card to get it's true potential, but it still is a fine card. Poisonous + rush is a deadly combo no matter how you look at it.
HUNTER
Cybertech Chip - 3 - You need atleast 2 minions for this to be worth it, which is not too hard to acomplish with hunter though you'd really want 3 minions and any more than that is really good, plus the overall quality of mechs is fine enough.
NEUTRAL
Star Aligner - 4 - Honestly, do yourself a favor and just look at this as a vanilla 7 mana 7/7, which isn't good, and if you do manage to activate his battlecry, you can buy yourself an extra drink.
Giggling Inventor - 2 - I was gonna be original but nah, this gives you a nice ammount of bodies which are annoying to get rid off.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
I think you read it as that ALL your minions die a the end of turn, that is not the case. This card is very much playable for the body alone ;-)
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Omega Medic (1): 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 ?:)
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Maybe I have missread the deathrattle, but I am under the impression that any minion you will play dies, after the deathrattle goes off, since it doesn't say until the end of turn. That would be pretty bizzare, but it's not unbelivable for Blizzard to make something like that.
I didnt understand your confusion at first, now i do. The card itself is not a deathrattle card, meaning the ability is NOT a deathrattle ability, but rather an aura effect. You have to read the card text more carefully. I get that at first glance it does look like a deathrattle effect, but if it were, it would be worded differently, not only for the technical part of "Deathrattle: Minions ...", but also the fact that it would be "for the rest of the game" kind of effect ;-) That being said, it would be an interesting effect to craft a deck around for sure :D
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Dr. Boom, Mad Genius NOT DRAFTABLE
Kangor's Endless Army Rating 4(Poor): This one is really going to be draft dependent, but could possibly go up in value.
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.
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.
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.
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.
Autodefense Matrix Rating 3(Average): It seems like it will be really annoying, but just another Secret to be tested for appropriately.
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!
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Easy to mis-read this one, not many cards have the text printed like this. It should start with the word "all" or similar word to avoid confusion.
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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.
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.
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.
Reckless Experimenter - (3) - Good stats for Priest. The ability is tough for me to visualize being useful since you'll need a deathrattle minion that is worth more dead then alive. Some current cards that come to mind are Voodoo Doll, Devilsaur Egg, and Arfus. There's probably some other fringe combos like turn 8, Reckless Experimenter into Coffin Crasher into Obsidian Statue type cheese plays.
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.
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.
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.
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.
Demonic Project - (5) - Way too inconsistent, and potential game losing for you. Paying 2 mana to do this doesn't make much sense.
Unexpected Results - (3) - I don't ever expect this card to be enhanced in Arena, so we are looking at 2x 2 drops for 4 mana. It's fair, but could be disastrous. You'll have to sweat Novice Engineer or Doomsayer rolls, or high roll into a couple Millhouse Manastorm or Succubus. Just a bit too inconsistent to be a great card.
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.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
Thank you all for explaining the situation about the experimenter. I have read the card a dozen times over, but never realized the typing... I will adjust the score. As for the other cards
Omega Medic - 2 - The omega effect isn't that spectacular (especially since you're a priest), but it can save your butt, and since you get great stats for the cost, there isn't much to complain about.
Astromancer - 2 - Even if you get a 2/3 out of this, that is still combined 7/8 stats for 7 mana which is perfectly fine. and the potential for more is very high.
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.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
#2 NA Nov 18, #2 Asia July 19, #2 NA Feb 20, #2 NA June 20
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.
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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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
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!
"To build or destroy...only you decide which joy." - Last Crack
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.
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 :(
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.
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Emphasis mine. This will be my new name for the card, thank you very much.
#gNOmeferatu
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.
"To build or destroy...only you decide which joy." - Last Crack
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!
Cloning Device - (3) - This is a value card that aims to copy one of the better quality minions from your opponents deck in exchange for 2 mana. The problem is not every deck has insane value cards to offset the 2 mana investment here. Having to pay 2 mana, to take a peak at a couple 2-3-4 drops isn't what i'd have in mind with this card, so it's a bit inconsistent, and definitely not something I'd draft too highly.
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 very good or worth going out of your way for, but could be a late game filler if you really desperately need it.
Blightnozzle Crawler - (2) - The body is 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.
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.
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.
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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.
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.
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.
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.
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PRIEST
Zerek's Cloning Gallery - 4 - This might just be the poster boy for cards whose value really depends on what other cards you have. But when you are looking at any card, you need to rate the card based on how it will perform on average. And this card probably won't be good on average. It's pointless to say how many minions with good deathrattle or effects you need, since the quality and options that are aviable are huge. You do need to keep in mind though that you are paying 9 mana to fill your board with a combined 7/7 stats, so you will most certainly need some good effects to offset this.
Cloning Device - 2 - Discover is always good to have. And even if you don't get great choices that means your opponent will still need to draw these bad choices. Not a good consolation, but since you can pick the best of the worst, having one of these is pretty good.
MAGE
Celestial Emissary - 4 - I really like spell damage, but you really need to combo this guy with something, you can't really play him on curve and you only get a big benefit if you combo this with a AOE.
ROGUE
Blightnozzle Crawler - 3 - There is just a bit too much work with this card to get it's true potential, but it still is a fine card. Poisonous + rush is a deadly combo no matter how you look at it.
HUNTER
Cybertech Chip - 3 - You need atleast 2 minions for this to be worth it, which is not too hard to acomplish with hunter though you'd really want 3 minions and any more than that is really good, plus the overall quality of mechs is fine enough.
NEUTRAL
Star Aligner - 4 - Honestly, do yourself a favor and just look at this as a vanilla 7 mana 7/7, which isn't good, and if you do manage to activate his battlecry, you can buy yourself an extra drink.
Giggling Inventor - 2 - I was gonna be original but nah, this gives you a nice ammount of bodies which are annoying to get rid off.
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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