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
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!
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"To build or destroy...only you decide which joy." - Last Crack
Omega Assembly (1): probably first Omega card im not too upset about, warrior can def use some love. That being said, the card is pretty busted as almost all other Omega cards, so yeah, def pick it up when you can.
Gloop Sprayer (4): heavy win more card, can yield some serious value, 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.
First off, I apologize for my lack of proper reading lately. I again missread a card, this time it was Unexpected Results. I thought it summons 2 random 2 cost minions and gives them spell power, while in reality it actually scales from spell power (meaning if you have +2 spell power it will summon 2 random 4 drops. I will again adjust the score...
ROGUE
Pogo-Hopper - 5 - Remember when I said how you should judge a card based on how it performs on average? Well, you will probably smash something when an army of these things will destroy you, but 9 out of 10 times this will just be a 2 mana 1/1, which is obviously really bad.
WARRIOR
Omega Assembly - 1.5 - So far every card that discovers a specific card for 1 mana was atleast playable. Maybe mechs are not the best thing to discover, but like we said a dozen times, being able to discover something bumps it up quite allot, and at late game getting 3 cards for 1 mana is just delicious.
DRUID
Gloop Sprayer - 2.5 - This may seem like a win more card since you need to have a board or atleast a strong enough minion to copy, but I think of this as more of a ''seal the deal'' Sometimes just copying just one extra minion can be enough to win the match, and even copying 2 weaker minions will most likely be worth it.
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.
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"To build or destroy...only you decide which joy." - Last Crack
Crystology Rating 3(Average): I don't think it's terrible, because you can actually pull some useful stuff like Righteous Protector, Stonehill Defender, and Tar Creeper. The value is totally going to depend on what cards you have drafted.
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"To build or destroy...only you decide which joy." - Last Crack
Boommaster Flark Rating 4(Poor): It sounds good initially, but it's going to take up 5 slots on your board and unless you can kill the bombs yourself it's going to be awkward.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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. Just 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.
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.
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.
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.
Mechanical Whelp - (5) - Congrats on becoming the best card for Shadow Madness to target. 6 mana for a 2/2 for a delayed 7/7 is a really bad tempo turn, especially since the 7/7 has no effects on the board and can be ignored. This card joins the likes of Silver Vanguard, Possessed Lackey, and Skelemancer tier cards.
Crystology - 4 - While there are more good 1 attack minions nowadays, this is still too unreliable to draft. You may pick this at the end when you have enough 1 attack minions, but you most certainly don't draft this at the begining.
HUNTER
Boommaster Flark - 4 - The biggest problem with this card is that hunters don't have allot of (good) ways to buff the bombs. They may act as a soft counter to AOE, but there will be too many times when you will just play a 7 mana 5/5 and limit your board to 3 minions.
WARRIOR
Eternium Rover - 4 - A Dire Mole that maybe gives you 4 armor still isn't good enough. it is a mech which is better, but I doubt it will matter all that much. This would be slightly better if it was in another class (I am ofcourse talking about ping classes), but you can't benefit from this all that much as a warrior (in case you need a reminder, this isn't constructed).
NEUTRAL
Mechanical Whelp - 4 - Yes, we can already taste the nervous sweat when playing this against a priest, but even when we won't, this simply isn't a good card. While having a combined 9/9 stats for 6 mana sounds really good, this is only good when you can play it on curve. Playing this on turn 8 means you get a 6 mana 2/2, then you need to wait a turn before attacking (because your opponent certainly won't kill this unless in some very bizzare scenarios), and when you do kill this you need to wait a turn again because the 7/7 also has the summoning sickness. He is a soft AOE counter which is nice, but that ain't enough to bump this thing to a better score.
Mechanical Whelp - (5) - Congrats on becoming the best card for Shadow Madness to target. 6 mana for a 2/2 for a delayed 7/7 is a really bad tempo turn, especially since the 7/7 has no effects on the board and can be ignored. This card joins the likes of Silver Vanguard, Possessed Lackey, and Skelemancer tier cards.
While it certainly isn't a good card, I think you are being a bit too harsh on the little guy by putting him in the same box as the Lackey and others. Compared to them he can atleast do something on his own, and isn't dependent on what specific cards you have in your deck, or in case of skelemancer being completely dependent on what your opponent does.
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.
Fireworks Tech Rating 4(Poor): It's pretty weak on it's own and really needs a specific type of deck to be useful.
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.
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.
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.
Ah thanks for pointing that out, I completely overlooked the crystal.
HUNTER
Fireworks Tech - 5 - Maybe this card can be a bit better once we know the rest of the cards, because right now there are only 3 mechs with deathrattle in the entire game (and one, that being Meat Wagon is complete garbage). But even if we do get a few more deathrattle mechs, this will still be bad, since the stats are awful and there are 2 specific conditions for its battlecry. It is certainly not worth picking for the +1+1
SHAMAN
Eureka! - 4.5 - No, just no. Cards that can be good 10% of the time, 50% below average and 40% awful, are just not worth picking.
NEUTRAL
Goblin Bomb - 5 - To think I was soo harsh on poor Faithful Lumi. I'd pick Lumi over this, any day of the week (Lumi is still bad though)m
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
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.
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.
Goblin Bomb - (5) - It's worse then Leper Gnome other then the mech tribe tag. Pretty bad.
Crystalsmith Kangor Rating 4(Poor): This is pretty disappointing for a Legendary minion. Even though it will still make a decent two-drop, I expected more.
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.
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"To build or destroy...only you decide which joy." - Last Crack
The Boomship - 3.5 - This can save you from a lot of nasty situations, but having 3 minions at turn 9 is sometimes a bit tricky. Sure, if you summon 2 strong minions it's fine, but on average (that word again) this is a bit too hard to pull consistently to rate it any higher. Plus this is a awful topdeck.
ROGUE
Academic Espionage - 3 - I can completely understand those who say this is a bad card, but I honestly think there's allot of potential with this, or atleast enough that it shoudn't be considered a meme card like Deck of Wonders. While you lose quite a bit of tempo, there is a very big chance you will get it back. Since this shuffles 10 cards in your deck you will draw atleast a few of those cards and even a complete mediocre 5/4 minion can be really good when you play it for only 1 mana. So say you're on your turn 6, you play a 5 mana minion and then also play a 5/4 with it. That is a big tempo swing and you still have 9 more (potentialy really good) 1 mana cards.
PALADIN
Crystalsmith Kangor - 4 - Having divine shield is always nice, but you simply won't benefit enough with the healing ability, and 1 attack is more annoying than threatening.
MAGE
Cosmic Anomaly - 3.5 - With a name like that you would think it would be some gigantic monstrosity of death and despair. It's still fine though, since this is probably the best +2 spell damage minion aviable, mostly because you can actually combo pretty well with this thing. And while it is understatted, it can still do some damage. The elemental synergy is also nice.
Shooting Star - 3 - While it does good damage for the mana cost, and like Abusingkel said, you will rarely kill anything with this, so you will need some follow up.
PRIEST
Zerek, Master Cloner - 3.5 - There is a fair chance you can resummon this atleast once, and in that case it more than pays for itself. Ofcourse allot of it depends on the draft, and this isn't strong enough to pick it early.
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
"To build or destroy...only you decide which joy." - Last Crack
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!
"To build or destroy...only you decide which joy." - Last Crack
Omega Assembly (1): probably first Omega card im not too upset about, warrior can def use some love. That being said, the card is pretty busted as almost all other Omega cards, so yeah, def pick it up when you can.
Gloop Sprayer (4): heavy win more card, can yield some serious value, 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.
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First off, I apologize for my lack of proper reading lately. I again missread a card, this time it was Unexpected Results. I thought it summons 2 random 2 cost minions and gives them spell power, while in reality it actually scales from spell power (meaning if you have +2 spell power it will summon 2 random 4 drops. I will again adjust the score...
ROGUE
Pogo-Hopper - 5 - Remember when I said how you should judge a card based on how it performs on average? Well, you will probably smash something when an army of these things will destroy you, but 9 out of 10 times this will just be a 2 mana 1/1, which is obviously really bad.
WARRIOR
Omega Assembly - 1.5 - So far every card that discovers a specific card for 1 mana was atleast playable. Maybe mechs are not the best thing to discover, but like we said a dozen times, being able to discover something bumps it up quite allot, and at late game getting 3 cards for 1 mana is just delicious.
DRUID
Gloop Sprayer - 2.5 - This may seem like a win more card since you need to have a board or atleast a strong enough minion to copy, but I think of this as more of a ''seal the deal'' Sometimes just copying just one extra minion can be enough to win the match, and even copying 2 weaker minions will most likely be worth it.
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.
"To build or destroy...only you decide which joy." - Last Crack
Crystology Rating 3(Average): I don't think it's terrible, because you can actually pull some useful stuff like Righteous Protector, Stonehill Defender, and Tar Creeper. The value is totally going to depend on what cards you have drafted.
"To build or destroy...only you decide which joy." - Last Crack
Boommaster Flark Rating 4(Poor): It sounds good initially, but it's going to take up 5 slots on your board and unless you can kill the bombs yourself it's going to be awkward.
"To build or destroy...only you decide which joy." - Last Crack
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.
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. Just 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.
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.
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.
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.
Mechanical Whelp - (5) - Congrats on becoming the best card for Shadow Madness to target. 6 mana for a 2/2 for a delayed 7/7 is a really bad tempo turn, especially since the 7/7 has no effects on the board and can be ignored. This card joins the likes of Silver Vanguard, Possessed Lackey, and Skelemancer tier cards.
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
PALADIN
Crystology - 4 - While there are more good 1 attack minions nowadays, this is still too unreliable to draft. You may pick this at the end when you have enough 1 attack minions, but you most certainly don't draft this at the begining.
HUNTER
Boommaster Flark - 4 - The biggest problem with this card is that hunters don't have allot of (good) ways to buff the bombs. They may act as a soft counter to AOE, but there will be too many times when you will just play a 7 mana 5/5 and limit your board to 3 minions.
WARRIOR
Eternium Rover - 4 - A Dire Mole that maybe gives you 4 armor still isn't good enough. it is a mech which is better, but I doubt it will matter all that much. This would be slightly better if it was in another class (I am ofcourse talking about ping classes), but you can't benefit from this all that much as a warrior (in case you need a reminder, this isn't constructed).
NEUTRAL
Mechanical Whelp - 4 - Yes, we can already taste the nervous sweat when playing this against a priest, but even when we won't, this simply isn't a good card. While having a combined 9/9 stats for 6 mana sounds really good, this is only good when you can play it on curve. Playing this on turn 8 means you get a 6 mana 2/2, then you need to wait a turn before attacking (because your opponent certainly won't kill this unless in some very bizzare scenarios), and when you do kill this you need to wait a turn again because the 7/7 also has the summoning sickness. He is a soft AOE counter which is nice, but that ain't enough to bump this thing to a better score.
While it certainly isn't a good card, I think you are being a bit too harsh on the little guy by putting him in the same box as the Lackey and others. Compared to them he can atleast do something on his own, and isn't dependent on what specific cards you have in your deck, or in case of skelemancer being completely dependent on what your opponent does.
Can you even pick them up as a normal pick?
We initially thought they were tokens for Boommaster Flark, but they have a rarity gem and should be draftable on their own.
"To build or destroy...only you decide which joy." - Last Crack
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.
Fireworks Tech Rating 4(Poor): It's pretty weak on it's own and really needs a specific type of deck to be useful.
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Ah thanks for pointing that out, I completely overlooked the crystal.
HUNTER
Fireworks Tech - 5 - Maybe this card can be a bit better once we know the rest of the cards, because right now there are only 3 mechs with deathrattle in the entire game (and one, that being Meat Wagon is complete garbage). But even if we do get a few more deathrattle mechs, this will still be bad, since the stats are awful and there are 2 specific conditions for its battlecry. It is certainly not worth picking for the +1+1
SHAMAN
Eureka! - 4.5 - No, just no. Cards that can be good 10% of the time, 50% below average and 40% awful, are just not worth picking.
NEUTRAL
Goblin Bomb - 5 - To think I was soo harsh on poor Faithful Lumi. I'd pick Lumi over this, any day of the week (Lumi is still bad though)m
The Boomship Rating 4(Poor): This seems pretty situational and kills any Battlecry that you may have. No thanks.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
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.
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.
Goblin Bomb - (5) - It's worse then Leper Gnome other then the mech tribe tag. Pretty bad.
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
Crystalsmith Kangor Rating 4(Poor): This is pretty disappointing for a Legendary minion. Even though it will still make a decent two-drop, I expected more.
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.
"To build or destroy...only you decide which joy." - Last Crack
Crystalsmith Kangor Rating 4 (Poor): Worse Shielded Minibot.
Cosmic Anomaly Rating 3 (Average): Can work sometimes, but overall it's not that consistent.
EZ
WARRIOR
The Boomship - 3.5 - This can save you from a lot of nasty situations, but having 3 minions at turn 9 is sometimes a bit tricky. Sure, if you summon 2 strong minions it's fine, but on average (that word again) this is a bit too hard to pull consistently to rate it any higher. Plus this is a awful topdeck.
ROGUE
Academic Espionage - 3 - I can completely understand those who say this is a bad card, but I honestly think there's allot of potential with this, or atleast enough that it shoudn't be considered a meme card like Deck of Wonders. While you lose quite a bit of tempo, there is a very big chance you will get it back. Since this shuffles 10 cards in your deck you will draw atleast a few of those cards and even a complete mediocre 5/4 minion can be really good when you play it for only 1 mana. So say you're on your turn 6, you play a 5 mana minion and then also play a 5/4 with it. That is a big tempo swing and you still have 9 more (potentialy really good) 1 mana cards.
PALADIN
Crystalsmith Kangor - 4 - Having divine shield is always nice, but you simply won't benefit enough with the healing ability, and 1 attack is more annoying than threatening.
MAGE
Cosmic Anomaly - 3.5 - With a name like that you would think it would be some gigantic monstrosity of death and despair. It's still fine though, since this is probably the best +2 spell damage minion aviable, mostly because you can actually combo pretty well with this thing. And while it is understatted, it can still do some damage. The elemental synergy is also nice.
Shooting Star - 3 - While it does good damage for the mana cost, and like Abusingkel said, you will rarely kill anything with this, so you will need some follow up.
PRIEST
Zerek, Master Cloner - 3.5 - There is a fair chance you can resummon this atleast once, and in that case it more than pays for itself. Ofcourse allot of it depends on the draft, and this isn't strong enough to pick it early.