Shrink Ray Rating 4(Poor): It has a huge board impact, but affects you too. It's also so expensive that it doesn't leave you many follow-up options for the same turn. I still think Equality is the choice over this one.
Shooting Star Rating 3(Average): It's similar to Grievous Bite and Mage can easily make up the extra point of damage to the central minion.
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"To build or destroy...only you decide which joy." - Last Crack
Myra Rotspring Rating 3(Average): It's a cool Battlecry, but her stats are really weak for 5-mana, so you're really banking on finding a good Deathrattle minion.
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"To build or destroy...only you decide which joy." - Last Crack
Shrink Ray - 3 - This might be seen as a poor substitution for Equality and while it kinda is, this can still be really good when you don't have said card, or don't have a good follow up. Plus it can disable 2 big minions most other AOE's woudn't be able to.
ROGUE
Myra Rotspring - 2.5 - The stats aren't the best, but getting a card and the potential great deathrattle from the minion, makes this worth it most of the time.
SHAMAN
Voltaic Burst - 2.5 - Remember Living Roots? That was a really good druid card, and while this has a few more drawbacks (overload and not being able to go face) it is still a nice utility card.
DRUID
Juicy Psychmelon - 3.5 - awesome name aside, you generaly don't want to have too many big cost minions , so this will more often than not draw you 2 cards, which isn't great for 4 mana. But the chance of drawing 3 cards is still pretty good.
Cosmic Anomaly - (2) - Spell damage minions are always a premium in hearthstone because of how powerful their effects can be. There's a lot to like about this card. The 4/3 body gives up some stats for the ability, but at least the stat distribution can fight against other 4 drops. The elemental tag also is useful in the Mage class. Finally the +2 damage is very generous offering for a card that is relatively cheap, and generally can be played on curve. The card does need some spell support, but it's pretty strong.
Shooting Star - (4) - 2 damage split across adjacent minions only does not feel impactful enough to warrant a spot in a draft unless you really need a ping. I'd probably take Arcane Missiles over this card, and for sure take Breath of Sindragosa.
Zerek, Master Cloner - (4) - Feels very inconsistent, and generally priest don't have many draftable buffs right now. Often be a 5/5 for 6 mana, which is barely playable.
Shrink Ray - (2) - Effectively a weaker Polymorph on a single minion, or a board flipping spell. It's a pretty powerful large removal and it won't need much to generate value. It has potential to be stronger then Equality since it doesn't require a board to neutralize attacking threats. Think of this like playing Sunkeeper Tarim and trading off the board for board, or you can buff and save your minions while trading giving you board control again. It's expensive, but am guessing it'll perform well.
Myra Rotspring - (2) - Great value card. The stats while poor for 5 mana, are serviceable for trading with it's 4 attack. The discovered deathrattle minion fills your hand, and allows you to choose a deathrattle to suit your current situation. Imagine taking Bone Drake into more Bone Drake into basically your entire late game. Overall the card is as bit slow, but it's a lot of value rolled into 1 card.
Voltaic Burst - (4) - Not something that Shaman really needs right now. It's worse then Shooting Star because of the overload and lacks the benefit from + spell power. It's value goes up a bit in more board buff type drafts where you can stick a buff and rush into a trade.
Juicy Psychmelon - (2) - The value from this card is insane. First you are drawing 4 cards for 4 mana, which is busted value. Secondly, the cards you are drawing are high value cards themselves. The problem is...... you need these card requirements in your deck for this card to get it's full value. It's probably a bit inconsistent since you need the bigger minions drafted, as well as not having already drawn them before playing this. Even so, drawing 3 cards on average with this card would be at minimum, above average value.
Juicy Psychmelon Rating 3(Average): It has insane value IF you've drafted cards with those mana costs and haven't drawn them. It's still probably worth it if you can get at least 3 of them, but it's going to be draft dependent.
Voltaic Burst Rating 3(Average): It's pretty similar to Living Roots with Rush, but I'm not really liking the Overload aspect of it.
Power Word: Replicate Rating 3(Average): You're getting a 5/5 for 5 mana (which is fine), but you've got to have something on the board already or it's useless.
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"To build or destroy...only you decide which joy." - Last Crack
Augmented Elekk Rating 2(Good): The special ability isn't really a factor, but the stat line is the important thing here and it's definitely good for a three-drop.
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"To build or destroy...only you decide which joy." - Last Crack
Power Word: Replicate - 3 - You do need a minion on the board for this to work, but if you manage to copy something with a good (or even decent) deathrattle or effect then this is good value.
ROGUE
Necrium Blade - 2 - I would pick Shadowblade over this, but this is still a really nice card even if you don't trigger a deathrattle. If you do, then it becomes really good.
SHAMAN
Thunderhead - 2 - Decent stats and a very poweful effect (considering you summon minions, you don't even need to trade them, you can use them for a buff up or something else) that you can activate pretty reliably (you will have atleast a few overload cards in majority of your drafts), plus the elemental tag which is the cherry on top.
NEUTRAL
Augmented Elekk - 2 - The stats are good enough to pick this since you will rarely use the effect (and if you can,like FergardStratoavis mentioned, do it on a Fal'dorei Strider and enjoy a almost guaranteed win).
Thunderhead Rating 3(Average): It seems like it will be handy getting rid of leftovers after playing a Lightning Storm, but you will need the Overload cards to generate value. By itself there's not much to talk about, but the stats are alright.
Necrium Blade Rating 2(Good): I think the weapon is good by itself, but only gets better if you manage to have a Deathrattle minion on the board.
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"To build or destroy...only you decide which joy." - Last Crack
Storm Chaser Rating 4(Poor): Currently there are only 4 cards that could be drawn from this and only 2 of them can be played on curve (Bloodlust and Volcano, so it's a pretty situational card and will depend on your draft for consideration.
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"To build or destroy...only you decide which joy." - Last Crack
Replicating Menace Rating 3(Average): It offers 6/4 worth of combine stats, but should be pretty easy to deal with.
Security Rover Rating 3(Average): I have a feeling this is going to be super annoying, especially if you can't kill it in one shot. Depending on the amount of Whirlwind effects in your deck this could see a ton of value.
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"To build or destroy...only you decide which joy." - Last Crack
Power Word: Replicate - (3) - Nothing overly fancy. Usually a generic 5/5 for 5, occasionally a value card, and occasionally a dead card. Seems fair.
Augmented Elekk - (2) - Stat line is strong and has a synergistic tribal tag. The ability isn't that relevant most of the time so take it as a vanilla minion usually.
Necrium Blade - (2) - I mean don't get me wrong it's good, but it's just another 3 mana weapon for Rogue. This one is more value oriented and Rogues in general are pretty clogged up with strong 3 mana cards. Still a good card, but feels a bit crowded for turn 3 options at the moment.
Thunderhead - (2) - The stat line is totally fine, it's an elemental and it has a pretty useful ability. Overload cards are taken pretty frequently and generating 2x 1/1 bodies for "free" that have Rush is a hell of a deal here. The obvious comparable is Unbound Elemental, this card, in my opinion is better then that.
Storm Chaser - (4) - Shaman doesn't have many 5+ mana cost spells right now and having to draft one, then being able to draw it after playing this card is a bit too conditional to make this card "good"
Replicating Menace - (3) - A bit weak when played, and needs a couple turns to get value from it. It can be ignored or dealt with relatively easily most of the time. It's an OK card.
Security Rover- (3) - Playable card that has some immediate synergies with the class. The body is ridiculously weak for it's mana, but the spawns are great value. You'll get at least one spawn out of it even if it's killed right away. It's not going to be a high priority pick ever, but in the right situation would be pretty annoying to deal with.
Mecha'thun - (4) - It's a 10/10 for 10 mana, which is probably on the low end of the playable scale, but it's a mech, and the stats are fair, but not impressive for a 10 mana card. It's deathrattle probably has a near 0% chance of triggering, but it'll be a nice youtube moment when it does.
Necrium Vial - (4) - For 5 mana, the card feels over priced, too dependent on the board state, and requires a solid deathrattle to extract value. There are a couple good targets I can think of, but this is so inconsistent, that I can't see it working out more often then being dead stuck in your hand all game.
Storm Chaser - 3.5 - 90% of the time, you will draw a Volcano from this. And while said card is very common in a shaman deck, the chaser is a bit too unreliable to be really good. The elemental tag does help, since this costs 1 mana less than Servant of Kalimos and plays nicely into the combo.
WARRIOR
Security Rover - 3 - A bit too weak for my taste, but we all know how ''out of hand'' things like this can get, and the fact you get atleast one mech out of this is really nice.
ROGUE
Necrium Vial - 4 - This looks mighty decent at first glance, but when you stop and think about it, you realize the aren't many deathrattles worth activating twice for 5 mana. This works really well with Blightnozzle Crawler, Mechanical Whelp and Replicating Menace (though you do fill the board, making his deathrattle a bit redundant) all of which are in the new expansions, so they will be more aviable at first, and you might pull an awesome heal with Deranged Doctor.
But other than that, there aren't any other great options. Getting 2 dragons from Bone Drake is good though not exactly spectacular, you can get some great value with Devilsaur Egg though that means you would have to pick the egg at the first place and you might do some crazy combos with Corpse Raiser, but that is too unreliable. There are still more cards to be revealed, but I doubt it will change the quality of this card in a significant way.
NEUTRAL
Mecha'thun - 3.5 - So Star Aligner isn't the only new card with a ridicolusly hard to achieve condition. Like with the aligner, treat this as 10 mana 10/10 that might be a bit more every blue moon. Sure it can be a big threat but come on, do you really want a huge vanilla beatstick as a legendary?
Replicating Menace - 3 - I would pick Eggnaper over this, but it is still is a decent and annoying card. And since it has magnetic, it might be even better, atleast for this expansion.
Storm Chaser - 4. A weak body for an effect that, while strong, is likely not going to be seen all that often. So far, new cards notwithstanding, you can draw Volcano, Bloodlust or Lesser Amethyst Spellstone, and while these are strong cards, you need them first.
Mecha'thun Rating 4(Poor): Even though it's large, it's awfully expensive. It will be a rare sight to see the Deathrattleever be a factor, so I don't think it's even a consideration.
The Soularium Rating 3(Average): It's excellent, cheap card draw that comes at a price. You probably wouldn't want to play this until late-game, when you've got 10 mana available, or earlier if you were just desperately searching for answers. Either way it's likely that you're going to discard 1-2 cards, so it's really closer to Tracking for Warlocks.
Dreampetal Florist Rating 3(Average): This has a great effect and could potentially give you big future turns with cheap minions, but it's all situational. Her stats really don't support sacrificing turn 7 for a big turn 8.
E.M.P. Operative Rating 4(Poor): Without knowing the buckets for card selection, this one is a little difficult to evaluate. I think for the first couple of weeks when Boomsday has a higher offering rate this may go up in value, but 5 mana is a lot to invest in a 3/3 minion if you don't get to use its Battlecry against anything.
Necrium Vial Rating 4(Poor): This will be highly dependent on what you've drafted, but most of the time you may not have a target to use it on.
Arcane Dynamo Rating 3(Average): The stats are terrible for 6 mana, but you're basically sacrificing the turn to dig for some mass removal.
Meteorologist Rating 4(Poor): Depending on when you play this minion it could be a slightly better Arcane Missiles or even worse. Either way, the stats are not great for turn 6.
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"To build or destroy...only you decide which joy." - Last Crack
Void Analyst Rating 3(Average): I think it's fine for a two-drop, but no guarantee that you'll buff anything in your hand. It certainly goes up in value if you've drafted a demon-heavy deck.
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"To build or destroy...only you decide which joy." - Last Crack
Dreampetal Florist - (3) - The tempo created from playing a huge minion for basically free is hard for an opponent to overcome. The problem is having a suitable minion in your hand to benefit from the buff. For Druid it shouldn't be too hard, and fits into their theme. The ability is also a reoccurring effect so this minion is pretty much a 4/4 with pseudo taunt.
The Soularium - (1) - Not sure if i'd take this card over some of Warlock's true powerhouse cards like Despicable Dreadlord or the new Omega Agent, but it's a really solid card. The draw 3 can dig for answers, or refill your hand / board with minions right away for cheap. It'll fit in almost any deck type, but it's pick frequency will depend heavily on which bucket it ends up in.
Arcane Dynamo - (3) - The stats are pretty poor for 6 mana, but the effect can be powerful in certain classes. If we compare this card to a card like Ethereal Conjurer, this card is pretty bad, but again, depending on which bucket this card ends up in, it might be a suitable pick for decks that need a bit of value or some answers.
E.M.P. Operative - (3) - These tech cards are getting out of hand. At least this one penalizes the player for drafting it since it's hardly playable as a 3/3 for 5 mana, so you'll have to kill a mech to make it worthwhile. With that said, killing almost any mech makes it worth it already. Almost guaranteed to see play, and guaranteed to make you salty.
Meteorologist - (3) - You'll need to do about 4 damage for this card to break even, that actually seems pretty reasonable. That's putting the 3/3 body and Cinderstorm together in one card as a comparison. Small AOE is pretty uncommon for Mage, so this card could give them that extra bit of flexibility, as well as act as extra reach in some situations too.
Omega Mind - (2) - Personally I think the effect is pretty good, although it's probably the weakest Omega card. It can heal you for a ton instantly which can win you the game right away. The problem is that it's a 2 mana card and you'll often have to decide to play it for tempo versus value, so it might never reach the 10 mana mark. Overall, it's a small flexibility investment for a potential game changing effect.
Void Analyst - (4) - The body isn't that good and the effect doesn't really make up for it. As a battlecry it'll be much stronger.
Seaforium Bomber - (2) - The Bomb card might be relevant in some games and technically means free damage to the face. I'd probably guess it's somewhere around 50/50 that the bomb gets pulled considering all games. I think that's pretty reasonable % for this type of effect if the meta is slower and more value oriented.
Luna's Pocket Galaxy - (3) - Let's compare this to the obvious comparison of Jungle Giants, the Druid quest card. For 6 mana, and the condition of playing 5x 5 attack minions, you can have an 8/8, and all minions in your deck reduced to zero. Luna's Pocket Galaxy at 7 mana, negates the condition of playing 5x 5 attack minions in exchange for an 8/8 and 1 less reduction. LPG doesn't rely on draw luck like Jungle Giants and is triggered right away. What holds the card back a bit is that it's in class without many good big class minions and requires a way to consistently refill your hand with draw cards to get the most out of this card. Cards like Book of Specters and Aluneth would shine in this situation, but drafting them together is another story. While the effect I feel is insanely powerful, it will be hard to make use of it. To clarify, the class is drafted as tempo oriented/small with burn to finish, or heavy spell oriented control. LPG doesn't fit into either of those play styles which makes it hard to utilize unless you draft it early, and cater around it. With that said, I feel you can still shoe horn it into any Mage deck as long as you have sufficient amounts of draw to get maximum value from the reduction. Downgraded to (3) - I just can't seeing myself take this card over the true premium cards in mage like Meteor, Flamestrike, etc.
Luna's Pocket Galaxy - 1.5 - The idea of spending 7 mana for no immediate effect might put off some people, but you are almost guaranteed to get your investment back and even more. Mages don't exactly have allot of big minions but if we learned something from Corridor Creeper is that putting out even a mid size threat for next to nothing can be a game changer, and now you have a dozen of those threats.
Meteorologist - 4 - As we know, mages can and do have a decently sized hand. most of the time. Still though, you need 5 cards for this to be really worth it, and while that might not be hard to achieve it still isn't consistent enough.
WARLOCK
The Soularium - 3 - You can play this in the earlier stages of the game, to search for an answer, but you really want to play it when you have almost all of your mana crystals. You probably won't be able to play all of the cards, which kinda sucks.
Void Analyst - 3. - Demons are in that weird middle spot where you can't say there aren't enough of them, but at the same time you also cannot say there is truly enough of them. If this buffs 2 demons then it is worth it, so you really need to keep an eye on how many demons you have.
SHAMAN
Omega Mind - 2.5 - It can save you in some situations, though compared to other omega cards, this effect won't always be aviable to you. But since you can play this on curve and it has fine stats, it can be a worthy pick.
DRUID
Dreampetal Florist - 2 - Weren't we just talking about how good a minion is when it costs nothing even if it isn't all that huge? Ofcourse there is always the risk of this thing hitting a 2 cost minion, but the potential for allot more is there.
NEUTRAL
Seaforium Bomber - 3 - The stats are fine, half of the time you probably won't even trigger the bomb. Even when you do, 5 damage to the face ain't all that amazing.
E.M.P. Operative - 4 - This might be more useful for the first couple of weeks, but even then, unless mechs will be a big threat (they might be pretty good, but not exactly a huge threat) this won't be a good one.
Arcane Dynamo - 3 - While it does somewhat depend on what class you have, I think that all classes have some good spells for 5 or more mana. Heck, some classes have so few of them, like rogue for example you are almost guaranteed an Assassinate. The body is weak, and another big con is that you cannot play the discovered spell on the same turn you play this, but considering you discover a big spell, I think this is worth it.
Thought I'd pop back in, mainly to complain about something I'm sure! For now it's The Soularium - Card is absolutely insane and I can't believe people are putting it as low as a 3. It's 1 mana draw 3! THREE! Even if you only play 2 of them (likely since this is obviously meant to be played late game) then it's 1 mana draw 2 which is incredible, and the discard is irrelevant so. I mean, Tracking is a good card right, it's probably a 2-3 and this is a Tracking that's pretty much universally better.
Zerek, Master Cloner Rating 3(Average): I could see this being annoying, but no more so than if someone played Eternal Servitude.
Shrink Ray Rating 4(Poor): It has a huge board impact, but affects you too. It's also so expensive that it doesn't leave you many follow-up options for the same turn. I still think Equality is the choice over this one.
Shooting Star Rating 3(Average): It's similar to Grievous Bite and Mage can easily make up the extra point of damage to the central minion.
"To build or destroy...only you decide which joy." - Last Crack
Myra Rotspring Rating 3(Average): It's a cool Battlecry, but her stats are really weak for 5-mana, so you're really banking on finding a good Deathrattle minion.
"To build or destroy...only you decide which joy." - Last Crack
PALADIN
Shrink Ray - 3 - This might be seen as a poor substitution for Equality and while it kinda is, this can still be really good when you don't have said card, or don't have a good follow up. Plus it can disable 2 big minions most other AOE's woudn't be able to.
ROGUE
Myra Rotspring - 2.5 - The stats aren't the best, but getting a card and the potential great deathrattle from the minion, makes this worth it most of the time.
SHAMAN
Voltaic Burst - 2.5 - Remember Living Roots? That was a really good druid card, and while this has a few more drawbacks (overload and not being able to go face) it is still a nice utility card.
DRUID
Juicy Psychmelon - 3.5 - awesome name aside, you generaly don't want to have too many big cost minions , so this will more often than not draw you 2 cards, which isn't great for 4 mana. But the chance of drawing 3 cards is still pretty good.
Cosmic Anomaly - (2) - Spell damage minions are always a premium in hearthstone because of how powerful their effects can be. There's a lot to like about this card. The 4/3 body gives up some stats for the ability, but at least the stat distribution can fight against other 4 drops. The elemental tag also is useful in the Mage class. Finally the +2 damage is very generous offering for a card that is relatively cheap, and generally can be played on curve. The card does need some spell support, but it's pretty strong.
Shooting Star - (4) - 2 damage split across adjacent minions only does not feel impactful enough to warrant a spot in a draft unless you really need a ping. I'd probably take Arcane Missiles over this card, and for sure take Breath of Sindragosa.
Zerek, Master Cloner - (4) - Feels very inconsistent, and generally priest don't have many draftable buffs right now. Often be a 5/5 for 6 mana, which is barely playable.
Shrink Ray - (2) - Effectively a weaker Polymorph on a single minion, or a board flipping spell. It's a pretty powerful large removal and it won't need much to generate value. It has potential to be stronger then Equality since it doesn't require a board to neutralize attacking threats. Think of this like playing Sunkeeper Tarim and trading off the board for board, or you can buff and save your minions while trading giving you board control again. It's expensive, but am guessing it'll perform well.
Myra Rotspring - (2) - Great value card. The stats while poor for 5 mana, are serviceable for trading with it's 4 attack. The discovered deathrattle minion fills your hand, and allows you to choose a deathrattle to suit your current situation. Imagine taking Bone Drake into more Bone Drake into basically your entire late game. Overall the card is as bit slow, but it's a lot of value rolled into 1 card.
Voltaic Burst - (4) - Not something that Shaman really needs right now. It's worse then Shooting Star because of the overload and lacks the benefit from + spell power. It's value goes up a bit in more board buff type drafts where you can stick a buff and rush into a trade.
Juicy Psychmelon - (2) - The value from this card is insane. First you are drawing 4 cards for 4 mana, which is busted value. Secondly, the cards you are drawing are high value cards themselves. The problem is...... you need these card requirements in your deck for this card to get it's full value. It's probably a bit inconsistent since you need the bigger minions drafted, as well as not having already drawn them before playing this. Even so, drawing 3 cards on average with this card would be at minimum, above average value.
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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
Juicy Psychmelon Rating 3(Average): It has insane value IF you've drafted cards with those mana costs and haven't drawn them. It's still probably worth it if you can get at least 3 of them, but it's going to be draft dependent.
Voltaic Burst Rating 3(Average): It's pretty similar to Living Roots with Rush, but I'm not really liking the Overload aspect of it.
"To build or destroy...only you decide which joy." - Last Crack
Power Word: Replicate Rating 3(Average): You're getting a 5/5 for 5 mana (which is fine), but you've got to have something on the board already or it's useless.
"To build or destroy...only you decide which joy." - Last Crack
Augmented Elekk Rating 2(Good): The special ability isn't really a factor, but the stat line is the important thing here and it's definitely good for a three-drop.
"To build or destroy...only you decide which joy." - Last Crack
PRIEST
Power Word: Replicate - 3 - You do need a minion on the board for this to work, but if you manage to copy something with a good (or even decent) deathrattle or effect then this is good value.
ROGUE
Necrium Blade - 2 - I would pick Shadowblade over this, but this is still a really nice card even if you don't trigger a deathrattle. If you do, then it becomes really good.
SHAMAN
Thunderhead - 2 - Decent stats and a very poweful effect (considering you summon minions, you don't even need to trade them, you can use them for a buff up or something else) that you can activate pretty reliably (you will have atleast a few overload cards in majority of your drafts), plus the elemental tag which is the cherry on top.
NEUTRAL
Augmented Elekk - 2 - The stats are good enough to pick this since you will rarely use the effect (and if you can,like FergardStratoavis mentioned, do it on a Fal'dorei Strider and enjoy a almost guaranteed win).
Thunderhead Rating 3(Average): It seems like it will be handy getting rid of leftovers after playing a Lightning Storm, but you will need the Overload cards to generate value. By itself there's not much to talk about, but the stats are alright.
Necrium Blade Rating 2(Good): I think the weapon is good by itself, but only gets better if you manage to have a Deathrattle minion on the board.
"To build or destroy...only you decide which joy." - Last Crack
Storm Chaser Rating 4(Poor): Currently there are only 4 cards that could be drawn from this and only 2 of them can be played on curve (Bloodlust and Volcano, so it's a pretty situational card and will depend on your draft for consideration.
"To build or destroy...only you decide which joy." - Last Crack
Replicating Menace Rating 3(Average): It offers 6/4 worth of combine stats, but should be pretty easy to deal with.
Security Rover Rating 3(Average): I have a feeling this is going to be super annoying, especially if you can't kill it in one shot. Depending on the amount of Whirlwind effects in your deck this could see a ton of value.
"To build or destroy...only you decide which joy." - Last Crack
Power Word: Replicate - (3) - Nothing overly fancy. Usually a generic 5/5 for 5, occasionally a value card, and occasionally a dead card. Seems fair.
Augmented Elekk - (2) - Stat line is strong and has a synergistic tribal tag. The ability isn't that relevant most of the time so take it as a vanilla minion usually.
Necrium Blade - (2) - I mean don't get me wrong it's good, but it's just another 3 mana weapon for Rogue. This one is more value oriented and Rogues in general are pretty clogged up with strong 3 mana cards. Still a good card, but feels a bit crowded for turn 3 options at the moment.
Thunderhead - (2) - The stat line is totally fine, it's an elemental and it has a pretty useful ability. Overload cards are taken pretty frequently and generating 2x 1/1 bodies for "free" that have Rush is a hell of a deal here. The obvious comparable is Unbound Elemental, this card, in my opinion is better then that.
Storm Chaser - (4) - Shaman doesn't have many 5+ mana cost spells right now and having to draft one, then being able to draw it after playing this card is a bit too conditional to make this card "good"
Replicating Menace - (3) - A bit weak when played, and needs a couple turns to get value from it. It can be ignored or dealt with relatively easily most of the time. It's an OK card.
Security Rover- (3) - Playable card that has some immediate synergies with the class. The body is ridiculously weak for it's mana, but the spawns are great value. You'll get at least one spawn out of it even if it's killed right away. It's not going to be a high priority pick ever, but in the right situation would be pretty annoying to deal with.
Mecha'thun - (4) - It's a 10/10 for 10 mana, which is probably on the low end of the playable scale, but it's a mech, and the stats are fair, but not impressive for a 10 mana card. It's deathrattle probably has a near 0% chance of triggering, but it'll be a nice youtube moment when it does.
Necrium Vial - (4) - For 5 mana, the card feels over priced, too dependent on the board state, and requires a solid deathrattle to extract value. There are a couple good targets I can think of, but this is so inconsistent, that I can't see it working out more often then being dead stuck in your hand all game.
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
SHAMAN
Storm Chaser - 3.5 - 90% of the time, you will draw a Volcano from this. And while said card is very common in a shaman deck, the chaser is a bit too unreliable to be really good. The elemental tag does help, since this costs 1 mana less than Servant of Kalimos and plays nicely into the combo.
WARRIOR
Security Rover - 3 - A bit too weak for my taste, but we all know how ''out of hand'' things like this can get, and the fact you get atleast one mech out of this is really nice.
ROGUE
Necrium Vial - 4 - This looks mighty decent at first glance, but when you stop and think about it, you realize the aren't many deathrattles worth activating twice for 5 mana. This works really well with Blightnozzle Crawler, Mechanical Whelp and Replicating Menace (though you do fill the board, making his deathrattle a bit redundant) all of which are in the new expansions, so they will be more aviable at first, and you might pull an awesome heal with Deranged Doctor.
But other than that, there aren't any other great options. Getting 2 dragons from Bone Drake is good though not exactly spectacular, you can get some great value with Devilsaur Egg though that means you would have to pick the egg at the first place and you might do some crazy combos with Corpse Raiser, but that is too unreliable. There are still more cards to be revealed, but I doubt it will change the quality of this card in a significant way.
NEUTRAL
Mecha'thun - 3.5 - So Star Aligner isn't the only new card with a ridicolusly hard to achieve condition. Like with the aligner, treat this as 10 mana 10/10 that might be a bit more every blue moon. Sure it can be a big threat but come on, do you really want a huge vanilla beatstick as a legendary?
Replicating Menace - 3 - I would pick Eggnaper over this, but it is still is a decent and annoying card. And since it has magnetic, it might be even better, atleast for this expansion.
Did you mean Lesser Sapphire Spellstone? The amethyst belongs to warlock.
Mecha'thun Rating 4(Poor): Even though it's large, it's awfully expensive. It will be a rare sight to see the Deathrattleever be a factor, so I don't think it's even a consideration.
The Soularium Rating 3(Average): It's excellent, cheap card draw that comes at a price. You probably wouldn't want to play this until late-game, when you've got 10 mana available, or earlier if you were just desperately searching for answers. Either way it's likely that you're going to discard 1-2 cards, so it's really closer to Tracking for Warlocks.
Dreampetal Florist Rating 3(Average): This has a great effect and could potentially give you big future turns with cheap minions, but it's all situational. Her stats really don't support sacrificing turn 7 for a big turn 8.
E.M.P. Operative Rating 4(Poor): Without knowing the buckets for card selection, this one is a little difficult to evaluate. I think for the first couple of weeks when Boomsday has a higher offering rate this may go up in value, but 5 mana is a lot to invest in a 3/3 minion if you don't get to use its Battlecry against anything.
Necrium Vial Rating 4(Poor): This will be highly dependent on what you've drafted, but most of the time you may not have a target to use it on.
Arcane Dynamo Rating 3(Average): The stats are terrible for 6 mana, but you're basically sacrificing the turn to dig for some mass removal.
Meteorologist Rating 4(Poor): Depending on when you play this minion it could be a slightly better Arcane Missiles or even worse. Either way, the stats are not great for turn 6.
"To build or destroy...only you decide which joy." - Last Crack
Omega Mind Rating 3(Average): It's fine for a two-drop, regardless of the unlikely event that you trigger the Battlecry or not.
"To build or destroy...only you decide which joy." - Last Crack
Void Analyst Rating 3(Average): I think it's fine for a two-drop, but no guarantee that you'll buff anything in your hand. It certainly goes up in value if you've drafted a demon-heavy deck.
"To build or destroy...only you decide which joy." - Last Crack
Dreampetal Florist - (3) - The tempo created from playing a huge minion for basically free is hard for an opponent to overcome. The problem is having a suitable minion in your hand to benefit from the buff. For Druid it shouldn't be too hard, and fits into their theme. The ability is also a reoccurring effect so this minion is pretty much a 4/4 with pseudo taunt.
The Soularium - (1) - Not sure if i'd take this card over some of Warlock's true powerhouse cards like Despicable Dreadlord or the new Omega Agent, but it's a really solid card. The draw 3 can dig for answers, or refill your hand / board with minions right away for cheap. It'll fit in almost any deck type, but it's pick frequency will depend heavily on which bucket it ends up in.
Arcane Dynamo - (3) - The stats are pretty poor for 6 mana, but the effect can be powerful in certain classes. If we compare this card to a card like Ethereal Conjurer, this card is pretty bad, but again, depending on which bucket this card ends up in, it might be a suitable pick for decks that need a bit of value or some answers.
E.M.P. Operative - (3) - These tech cards are getting out of hand. At least this one penalizes the player for drafting it since it's hardly playable as a 3/3 for 5 mana, so you'll have to kill a mech to make it worthwhile. With that said, killing almost any mech makes it worth it already. Almost guaranteed to see play, and guaranteed to make you salty.
Meteorologist - (3) - You'll need to do about 4 damage for this card to break even, that actually seems pretty reasonable. That's putting the 3/3 body and Cinderstorm together in one card as a comparison. Small AOE is pretty uncommon for Mage, so this card could give them that extra bit of flexibility, as well as act as extra reach in some situations too.
Omega Mind - (2) - Personally I think the effect is pretty good, although it's probably the weakest Omega card. It can heal you for a ton instantly which can win you the game right away. The problem is that it's a 2 mana card and you'll often have to decide to play it for tempo versus value, so it might never reach the 10 mana mark. Overall, it's a small flexibility investment for a potential game changing effect.
Void Analyst - (4) - The body isn't that good and the effect doesn't really make up for it. As a battlecry it'll be much stronger.
Seaforium Bomber - (2) - The Bomb card might be relevant in some games and technically means free damage to the face. I'd probably guess it's somewhere around 50/50 that the bomb gets pulled considering all games. I think that's pretty reasonable % for this type of effect if the meta is slower and more value oriented.
Luna's Pocket Galaxy - (3) - Let's compare this to the obvious comparison of Jungle Giants, the Druid quest card. For 6 mana, and the condition of playing 5x 5 attack minions, you can have an 8/8, and all minions in your deck reduced to zero. Luna's Pocket Galaxy at 7 mana, negates the condition of playing 5x 5 attack minions in exchange for an 8/8 and 1 less reduction. LPG doesn't rely on draw luck like Jungle Giants and is triggered right away. What holds the card back a bit is that it's in class without many good big class minions and requires a way to consistently refill your hand with draw cards to get the most out of this card. Cards like Book of Specters and Aluneth would shine in this situation, but drafting them together is another story. While the effect I feel is insanely powerful, it will be hard to make use of it. To clarify, the class is drafted as tempo oriented/small with burn to finish, or heavy spell oriented control. LPG doesn't fit into either of those play styles which makes it hard to utilize unless you draft it early, and cater around it. With that said, I feel you can still shoe horn it into any Mage deck as long as you have sufficient amounts of draw to get maximum value from the reduction. Downgraded to (3) - I just can't seeing myself take this card over the true premium cards in mage like Meteor, Flamestrike, etc.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
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MAGE
Luna's Pocket Galaxy - 1.5 - The idea of spending 7 mana for no immediate effect might put off some people, but you are almost guaranteed to get your investment back and even more. Mages don't exactly have allot of big minions but if we learned something from Corridor Creeper is that putting out even a mid size threat for next to nothing can be a game changer, and now you have a dozen of those threats.
Meteorologist - 4 - As we know, mages can and do have a decently sized hand. most of the time. Still though, you need 5 cards for this to be really worth it, and while that might not be hard to achieve it still isn't consistent enough.
WARLOCK
The Soularium - 3 - You can play this in the earlier stages of the game, to search for an answer, but you really want to play it when you have almost all of your mana crystals. You probably won't be able to play all of the cards, which kinda sucks.
Void Analyst - 3. - Demons are in that weird middle spot where you can't say there aren't enough of them, but at the same time you also cannot say there is truly enough of them. If this buffs 2 demons then it is worth it, so you really need to keep an eye on how many demons you have.
SHAMAN
Omega Mind - 2.5 - It can save you in some situations, though compared to other omega cards, this effect won't always be aviable to you. But since you can play this on curve and it has fine stats, it can be a worthy pick.
DRUID
Dreampetal Florist - 2 - Weren't we just talking about how good a minion is when it costs nothing even if it isn't all that huge? Ofcourse there is always the risk of this thing hitting a 2 cost minion, but the potential for allot more is there.
NEUTRAL
Seaforium Bomber - 3 - The stats are fine, half of the time you probably won't even trigger the bomb. Even when you do, 5 damage to the face ain't all that amazing.
E.M.P. Operative - 4 - This might be more useful for the first couple of weeks, but even then, unless mechs will be a big threat (they might be pretty good, but not exactly a huge threat) this won't be a good one.
Arcane Dynamo - 3 - While it does somewhat depend on what class you have, I think that all classes have some good spells for 5 or more mana. Heck, some classes have so few of them, like rogue for example you are almost guaranteed an Assassinate. The body is weak, and another big con is that you cannot play the discovered spell on the same turn you play this, but considering you discover a big spell, I think this is worth it.
Thought I'd pop back in, mainly to complain about something I'm sure! For now it's The Soularium - Card is absolutely insane and I can't believe people are putting it as low as a 3. It's 1 mana draw 3! THREE! Even if you only play 2 of them (likely since this is obviously meant to be played late game) then it's 1 mana draw 2 which is incredible, and the discard is irrelevant so. I mean, Tracking is a good card right, it's probably a 2-3 and this is a Tracking that's pretty much universally better.