Akali, the Rhino Rating 3(Average): You can get some good value as long as you have additional Rush minions in your deck, otherwise it's a bit on the pricey side.
Bwonsamdi, the Dead Rating 3(Average): I wouldn't count on drawing much from the Battlecry unless you've really filled up on 1-drops for some reason. Regardless, the stats are still fine for the cost.
Captain Hooktusk Rating 4(Poor): The stats are terrible and I can only see this being useful if you've drafted several Pirates for your deck.
Da Undatakah Rating 3(Average): Unless you've got a decent selection of Deathrattle minions I don't think this rates any higher. If you play it without gaining the Battlecry it's mostly 'meh'.
Gonk, the Raptor Rating 3(Average): It has an odd ability that will be tough to use consistently in Arena. The stats are alright otherwise, and it should prove useful simply by being a decent-sized minion.
Gral, the Shark Rating 2(Good): I'm assuming this is a random selection, so that makes it less appealing, but the effect is like getting a buff and card draw in one minion. Silence makes the Shark very, very sad indeed.
Griftah Rating 3(Average): The stats are awesome, but giving your opponent free cards (even random ones) is a bad idea. (Adjustment +1 on 11/28/18).
Halazzi, the Lynx Rating 1(Excellent): This is awesome if played late game, since you fill your hand up, but it should still be useful even if played earlier. (Adjustment +1 on 11/29/18)
Hex Lord Malacrass Rating 2(Good): It's a little expensive, but getting 2-3 extra cards and a 5/5 body is not a bad deal for the cost. I just think it might be too slow. (Adjustment +1 on 11/29/18)
High Priestess Jeklik Rating 3(Average): It's doubtful you can consistently trigger the discard portion of the card, but I still think it's fine on its own - having Taunt and Lifesteal without any other special conditions.
High Priest Thekal Rating 3(Average): I like the stats, but unless you've got cards that can take advantage of the Health/Armor tradeout I don't know that I'd rate it higher.
Hir'eek, the Bat Rating 4(Poor): If you have a Soul Infusion, then this could be fun, but that's a stretch. It's expensive and pretty lackluster when you realize Forbidden Ritual did the same thing cheaper (max 7 mana to fill the board). (Adjustment +1 on 11/29/18)
Jan'alai, the Dragonhawk Rating 4(Poor): It's an incredibly cool concept and I love that you get Ragnaros, but unless you have ways to boost your Hero Power or make it cheaper this will be a HUGE mana investment. We're looking at 16 mana for the Hero Power damage and 7 mana to cast the minion itself. That's a total of 23 mana to get the most out of this card and for Arena that's going to be way too slow.
Krag'wa, the Frog Rating 2(Good): The stats are passable even if you don't get anything from the Battlecry, but when you do you're going to get some amazing value.
Mojomaster Zihi Rating 4(Poor): This seems more like a delay tactic for Constructed, but it doesn't look like it would do much good in Arena unless you were already ahead on the board.
Oondasta Rating 3(Average): It's slow and requires that you have a Beast in hand to benefit from the Overkill, but the Rush is nice!
Princess Talanji Rating 4(Poor): It's not likely you'll get anything with the Battlecry, but there will be the occasional minion from Thoughtsteal or something similar.
Shirvallah, the Tiger Rating 5(Terrible): In a minion-centric environment you may never be able to cast this minion at all. Even if you got lucky with Sound the Bells! you'd still need nearly two full turns casting them before you could play this card. And by then wouldn't you have a huge enough minion(s) that Shirvallah would be irrelevant?
Wardruid Loti Rating 1(Excellent): It's cheap and extremely versatile. Being able to create your own solution for different situations is really powerful.
War Master Voone Rating 4(Poor): They obviously want Dragon Warrior to be a thing, but I'm just not seeing it in Arena. You might have luck enough to copy a Primordial Drake or Cobalt Scalebane, but I wouldn't count on it.
Zentimo Rating 4(Poor): In a minion-centric environment like Arena it may be difficult to make this one work. Not to mention that you will be hit with cumulative Overload penalties.
Zul'jinNOT AVAILABLE IN ARENARating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw.
EPIC:
A New Challenger... Rating 1(Excellent): Being able to Discover a minion and give it Taunt and Divine Shield is pretty amazing. This could be really problematic for most of your opponents.
Auchenai Phantasm Rating 3(Average): This is one of those that could be better for the mid-late game, but works just fine as a two-drop without worrying about the Battlecry.
Big Bad Voodoo Rating 3(Average): Given that the effect is random I don't know that it merits more than an Average rating.
Blast Wave Rating 3(Average): It's mass removal that allows you to draw multiple cards with the Overkill feature. Even though it hits everything I think the potential card advantage will be worth it. (Adjustment -1 to rating on 11/22/18)
Cannon Barrage Rating 5(Terrible): Unless you're filled to the gills with Pirates this doesn't need to take up a deck slot.
Crowd Roaster Rating 4(Poor): The stats on this are a bit wonky, but the Battlecry is awesome if you can trigger it. If you've got several Dragons in your draft this definitely moves up in rank.
Drakkari Trickster Rating 3(Average): I love the stats, but I hate the effect. I consider it similar to how I looked at Griftah and how I hate giving my opponent anything. In this case you've both told each something about what's left in your deck and I don't like that.
Gurubashi Hypemon Rating 2(Good): I like the stats and Discovering a Battlecry can be really useful, especially when it only costs 1 mana!
Gurubashi Offering Rating 5(Terrible): This seems like an annoyance in Arena, but might buy you an extra turn if your opponent can't kill you immediately and have to divert their attention to this speed bump. (Adjustment -1 on 11/29/18)
Haunting Visions Rating 3(Average): This is basically a modified Far Sight, but the Discover aspect is a nice addition. Sadly, the spell has to be played right away to take advantage of the discounted cost. That may prove frustrating sometimes.
Ice Cream Peddler Rating 3(Average): I doubt the Battlecry will trigger, but it's fine as a straight-up 3/5 minion.
Immortal Prelate Rating 4(Poor): This is only good if you're able to buff it up, otherwise you really don't want to keep drawing this in the late-game.
Linecracker Rating 1(Excellent): That statline is awesome and I can see this quickly becoming a nightmare in Arena.
Masked Contender Rating 3(Average): It's pretty situational and obviously better for classes with Secrets, but I suppose it's draftable in a pinch.
Master's Call Rating 4(Poor): I would never expect to get the full potential from this card in Arena, so you're likely to just be Discovering one minion in your deck. Sadly, it does nothing to the board, so it's really a last ditch effort to find something useful.
Mosh'Ogg Announcer Rating 1(Excellent): Unless your opponent has hard removal this could be a pain to get rid of. It is certain to cause quite a bit of disruption and frustration in Arena. (Adjustment +1 on 11/29/18)
Smolderthorn Lancer Rating 4(Poor): Unless you've managed to draft a very specific type of deck it will be unlikely that you trigger the Battlecry. Not to mention, the stats are less than desirable.
Snapjaw Shellfighter Rating 3(Average): This is another one of those cards that will be frustrating for your opponent and could prove challenging if it's beside a large Taunt.
Soulwarden Rating 3(Average): I think it's fine even if you don't get anything from the Battlecry. However, it will be amazing for those times that you do get cards back.
Splitting Image Rating 2(Good): This Secret is right up there with Mosh'Ogg Announcer on the annoyance factor scale. This could cause a lot of trouble, especially if it's a Taunt minion they're dealing with.
Stampeding Roar Rating 5(Terrible): This is way too situational for Arena. Unless you have a specific type of deck this is going to be a dead card.
Sul'thraze Rating 1(Excellent): I can't remember how many times Fool's Bane proved better than I thought it would be. This card is certainly no exception and it's a solid weapon without even triggering Overkilll.
Surrender to Madness Rating 4(Poor): Losing 3 Mana Crystals puts you at a huge disadvantage, regardless of how good the buff is.
The Beast Within Rating 5(Terrible): This is too situational to even be playable.
Treespeaker Rating 4(Poor): This is definitely situational, but if you've got lots of Treants it could be huge.
Untamed Beastmaster Rating 2(Good): His stats are already great and if you have several Beasts in your deck then he probably bumps up to a 1.
Void Contract Rating 5(Terrible): You're possibly hurting yourself more than your opponent with this one. I think I'll take a hard pass on this one.
RARE:
Arena Patron Rating 4(Poor): It's nice to see Grim Patron's cousin, but he's probably not doing any crazy stunts in Arena.
Belligerent Gnome Rating 3(Average): Obviously it's nice if you get the Battlecry bonus, but it's probably okay either way. I think Tar Creeper set the bar pretty high and completely spoiled me on cheap Taunts.
Bloodsail Howler Rating 4(Poor): This is very deck-specific and most of the time will be junk unless you've got a load of Pirates.
Bloodscalp Strategist Rating 3(Average): It seems okay to me and has a decent upside if you're able to trigger it.
Bog Slosher Rating 3(Average): It should create some fun scenarios with Saronite Chain Gang or simply bouncing back your own totems.
Booty Bay Bookie Rating 3(Average): The stats are great, but you risk giving your opponent a significant advantage, especially in the early game.
Emberscale Drake Rating 3(Average): I think it's fine as a vanilla 5/5 body for 5 mana, but the Armor is irrelevent. The Dragon tag does count for something and could possibly be useful in other interactions.
Farraki Battleaxe Rating 3(Average): I do like this Weapon, but it's got a couple of situational pieces to it. First a minion on your opponent's board that you can Overkill and second, a minion in your hand to receive the bonus.
Firetree Witchdoctor Rating 3(Average): It's an acceptable two-drop with a nice upside. I'm starting to wonder if we're going to have a ton of Dragons pop up in this set, because there have been several cards revealed that have interactions with Dragons.
Grave Horror Rating 3(Average): I really like this card, but your draft is going to be the deciding factor on how well it's going to play. It will take you at least 5 spells to make it a better Bog Creeper, so it really will depend on your spell pool.
Heavy Metal! Rating 5(Terrible): It's already bad enough that you've got to completely rely on RNG for this card, but you also must have some amount of Armor for it to be worth anything at all and that's never guaranteed.
Grim Rally Rating 4(Poor): This is much more of a Constructed card and will often be too situational for Arena use, but it could have its moments.
Likkim Rating 3(Average): I kept going back and forth on this one, but I think it will be draft dependent. Shaman has Overload on nearly everything it seems (certainly any removal) and the effect lasts through the turn you cast it and the following one, so it won't be hard to get good use out of this.
Mark of the Loa Rating 2(Good): Those are a lot of stats to throw around in the early game, not to mention the Taunt aspect. This could be really tough for most players to deal with.
Mass Hysteria Rating 4(Poor): This might be alright as a last ditch effort if you're behind, but otherwise, it could do more harm than good.
Murloc Tastyfin Rating 4(Poor): Although the card draw is nice the stats are terrible and it's not often you're able to draft or even be offered a decent Murloc selection to make it worth it.
Predatory Instincts Rating 4(Poor): This does nothing to the board and potentially nothing to your deck unless you've got a load of Beasts. If you can hit a Taunt with the Health increase it could turn out to be good, but it's pretty situational overall.
Pyromaniac Rating 1(Excellent): It's already a good card being a 3/4 for 3 mana, but the card draw absolutely puts it over the top. This could generate insane value for your game. A definite pick in my book.
Raiding Party Rating 4(Poor): Unless you've got a specific type of deck I don't think this makes the cut. I still have questions about exactly how the card works, especially if you have no Pirates - looking at Sense Demons. At the worst you could still pull a Weapon out of your deck.
Revenge of the Wild Rating 4(Poor): I think it will create lots of interesting nonsense in Constructed, but Arena may be tricky for it to perform consistently.
Scorch Rating 3(Average): If you've got a deck heavy with Elementals then it probably bumps up in rating slightly. Either way, it's still removal.
Serpent Ward Rating 4(Poor): It's cool to see another Totem, but this won't last long unless you're able to hide it behind a Taunt.
Shieldbreaker Rating 3(Average): Pretty situational, but powerful for the late game when your opponent tosses up a wall.
Shriek Rating 2(Good): Even though you lose a card this is amazingly cheap removal and shouldn't be passed up.
Soup Vendor Rating 3(Average): This could do well for Priest, but it would still take multiple heals to reap the benefits. Regardless, the stats are still decent for a 2-drop.
Spirit of the Bat Rating 4(Poor): You have to pay 2 mana, lose a minion, and have a minion waiting in your hand just to get a small buff. In the early game you might be able to make it work, but late game is just a waste.
Spirit of the Dead Rating 4(Poor): You have an opportunity to generate some insane value under the right circumstances, but most of the time this card won't actually do anything to save you unless you go to fatigue, which is unlikely.
Spirit of the Dragonhawk Rating 3(Average): This could be pretty powerful for 1-2 turns while it's Stealthed, but don't expect it to stick around for long.
Spirit of the Frog Rating 5(Terrible): In a minion-centric environment it's going to be difficult to get this to work consistently unless you've got a spell-heavy deck.
Spirit of the Lynx Rating 3(Average): Hunter has Beasts running out their ears, so they should have absolutely no trouble in buffing numerous minions. It will be bad news if this thing is hidden behind a Taunt and a complete nightmare if they play Unleash the Hounds! (Adjustment -1 on 11/29/18)
Spirit of the Raptor Rating 4(Poor): Drawing cards is great, but it's going to be pretty situational as far as seeing any real benefit.
Spirit of the Rhino Rating 4(Poor): It's another deck-specific card, that could certainly prove useful in a deck with a decent supply of Rush minions, but otherwise lackluster.
Spirit of the Tiger Rating 4(Poor): This is much more of a constructed card, but you still might be able to get a decent-sized minion out of it.
Waterboy Rating 3(Average): You're basically getting a chance to use your Hero power and put something on the board in the same turn, although the 2/1 body is pretty easy to get rid of.
Zandalari Templar Rating 3(Average): It's unlikely that you trigger the Battlecry because you normally only see a handful of draftable heals. Even so, it's fine if played without the bonus.
COMMON:
Amani War Bear Rating 2(Good): Nice stats and being a Neutral Taunt makes this even better.
Arcanosaur Rating 4(Poor): With the right kind of deck this definitely moves up in rank, but without enough supporting Elementals it's going to be a dead card.
Arena Fanatic Rating 3(Average): I think I got spoiled by Grimestreet Outfitter, but it's nice to see that every class will have access to this effect now. If you don't see it in the early game it's probably gonna be disappointing when you do draw it.
Arena Treasure Chest Rating 4(Poor): Unless you have a way to pop this chest it's going to be a dead card most of the time.
Baited Arrow Rating 1(Excellent): It's solid removal with an awesome upside and looks to be the spiritual successor to Flanking Strike.
Banana Buffoon Rating 3(Average): This could certainly be annoying. Especially if drawn in the early game.
Bloodclaw Rating 3(Average): I'm not wild about the 5 damage, but it is still a cheap Weapon. It's really going to depend on your draft to decide if this would fit in your deck.
Blood Troll Sapper Rating 1(Excellent): I love the stats and it will make choices more difficult for your opponent while they are trying to clear the board. Obviously this minion will have a huge target on it, but it's large enough to survive most single attacks.
Cheaty Anklebiter Rating 3(Average): Seems fine for a standard two-drop, especially with the Battlecry.
Daring Fire-Eater Rating 3(Average): It's one more mana than Frostbolt but you get the 1/1 body with it, so it's not bad.
Demonbolt Rating 2(Good): I love that you can get this for 1 mana if you've got a full board, but it's worse the further behind you are.
Devastate Rating 2(Good): It's cheap removal that can easily substitute for Execute in most cases.
Dozing Marksman Rating 3(Average): Most opponents can just ignore this, but could be interesting in Mage.
Dragonmaw Scorcher Rating 1(Excellent): That is a really nice built-in AOE, even if it hits your own minions. (Adjustment +1 on 11/29/18)
Dragon Roar Rating 1(Excellent): Marsh Drake and Ebon Dragonsmith are probably the least desirable, but you've got a great chance at getting something huge or a board clear - or both! (Adjustment +1 on 11/29/18)
Elemental Evocation Rating 5(Terrible: We've got quite a few Elementals floating around, so this could prove useful in the early game. If you've got an Elemental-heavy deck it probably goes up slightly in value. (Adjustment -1 on 11/29/18)
Flash of Light 3(Average): The heal is decent, but the card draw is what interests me the most.
Former Champ Rating 1(Excellent): 6/6 worth of combined stats for only 5 mana? Yep, I'll take it!
Gurubashi Chicken Rating 5(Terrible): Funny, but it probably won't do much in Arena. (Adjustment -1 on 11/29/18)
Half-Time Scavenger Rating 3(Average): The Armor gain isn't a huge deal, but Stealth could prove useful in making it easier to set up for the Overkill.
Headhunter's Hatchet Rating 2(Good): I think it's good even if you don't get the additional Durability.
Helpless Hatchling Rating 4(Poor): He's cute, but sadly will be "Worthless" Hatchling in Arena most of the time.
Ironhide Direhorn Rating 1(Excellent): Even though it's a little expensive the stats are good and it's likely to be able to stick around to trigger the Overkill more than once. (Adjustment +1 on 11/29/18)
Mosh'Ogg Enforcer Rating 3(Average): This is one large, annoying wall. It's got so much Health that it's going to probably take your opponent a couple of turns to hack through, and they could be dead by that point.
Ornery Tortoise Rating 4(Poor): This is really going to depend on your deck and the class you're playing. For most situations taking 5 damage is not something to take lightly.
Overlord's Whip Rating 3(Average): I like the Weapon, but I'm not sure I like it damaging all of my minions. There are times when that may be beneficial, but I expect that more out of a constructed deck instead of Arena.
Pounce Rating 3(Average): This seems fine compared to Claw.
Rabble Bouncer Rating 3(Average): I wouldn't be surprised to get this out for 4 mana most of the time. I'd say it will do well overall, especially if your opponent has just flooded their board.
Rain of Toads Rating 2(Good): It's not quite as good as Feral Spirit, but it's still a lot of Taunts to get through and could definitely buy you enough time to finish your opponent off.
Reckless Diretroll Rating 3(Average): It has good stats for the cost and could be a welcome draw in the late game if your hand's already empty.
Regeneratin' Thug Rating 2(Good): This basically comes with a soft Taunt, cause your opponent can't ignore it unless they want to let you continue picking off smaller minions only to be healed up your next turn.
Regenerate Rating 5(Terrible): Free heals are nice, but unless you've got some other cool interactions with other cards in your draft there's really no reason to pick this.
Rumbletusk Shaker Rating 3(Average): You're basically spending the mana up front to get another two-drop when this one dies. It's not bad, but not amazing either.
Sand Drudge Rating 3(Average): It's fine as a 3/3 itself, but if you've got a spell-heavy deck this probably jumps up to a 2.
Saronite Taskmaster Rating 3(Average): There will be the obvious comparisons to Zombie Chow, but I'd much rather give my Opponent Health over a free Taunt.
Savage Striker Rating 3(Average): It's a decent 2-drop, but the built in Savagery doesn't even get factored in because it would rarely be used unless it was late-game.
Scarab Egg Rating 4(Poor): Like several other minions, if you can't bust this it's just a dead card.
Seance Rating 3(Average): This is pretty situational, as you've got to have something on the board worth copying in the first place.
Serrated Tooth Rating 2(Good): It's a cheap Weapon with an impactful Deathrattle.
Sharkfin Fan Rating 3(Average): This will be alright for the 2-drop slot most of the time, but could get insane in Rogue (and definitely gets a bump in rating for that class).
Sightless Ranger Rating 3(Average): It's only good if you can trigger the Overkill, giving you 5/6 worth of combined stats for only 5 mana. If you can't manage that it's overcosted. (Adjustment +1 on 11/29/18)
Spellzerker Rating 3(Average): I think it's fine as a 2-drop, but can wreak havoc if you get some Spell Power shenanigans started.
Springpaw Rating 3(Average): This is fine for Hunter and it doesn't hurt that it's got the Beast tag.
Stolen Steel Rating 2(Good): Being able to Discover a Weapon is pretty strong. However, I'm not sure if it would be any stronger than if you had just drafted a Weapon, cause you're adding two mana to whatever you get. (Adjustment +1 on 11/29/18)
Ticket Scalper Rating 3(Average): It won't stand up to much and if it gets killed on your opponent's turn the Overkill doesn't trigger and you get nothing. (Adjustment +1 on 11/29/18)
Time Out! Rating 4(Poor): If you've got a Weapon it gives you a little more freedom, otherwise you're just buying yourself a turn to outlast your opponent. Sometimes that extra turn can make all the difference in the world, but it's pretty situational.
Totemic Smash Rating 2(Good): It's a nice piece of removal with a decent upside that you might hit every once in awhile, and there's no Overload!
Walk the Plank Rating 2(Good): This is awesome if you've already got it in your hand when your opponent plays a threat, but if you draw it after a turn or two it might not be the answer you need. I think you'll be able to find a use for it most of the time.
Wartbringer Rating 3(Average): I wouldn't expect to trigger the Battlecry most of the time, but it's fine as a 1-drop.
Akali, the Rhino (2): This card is kinda draft dependent, obviously if you can hit another Rush minion with the ability it becomes absolutely insane, but you do have to have those. Shouldnt be too hard i suppose, but is not a guarantee by no means.
Captain Hooktusk (4): Master Oakheart-esque effect, which on itself is very strong, but the Pirate restriction is a problem, unless we get a few more good pirates in RR cause the current pool is not so hot. That being said, the Rush would probably tip the card into insane category, if we would get enough pirates (even just average ones) in an average draft.
Da Undatakah (4): Draft dependent. If you have a lot of deathrattles, this will obviously skyrocket in value, but in an average deck, meh
Gonk, the Raptor (2): Decent enough stats on itself and there is brewing some beast synergy, so the tribe is worth something. The ability is quite strong, but without other support cards, might be hard to nigh impossible to get any use from it with just your Hero Power.
Gral, the Shark (2): I feel like this should be at least vanilla stats on average (tho who knows in rogue with generally low curve), but it is kinda like a big Loot Hoarder, i think this one will perform just fine.
Griftah (5): Giving your opponent resources, any resources is bad. You might not even have a choice of giving him a bad card either. Way too risky for arena imho.
Hakkar, the Soulflayer (5): The stats r abysmal and thus this is too slow. Not to mention it can fuck you up more than your opponent. Understated and high chance of bad RNG? Pass.
Halazzi, the Lynx (1): Very good card for hunter who desperately hurts for pings. But it costs quite a lot of tempo.
Hex Lord Malacrass (2): Very good value card, but it might be a bit too slow depending on the meta.
High Priestess Jeklik (3): I would say decent taunt/heal on its own. Doubt you will discard it often.
High Priest Thekal (2): Good stats and rly nice ability. Yeah, you dont draft that many heal cards generally and you might not even need the extra health, but it sure cant hurt.
Hir'eek, the Bat (3): This one is actually ok on its own, depending on the meta, the board flood might be even more valuable. Hit it with any hand buff and the card becomes nuts.
Jan'alai, the Dragonhawk (1): Very strong card that rewards you for doing what you do as mage anyway, use your hero power for value trading. Pick up some decent support card along the way and you got a beast of a minion, literally and figuratively. Tho it is pretty good even without support, you will ping 8 times anyway eventually.
Krag'wa, the Frog (2): Not the best body, but pretty insane value generator. Even if it returns just one decent spell back, this will be good. Obviously you have to get some spell first, which isnt always easy nowadays. Cant wait for that one game when my opponent gets 6 Unstable Evolutions, yaaaay.
Mojomaster Zihi (4): Understated and not even good on-curve play. Only good to get weird in the late game.
Oondasta (3): Charged Devilsaur with a potential upside. I would say that the cost is too much, devilsaur is about the max you would be willing to pay for the effect and stats, but it is still a good card on average. If you can have the beast synergy, this gets a ranking boost.
Princess Talanji (4): Im gonna say that even the greediest of arena priests dont have that many steal cards to make her worth it.
Shirvallah, the Tiger (5): You are never gonna have enough spells to make it cost 10 or less mana. And even if you would, it is so damn slow, just not worth it.
War Master Voone (4): I mean there r gonna be a few new dragons and gettin even one card off this is already worth it. But in the end, it is still draft dependent and then you have to have the dragon(s) in hand when you play this. Not to mention this is a horrible topdeck.
Wardruid Loti (1): Very versatile card to fit almost any situation. That being said, the transforms arent like completely broken, but the versatility is obvously super valuable.
Zentimo (4): Can be good for a swing turn, but is pretty much unplayable on its own, not even any tribe tag synergy. You cant rly rely on comboing this.
Epic:
A New Challenger... (1): This card will be pretty annoying. Not to mention there is quite a few chargers in the 6 mana slot. I believe the discover pool should be just neutral+paladin eh? Just a thought. Solid card 9/10 times.
Auchenai Phantasm (1): One of the better 2-drops which added effect can be very strong. Can act as a Fire Plume Phoenix on T4 for example, rly a good card.
Big Bad Voodoo (3): It will play kinda differently compared to Ancestral Spirit, but i think that many ppl will evaluate it in the same light, so they might not pick it at all, but i think it could actually be an interesting card .. probably a win more card, or mby a tempo card? Imagine giving this to your 4-drop ur about to trade in ... and you now have a 5-drop for 2 mana. Sure RNG is still RNG and you have to have a board, but i think this card will surprise us.
Blast Wave (1): Absolute top. Sure, the setup might not be the easiest, but it is quite common to have at least some minions with 1 hp on the board when you AOE. This card will be disgusting card generator and depending on how often will it be offered, might force us to play around it. Nasty.
Cannon Barrage (5): We will have to see how many Pirates will there be in this xpac and then in which power buckets will they be, but even if you could manage to get like 3 Pirates on the board in an average game, i dont think this card is very good.
Crowd Roaster (4): In dragon decks it will be a 1, in non-dragon decks it will be 4 or even 5. Not much else to say.
Drakkari Trickster (4): As good as the stats r, this is just way too random and potentially dangerous. Generally you try to mitigate a risk like this and vanilla stats r just not worth it. Yeah, you get a card too, but that doesnt rly matter in the end, if the opponent got your aoe or removal did it? Think hard on how many times priest steals the exact thing they need to punish you from your deck. Now you want to give a card from your deck to your opponent yourself? ahaha.
Gurubashi Hypemon (2): Really nice card. Decent body and rly nice battlecry. Only problem is rogue generally doesnt want to have high cost minions, at least not many of them, even tho this one seems quite good. I could see this replacing Sprint for example or something like that in an average deck.
Gurubashi Offering (5): The 8 Armor is decent amount for 2 mana, but it has to survive a turn and you might very well be dead anyway until your next turn even starts. This card looks decent, but is just horrible.
Haunting Visions (1): Pretty much Primordial Glyph for shaman. I suppose shaman has a lot more shitty spells than mage, but it should still perform quite well on average. The different cost reduction might be an advantage or a disadvantage, will depend on the situation. But the overall versatility of the card will make it a top pick imho.
Ice Cream Peddler (3): Good 4-drop with regular stat line and bonus effect.
Immortal Prelate (4): This is a bit awkward card for arena, obviously if you can hit it with a buff, this can become rly good minion to draw into later, but it is a shitty 2-drop in its own and it can become a dead card or a dead draw in a bad situation, im not convinced yet.
Linecracker (1): Pretty high stats for a 7 drop and effect that can win you the game. Period. It might be a bit slow, but it will have to be answered in a turn or two quite fast and if you dont have hard removal, gg trading for 10 hp. This card will be pretty annoying, thats for sure.
Masked Contender (4): I hate all Secret support, so i will hate this. But at least for arena, this feels quite inconsistent. You need to draft secrets which is usually a bad idea and you need to have one up. I think you can do better than to rely on all that to cheat out one more, not worth it imho.
Master's Call (3): You will never get to draw 3 cards with this, but the versatility of having an option to select the draw from 3 minions might actually make this card interesting nonetheless. I guess we will see.
Mosh'Ogg Announcer (1): Aggressively stated and with a built-in protection mechanism, this card seems quite scary tbh.
Smolderthorn Lancer (4): There is very few dragons right now, this has shitty stats so without the trigger, this card is unplayable. And you might not want to hold the dragon you might have to get a perfect use for this. Seems too clunky for current arena.
Snapjaw Shellfighter (3): Im not exactly sure how to evaluate this card, i suppose it acts kinda as a +8 Health buff for 5 mana? Not rly, but close enough? I will have to see it in action to form a proper opinion, but i can see this being annoying af, especially if it is put next to a big taunt minion and you have no hard removal, that can very well be a game winning move.
Soulwarden (3): 6/6 for 6 is pretty ok. Doubt you will want to discard cards in arena, but then again you might get Soulfire or Doomguard. I guess this card can be a bit draft dependent and can be actually super value generator on a solid body.
Splitting Image (3): Can be insane, can be lackluster, depends on the situation. One thing it will be is friggin annoying.
Stampeding Roar (5): Not an arena card. i guess if it summons at least a 5-cost beast, the Rush might be worth it, but i rly dont see this working out. Mby if you get a few Ironhide Direhorns then this could be an intersting pick up.
Sul'thraze (1): Very good weapon with Fool's Bane-esque ability, but can also go face. Seems good to me.
Surrender to Madness (3): I dont know what to think about this card, the buff is powerful as hell, but the drawback can lose you the game on its own. But i think this card has a potential to be a sleeper card, at least for arena and shake up how priest is being played. It will mostly depend on to which power level bucket will it be assigned and how hard will it be to draft it.
The Beast Within (5): I mean it can have potential, but it is so fringe, just dont pick it.
Treespeaker (4): I mean Landscaping and Force of Nature are pretty ok arena cards, but even those you dont get offered that often and you cant rly guarantee to be able to combo Treespeaker into it either. This card might be good in a very specific deck, but thats about it.
Untamed Beastmaster (1): Ideal 3-drop with a pretty ok upside. What is not to love?:)
Void Contract (5): Unplayable card for arena, the one use this could have is if you drafted super low curve deck and you wouldnt mind discarding half of it, but your opponent would probably lose a lot of valuable cards. But if you would have time to play this, chances r, you r in a winning position already.
Rare:
Arena Patron (5): Literally a worse version of Grim Patron and that card was already bad. No thanks.
Belligerent Gnome (2): Pretty decent taunt. Very easy to trigger the battlecry usually and even as a 1/4 taunt it is a 2 mana Silverback Patriarch which even that crap you sometimes pick anyway just to have some taunts, so yeah, very decent card.
Bloodsail Howler (4): Solely draft dependent. Not sure if a pirate rogue will be a thing in arena. I guess we will see.
Bloodscalp Strategist (3): Unless a hunter gets a new weapon in the xpac, im having a hard time seeing this trigger very often. You get like one or two weapons on average right now. Obviously when it does trigger, the value is insane.
Bog Slosher (2): I know bouncing crap back is anti-tempo, but it can be a rly powerful play and gettin a +2/+2 on top of that seems quite nice. Elemental tag is also very nice for shaman, so this card seems like a solid addition.
Booty Bay Bookie (3): If i was hurting for 2-drops, i would probably take it, but again even a stupid The Coin is givin resources to your opponent that can very well bait you in your ass and is 1 hp rly worth it? Might be, or might not.
Emberscale Drake (3): Good stats on its own and nice effect if it triggers. Tho the Dragon tag itself will probably be more valuable on this minion than its battecry to trigger the other, more valuable, dragon synergies.
Farraki Battleaxe (2): Assassin's Blade is not the best weapon ever, but it is playable. This loses 1 durability for some insane buff potential. I think this will see plenty of play and will make us quite salty.
Firetree Witchdoctor (2): Ohhh you dont know ... you dont know how much i hate this card already. Damn Netherspite Historian all over again. I mean at least it wont end in infinite value over Drakonid Operatives and such, but still. God damn you Blizzard! Yes, there is gonna be few dragons, but that wont matter. This isnt even that bad of a pick, since the stats r passable for a 2drop and when it triggers it is insane value. This card is so worth taking a gamble on.
Grave Horror (3): Another very draft dependant card, but one that could become really solid. Will depend on how many spells we get on average in a draft.
Grim Rally (4): This card might be tricky in arena, it might often times be very easy to sacrifice a 1/1 token to buff your board (or a deathrattle you want to trigger) but it can also end up being a completely dead card at times. I would say it will be draft dependant, if this card will be worth a pick up.
Heavy Metal! (5): This card will never work in arena, you cant rly keep high amounts of armor, cause you need to trade with your weapons and generally the cards that give armor are not great on their own, so you dont pick em in a first place.
Likkim (2): If you draft couple overload cards, this will be pretty sick. Actually, from the review video, it seems that it activates on the turn you play the Overload card and is still active on your next turn too, so a single Overload card can keep this active for 2 turns, that makes it so much better. And at worse its a bad Light's Justice.
Mass Hysteria (3): Feels very much like Brawl, very situational but potentially very high value. Im sure this card will make us swear a lot. Mby more likeVolcano than brawl, if only the enemy board is filled.
Mark of the Loa (1): Very good and versatile card, not quite BoK, but the choose one options more than makes up for it.
Murloc Tastyfin (5): Absolutely abysmal stats for a 4-drop and while draw 2 cards is amazing, those have to be murlocs, which is less amazing. Probably will draw 0-1 on average. Pass.
Predatory Instincts (4): Solely draft dependant and on top of that very expensive card draw. Yes there is a buff attached to it, but i rly dont see this performing well, even if you have many beasts, i would probably not even pick this.
Pyromaniac (1): This card is absolutely nuts. Perfect stat line for a 3-drop and super good ability. You kill minions with your hero power all the time and many times you set up a kill on turn 5 while playin a 3-drop. This card will have a lot of versatility when to play it and will be a powerful card draw engine. Might be one of the best cards of the set for mage honestly.
Raiding Party (4): Obviously very draft dependent card. If you have couple of pirates, might be ok, but you might need more than a couple to make it playable. The combo part isnt too exciting either for its cost tbh and you draft probably as many weapons as pirates. We will have to see how many pirates will RR bring.
Revenge of the Wild (4): Solely draft dependent, but can make for some disgusting value plays. All the more reasons to kill off beasts (or at least the good ones). We do that anyway, but now we have even more incentive :)
Scorch (3): It shouldnt be too hard to get a few elementals in your draft as a mage, so this card might be super good one, but lets operate with an average scenario, 4 dmg for 4 mana is pretty bad, but it still removal, even then.
Shieldbreaker (3): Sometimes you can use a silence on taunt, when you rly dont want to deal with it, but is the low stats on this worth it? I suppose it is a pre-nerf owl with a specific target ... yeah, i guess it might be just fine.
Shriek (4): I suppose its an aoe, but WL has so many other (and better) options. If this didnt also damage your minions, i could see it, but Volcanic Potion that discards you a card? Pass.
Soup Vendor (4): This effect will be very hard to trigger in arena and the stats distribution isnt the best. Mby a deck with some lifesteal shenanigans or WL can make use of this card, but probably not.
Spirit of the Bat (2): This one seems interesting, im not sure how will it end up performing, but it feels like it has a potential to be very decent on average.
Spirit of the Dead (4): Im sure we will see this being played, but it is so sloooooooooooooow. And often times you dont want to shuffle certain minions back. Might be hard to kill off once you successfully kill off the value minions you wanted.
Spirit of the Dragonhawk (3): Good card, gives you a soft aoe and can snowball, if opponent cant kill it, but id imagine it will not be that hard to kill it.
Spirit of the Frog (4): Id rather have Mana Tide Totem than this. Card draw is card draw, but this one is quite conditional, i dont think it will do that well in arena environment.
Spirit of the Lynx (3): I mean it shouldnt be too hard to get a decent value out of this, but it is still pretty slow for 3 mana. We will see if it turns out to actually be broken af or just ok. The Stealth part in particular might just tip the scales, forcing aoe or huge swing turn.
Spirit of the Raptor (3): I suppose an ok cycle card, you should get at least one card draw on the turn you play this and mby one more next turn, if you are lucky. Might perform better in the end (card draw is good after all), but so far seems just average.
Spirit of the Rhino (4): This will probably be just a hand of protection on average. Im not sure you will get that many Rush minions and even then you will have to get into the right situation.
Spirit of the Shark (5): I honestly don see this card working out in arena, the Stealth can help setting this up for a next turn power play, but it is so damn slow and you are not guaranteed to have many (good) battlecry or combo cards, i just dont see it.
Spirit of the Tiger (4): To be honest, summoning stone never rly worked out even in spell heavy meta. I cant see this be any different. But the Stealth part might give it the kick it needs to be viable. A New Challenger... for example can make this card pretty good, if it works out.
Waterboy (3): I guess it gives you some tempo, but i think there r better cards to draft (or so we will see).
Zandalari Templar (3): To be honest i friggin hate this card. I hate Hooked Reaver as well. These broken ass cards for the mana cost when condition is met r so polarizing and help bad players more than good ones. Obviously this is quite draft dependent, but the stat-line is ok enough that you can try and pick it early in the draft hoping for the best.
Common:
Amani War Bear (1): Looks like a very solid and versatile card. Pretty much fair Doomguard ... for every class. Seems good.
Arcanosaur (4): Solely draft dependant. If you get a couple of elementals, this is probably a 1.
Arena Fanatic (3): I absolutely hate that this card exists, some cards will make better use of it than others, but this will be such a pain to deal with when it buffs many minions in your hand, especially cards like Saronite Chain Gang.
Arena Treasure Chest (5): Too slow and no guarantee you can actually break it. Only saving grace is that your opponent will not want to kill it either, leaving you with a body to buff, but that is still a pretty bad value for sacrificing 4 mana.
Baited Arrow (1): Super powerful card for hunter, literally a consistent Bane of Doom. What more is there to say.
Banana Buffoon (3): Pretty decent value card. Bananas will help your minions trade up or dodge pings. Seems good.
Bloodclaw (3): Taking 5 face damage is no joke, but it might be worth it. I suppose i would pick one of these, if the other two options were terrible, but thats about it.
Blood Troll Sapper (1): Seems like a pretty strong minion, can be dishing out face dmg while trading and can make your opponent question his plays.
Cheaty Anklebiter (3): I like this card a lot. Seems totally innocent, but the Lifesteal is just so nice. You are guaranteed at least a +1 heal while pinging something and then mby a little more (vs non-mages). Nice little cushion.
Daring Fire-Eater (2): Strong ping for 3 mana and an annoying body left behind. I see this similar to Spring Rocket, which is a pretty good arena card.
Demonbolt (3): I think its gonna be just an Assassinate in most situations at best, dont get me wrong, that is still pretty good. Def a heavy win more card the more in control of the board you are.
Devastate (2): Looks like an amazing removal, tho to target anything, that anything already had to eat up one of your cards, so even tho the dmg seems high, it probably wont be as card efficient of a trade in the end. Still good tho.
Dozing Marksman (4): Mage can ping it, making it a 4 mana 4-3, other classes cant even do nothing. Yeah, it can be a sleeper for a buff, but thats wishful thinking.
Dragon Roar (1): I absolutely hate this card exists. It will be just fine in constructed, but it will bring and insane amount of swing RNG to arena. At worst, you get a 2 midrange dragons for 2 mana, pretty good. At best you get stuff like Deathwing or Ysera that can literally win you the game on their own. Disgusting. I rly hope this card is placed in a top tier bucket and it is very rare to draft it, but i have a bad feeling this will not be the case. Mark my words, this card is gonna make you cry.
Elemental Evocation (5): Prenerf Innervate for Elementals ...ok? I guess you can make the same ramp BS druid was able to do in the past, like plaing a 4-drop (ele) on T1 with coin etc. but since this is just for one tribe, i dont think anyone will actually draft this. This will come in play probably when you get it via random effects only.
Flash of Light (3): Nice heal, heal is always nice to have. And it cycles itself, pretty good.
Former Champ (1): Very good 5-drop for its stats and cards like these are especially good in giving a very low value to certain secrets, which is a nice bonus.
Half-Time Scavenger (2): Amazing 4-drop. BDP showed us how good Coppertail Imposter in getting back on the board when you lose it early, this will be very similar and you might even get some armor out of this.
Helpless Hatchling (5): Can make for some cute plays in like hunter or druid, but only if you get it via random effects, i dont think you will ever draft this.
Ironhide Direhorn (1): Super busted card. 7/7 for 7 is ok and it is very likely that it will survive, or at least trade for hard removal or more than one card. And if it does survive? GG. Value overload.
Mosh'ogg Enforcer (3): This is one big meatshield, holy hell. Priest will have a field day with this lel. Im not too sure if this will actually trade with anything, but the sheer stopping power due to the high health and divine shield is real. This card very well might perform a lot better than we give it credit for.
Ornery Tortoise (4): Taking 5 dmg is no joke and the stats r not very worth it. Will be class and draft dependent. Tho i think this can be for priest what Silithid Swarmer was for rogue.
Overlord's Whip (4): I mean it is a weapon and there could be some synergy with it, but generally this is not gonna go well for you.
Rabble Bouncer (3): Should be a pretty decent taunt in an average situation. So yeah, decent enough card.
Rain of Toads (2): The Overload is nothing to joke about, but getting three decent taunts out of it is pretty nice. I think this card will see plenty of play.
Reckless Diretroll (4): Im not too sure about this card. The stats r not that amazing for me to sacrifice another card. Good topdeck card, but i dont know.
Regenerate (5): Too weak. I guess if you get 4 auchenais, you can consider this lel.
Regeneratin' Thug (2): Rly good 4-drop. Your opponent might have to invest a bit more resources to kill this than he would have liked.
Rumbletusk Shaker (3): Perfectly fine 4-drop. Give it some hand buffs and make your opponent cry.
Sand Drudge (3): Basically a violet teacher with a worse statline for its cost, but spawns taunts in return. Seems like a decent enough card, tho i wouldnt expect to get too much mileage out of it.
Saronite Taskmaster (2): Looks like a pretty decent 1-drop. But the 0/3 taunt can become quite a nuisance. We will have to see how this one performs live.
Savage Striker (3): Vanilla 2-drop that will deal 1 dmg when played late game, i mean there r worse 2-drops, so its fine.
Scarab Egg (5): So not worth it. It should have been 1 mana and even then it would not be worth it.
Seance (3): Kinda situational, but can be very strong to snag a big drop from your opponent (or a good class minion that can provide extra value), but they do have to play such minion first. If the meta slows down, this card might be quite good, otherwise probably not.
Serrated Tooth (2): This card is actually quite amazing for rogue. It frees up some pressure of hero powering and the deathrattle is rly powerful for taking back the board or just trading.
Sharkfin Fan (3): Passable 2-drop for most classes, decent one for weapon classes and druid, absolute beast for Rogue :)
Sightless Ranger (3): Looks like a decent card, but im not too sure you will be able to overkill anything on curve with it. But overall very playable.
Spellzerker (3): Average 2-drop with an interesting effect which is giving it a soft-taunt. You can be certain that your opponent will not want to leave this up, damaged or not.
Springpaw (3): This is a pretty good card since it gives you two pings, which is nice for a hunter to have. But other than that, nothing special.
Stolen Steel (2): This card will be a bit slow, but will have an amazing power and value potential. There arent even that many bad weapons, so having to choose from three, you should get a rly good one most of the time.
Ticket Scalper (4): Drawing 2 cards is obviously amazing, but the statline is rly horrible. And since Overkill only triggers on your turn, this card seems pretty average at best.
Time Out! (5): I dont think this card will be good in arena at all. Sure, in some fringe cases it might help you survive that one more turn to reach the mana you need to clear the board, but that is gonna be so rare. I do not believe in this card. But i do think it will probably be placed in a very low tier bucket, so we might see it offered often and then there will be that one game, where your opponent will have 5 of these and you will not be able to kill him :D
Totemic Smash (3): Decent card overall. Can come in hand in many situations, on the other hand, its just 2 dmg. So in the end, just average.
Walk the Plank (2): I mean it is a pretty damn good removal, but im not too sure about the condition, it should be good enough tho i would imagine.
Wartbringer (3): Its an average 1-drop with a potential do do something more than to look pretty (in this case ugly xaxa) later on, seems fine to me.
Hex Lord Malacrass (2): Going 1st you get 3 cards, going 2nd you get the coin as well. A 5/5 body attached with a Nourish for 8 mana is pretty solid, and you have reasonable control over the outcome since you know the cards you'll be adding. Seems like good value, but will be hard to play safely like Sprint
Hir'eek, the Bat (3): Buff Warlock could be a thing, but i'm not overly optimistic on it right now. It's still a playable card as is without any upside though.
Shirvallah, the Tiger (5): Works well with Sound the Bells! but even then it's a bit too expensive to see play. It's a great card if you ever cast it though.
High Priestess Jeklik - (3) - A bit under statted for it's mana cost, but does have a nice ability to synergies with all the new discard cards.
Jan'alai, the Dragonhawk - (4) - While there is new ways to expedite the damage done by the hero power with some of the new cards, it's definitely an inconsistent strategy to reach Ragnoros. While an extremely powerful card in it's own right, a 7 mana Ragnaros, the Firelord is far from game winning, and hardly worth the investment of consistently using your hero power.
Oondasta - (2) - At the very least it's an over sized Charged Devilsaur, with the potential to be an insane tempo swing depending on whether you hold a beast or not in your hand. Since beasts are more common then the other tribes, i'd expect the overkill effect to go off very often.
Zentimo - (4) - Requires certain set ups and cards to make this valuable. Whether it's a buff or removal card, it feels too situational to be consistently a good card.
Bwonsamdi, the Dead - (3) - War Golem stats with a potential to draw a card or two from your deck, while thinning out the smaller cards. Seems okay to me.
Gral, the Shark - (2) - At worst, it's a properly statted card and effect (eat a 1,2,3 drop minion), at it's best it's absolutely bonkers. It's weak to silence but a potential 9/9 + draw a Violet Wurm for 5 mana, is just insanity.
Hakkar, the Soulflayer - (5) - Bad stats and effects for Arena, but probably still worth taking over other bad cards even just for the 9/6 body sometimes.
War Master Voone - (3) - Need to see a bit more dragons to make this card worthwhile. Even just 1 copy is good value. Waiting to see more Dragons in this new set to make the call, but it's a borderline average card.
High Priest Thekal - (2) - Solid Stats for 3 mana and has synergy with heal cards to extend your life total. It's a bit weak for a legendary though.
Princess Talanji - (4) - Very understatted, but works with cards like Devour Mind and Thoughtsteal. It'll need at least a moderate stat minion pull to be worth the investment.
Griftah - (3) - Still a fair Chillwind Yeti, and you will get first crack at the discover card and you'll have some information on what they are holding. It might also give you an out to play into.
Akali, the Rhino - (2) - Bit of an expensive card for only 5 attack, but the future value is just insane. It's a bit deck dependent but this card should be at least an above average card.
Wardruid Loti - (1) - Everything you could want in a card. It's a fair card in terms of mana value for it's level of flexibility, but this card is good in any spot almost.
Captain Hooktusk - (4) - Depending on what shapes up for the rest of the expansion we could see more draftable Pirates. Right now it's only really looking like Ticket Scalper that might see consistent play.
Gonk, the Raptor - (3) - Stat distribution is fine, but the ability doesn't feel impactful enough. We've been seeing a lot of cards that synergize with Hero power killing a minion, so maybe we'll see some more support cards.
Da Undatakah - (3) - Situational but a strong card in the right deck. It'll never be that bad unless you play it as a 8 mana, 8/5, so outside of this situation, it'll at least be an average card, potentially insane card.
Mojomaster Zihi - (4) - Could do stuff in your favor. It's at least going to disrupt the flow of the game, hopefully to your advantage.
Zul'jin - (1) - As far as heroes are concerned, this feels a bit weak. For Arena I don't think we'll see this card often. More so a constructed card.
Krag'wa, the Frog - (2) - Requires some set up but feels like a nice value engine. For a class that lacks card draw, having your powerful spells returned to your hand for a small price while dropping a body, feels quite good.
Halazzi, the Lynx - (1) - Draw 3x 1/1s to come up on top, you'll likely get way more then that as Hunter. This card offers tons of value and initiative.
Epic:
Cannon Barrage (5): Constructed card most likely, just can't work consistently in Arena. The effect is also random which makes it worse.
Immortal Prelate (4): Bad stat line for 2-mana as well as requiring further investment to extract value from it. Think of it as a Kingsbane without a deck built around the card, it's pretty bad. At 1-mana, this card would be pretty solid though.
Sul'thraze (2): I think the card is pretty good, but not a slam dunk. It gets stopped pretty hard by any taunt 4hp or more, and cannot actually full clear boards in exchange for health like Fool's Bane. Yes it can go face so there's added flexibility, but I believe the limiting factor of the Overkill mechanic will keep this card from being insane. (requires 3HP minions or less to die).
Surrender to Madness (5): I'll say unplayable in Priest. Is this an early game card or a late game card because I just don't see this working for either, definitely not in Arena. 3 mana tempo loss early for Priest is probably too much to come back from most of the time. It's better as a late game card for Priest, until you realize Priest actually doesn't have many cards that let you draw through their own deck. Just some thoughts, but i'd avoid this card.
Void Contract (5): Unplayable. Right now, i'm failing to make any argument for this card to see play in Arena.
Smolderthorn Lancer - (3) - An Execute attached to a body, for a discount seems really powerful, however the holding Dragon synergy i've never really been on board with. I wouldn't count on this battlecry triggering very often.
A New Challenger... - (2) - This is really good, but given the current 6 mana minion pool, the selection is a bit underwhelming with a low chance to high roll. If you're happy with a 6/6 Taunt and Divine Shield for 7 mana, then this is a great card, otherwise the chances are it won't be much better usually.
Soulwarden - (3) - Decent stat line with some upside, it has good synergy with the current released cards so perhaps there will be more discard synergies to make this even more worthwhile.
Untamed Beastmaster - (2) - Generic 3/4 stat line which is great and a potentially very relevant upside. The dumb luck of drawing a beast on your turn and causing this to turn into a 5/6 on turn 3 or 4, is just back breaking. This card is going to be frustrating to deal with if that happens.
Gurubashi Hypemon - (2) - Nice 7 drop for Rogue with a pretty good effect. The fact it's a discover card makes it more flexible. Could be healing, buffs, bonus damage, etc. It's a solid card and has combo and spirit synergies.
Masked Contender - (3) - A bit of an awkward card to make use of. It's a bit better then average in Mage or Hunter, but otherwise it's just an average card.
Blast Wave - (3) - Compared to the old Demonfire and Volcanic Potion this card blows, but it potentially can be insane to get rid of 1/1 tokens. It's a bit over costed and weak, but can be set up for maximum benefit with the mage hero power as well.
Haunting Vision - (3) - Slightly less flexible / more flexible then Primordial Glyph. On average it's probably worse since you need to discover and play it, or another spell right away to benefit from the spell reduction, otherwise it's a 3 mana "Discover a Spell" which is horrible.
Crowd Roaster - (3) - This is going to fill really bad to lose to since it's such a huge swing. It's similar to Blazecaller but it' can't target face and has worse stat distribution, but the trigger doesn't need to be set up 1 turn in advance.
Stampeding Roar - (4) - Expensive and very situational for Arena. This is only worthwhile in the lowest bucket and with lots of BIG beasts in your Druid deck.
Master's Call - (4) - A large percentage of the time it's a 3 mana discover a minion from your deck. Is that worth it ? Probably not.
Big Bad Voodoo - (3) - Probably worse then Ancestral Spirit on average since there's uncontrollable RNG at work, but there's potential to high as well. On a decent sized minion, it's a new minion for 2 mana which is a good swing.
Mosh'Ogg Announcer - (1) - Great stat distribution and a protection ability. It smooth kills 4/6s on turn 5 and even 6/6s on turn 6. Very strong card with a built in semi immunity.
Snapjaw Shellfighter - (2) - The ability is potentially good (protecting valuable minions), but sometimes can be horrible (8/8 into a 1/1). Overall, the stat distribution is solid for a 5 drop, and the health can make it a good minion to trade off several small drops.
Splitting Image - (1) - Probably Mage's best secret to date. This is going to be very infuriating to play against, and it'll definitely cost you games. Imagine a minion with Taunt protected by this secret ? You'll just end up losing the game afterwards.
Linecracker - (1) - Great stats, and a huge threat given it's ability. The health means it has a chance to stick around and potentially develop it's attack power. From previous big minions with weak attacks, I can potentially see the issue with this card being weak and ignoble, but after 1 swing, it can instantly be a huge 10/x minion.
The Beast Within - (4) - Some instances where the random attack might be good such as bypassing a taunt, but relying on it just isn't a good strategy.
Treespeaker - (4) - Needs one hit on a Treant for this to be good, but it's just something that doesn't happen often. Haven't seen a lot of playable Treant cards right now.
Auchenai Phantasm - (2) - This is a cheap alternative to the better 4 mana Auchenai Soulpriest. You can never have too much of that card and this is slightly cheaper to combo with your Squashling
Drakkari Trickster - (2) - Good stat line with potential draw card into an out. The problem is the card is reciprocated and a potential random card from your opponents deck is probably scarier then a random 2-drop from say Tanglefur Mystic. I'm not a huge fan of that level of variance so it's slightly lower then the Mystic for me.
Ice Cream Peddler - (3) - 3/5 almost always which is fine. The armor even if gained isn't even that impactful most of the time.
Rare:
Belligerent Gnome (3) - It's playable as a 1/4 for 2, not great, but OK. The upside isn't even worth mentioning most of the time. Significantly worse then Druid of the Swarm but significantly better then Silverback Patriarch, so it's somewhere in between.
Heavy Metal! (5) - On the same level as Gather Your Party, maybe even worse. Really over costed and terrible in Arena.
Pyromaniac (2): Solid body for the mana cost that's better then Coldwraith most of the time and is an on going threat. It's slow value, but the effect is there at your discretion.
Spirit of the Bat (3): Can get out of hand, but requires a board first. Will be deck dependent, but I can see this working out well in faster, smaller drafts.
Spirit of the Shark (3): The condition seems more specific and would require some build around, but there are some insane cards this can work with that might make it worthwhile. Think about a double Bonemare, or Fungalmancer hit on the following turn.
Shriek - (2) - High Tempo removal in the same style as Soulfire. It's a good card if you are lacking removal, but the card discard can be punishing at times.
Spirit of the Dragonhawk - (3) - One of the more playable Spirit cards, it instantly turns your hero power into a Shooting Star. For a 2 mana investment, i'd consider it a removal card.
Waterboy - (3) - For Rogue, this card is a (2). Having a 2/1 as well as a Dagger on turn 2 for Rogue will be an insane tempo turn. It's obviously not a great late game card, but early on, it seems quite playable.
Spirit of the Dead - (3) - High future tempo plays if you can get some good reshuffles and ways to cycle through your deck. Still seems comboey and inconsistent but potentially creates some high powered turns. For 1 Mana, it cheap and thus could see play provided you have some deck cycling cards.
Grave Horror - (2) - I feel Priest has a good chance at making this card very ridiculous. At 8 mana, it's about average, and at 7 mana, you're into excellent value town. It's also an insane late game tempo swing if you can get the cost down considerably.
Raiding Party - (3) - My guess is worse then Mimic Pod and Forge of Souls on average. Most Pirates are generic stats and don't impact the board state in anyway. The 3rd card off the combo would make this excellent value, but is still dependent on drafting 2 Pirates and a Weapon that hasn't been drawn yet. Not always a sure thing, but can be OK depending on the deck.
Spirit of the Tiger - (4) - More of a constructed card, less so an Arena card. At 4 mana, it's expensive and most of Paladin spells will come down to having the board to buff up. You'll rarely get a single large minion, so you might end up with a couple small minions.
Zandalari Templar - (3) - Paladin's version of Hooked Reaver. It's a lot hard to gain life then it is to gain life, so there's that. It's a fine card as is, with the potential to be insane, but the healing part isn't that easy to come across.
Firetree Witchdoctor - (3) - Again, more dragon in hand synergy type cards. Pretty wide variance for the spells since they are probably all classes. The dragon in hand is also less likely to show up unless the new expansion gives us a couple playable dragons to draft.
Likkim - (2) - Fine card for Shaman giving them access to a ping with upside. There's quite a bit of good overloaded cards right now so this could easily be a cheaper Fiery War Axe.
Revenge of the Wild - (3) - Bit situational, but can give insane value for only 2 mana. It's a win more card that requires the board, or you can set up the board with cards like Hunting Mastiff and reap the rewards with this.
Soup Vendor - (3) - A fine card with passive stats, the upside is good, but seems relatively unlikely with most of the classes.
Predatory Instincts - (5) - I mean Oaken Summons actually pulls drops out of your deck and you gain armor for 4 mana and is rarely played in Arena. I get that this card can tutor out a beast and buff it's HP, but how consistent can you make a deck around this that works ? I'm not even going to bother.
Murloc Tastyfin - (4) - Unless they reveal some playable Murlocs, this card is basically not playable since no one drafts enough Murlocs in Arena anyways.
Spirit of the Raptor - (4) - As a 1 mana "cycle" it seems okay, but I wouldn't expect repeat value from it since the Hero power is limited most of the time.
Farraki Battleaxe - (3) - I feel it's too weak and slow for 5 mana, but it's still a weapon that fits into a unique mana slot for Paladin, so it'll find a spot depending on how this is bucketed.
Spirit of the Frog - (5) - It's really situation, and doesn't guarantee you even draw a card from your deck. At 3 mana, it feels really hard to justify a situational spell tutor.
Emberscale Drake - (3) - A fine card with minimal upside. Moreso a playable dragon for Warrior and a decent roll for Bone Drake
Bloodscalp Strategist - (3) - A fine card with a nice upside (although a bit situational considering the amount of weapons Hunters have right now). Most secrets are in the higher buckets so it's hard to take them over quality minions often, but having the ability to discover a Freezing Trap or Venomstrike Trap for cheap can be really high value.
Mark of the Loa - (2) - Fair flexible card, nothing busted about it, just a solid card overall.
Bog Slosher - (2) - Overall feels pretty good. There will be situations where you don't want to bounce back your minion, but the buff makes even totems a good target to return back. Seems pretty good.
Bloodsail Howler - (4) - 1/1 rush pirate. It's pretty fair if you have 1 Pirate on the board, but right now I'm not expecting a lot of Pirates to be drafted.
Mass Hysteria - (3) - This card looks like a hot mess. Would work well if you had 2 big minions next to each other or a poisonous minion that can kill a big minion. Very situational, but potentially really high value board clear.
Spirit of the Rhino - (2) - I actually think this is pretty good. There are some nice draftable Rush minions in this expansion and for a 1 mana investment you have full immune on those minions is just insane. It's very situational and deck dependent but Warrior is a great class for Rush synergy to work well in.
Arena Patron - (4) - Needs the right board to get value and it needs multiple kills to get overwhelming. Feels bad. Much worse then original.
Booty Bay Bookie - (3) - The coin is too impactful in the early game, and the 3/3 stat line is just not that powerful on turn 2 against all the 3/4 or better 3 drops.
Scorch - (2) - Nice removal for Mage with high likelihood of getting reduced with Elemental synergy.
Serpent Ward - (5) - An upgraded Leper Gnome, still bad though, not sure what you would take this over.
Spirit of the Lynx - (3) - Card seems good and potentially has a lot of synergy with the class, but i'm wary of a 3 mana 0/3 for a Hunter class that prioritizes aggressive cards.
Common:
Baited Arrow (1): Really like this card, it's a better Fire Plume Phoenix or Flanking Strike when triggered, and has the flexibility to go face. It's conditional which makes it worse sometimes, but it's still probably a really good card on average.
Rain of Toads (2): Fair card that gets cheated out a bit early, but you pay for it later. Not bad.
Springpaw (2): This card is really good for Hunter. So much packed into a 1-mana card. Both 1/1s are beasts for additional synergy and for a class that lacks pings, it's really nice to have the flexibility.
Sharkfin Fan (2): Not going to break the game for Rogue like Hench-Clan Thug but is still a decent card, will come down to what bucket it's offered in. For the other classes it's average to below average only.
Time Out! (5) - A controllable Ice Block without the ability to misplay around it. Feels pretty bad and situational. You might be able to save some health by use it and swinging a weapon, but seems like a fringe case
Ticket Scalper (3) - The stats are on the bad side in terms of 4 drops, but higher attack increases the chances that the overkill effect goes off. It's also repeatable so it can be a huge problem if you can't deal with it and it gets buffed or your hand has smaller minions.
Gurubashi Chicken - (5) - 1 mana 1/1 - 95% of the time, so ya it's pretty bad.
Ironhide Direhorn - (1) - This is going to be a problem card. It's big, requires instant removal or you just lose the game most of the time. It alters the way you play as well since you can't play smaller minions into it. It's very much like Nightscale Matriarch, but without consistent 2 mana hero power commitments.
Reckless Diretroll - (2) - Probably worth the card for the tempo on turn 3 especially in Arena. Having early game tempo is a sure fire way to not lose a game pointlessly especially since you can regain your card advantage through your hero power in the late game.
Amani War Bear - (2) - Solid card, probably better then Sunwalker even. We'll probably see this card very often.
Rabble Bouncer - (3) - For this card to be above average you probably need a discount of 3 mana. With only 2 attack, it's more of a speed bump then a threat, but can be a nice tempo play when you are flooded by tokens.
Walk the Plank - (1) - Probably slightly worse then Assassinate, since the 1 mana trade off might not be worth it when you really need this to work. With that said, hopefully it gets bucketed lower then Assassinate and this will give Rogue another hard removal option.
Saronite Taskmaster - (3) - The card looks really good and we all get flashbacks to Zombie Chow, but the draw back on this card is pretty heavy and unlike Zombie Chow, it's relevant in the early and late game.
Overlord's Whip - (3) - It's a lot of damage for 3 mana, but the attack is weak and the 4 charges is too many. It's also unlikely you will draft a deck that synergizes well with the ability so it's going to be a negative most of the time.
Arcanosaur - (4) - More expensive and requires a turn to set up compared to Duskbreaker. Granted Elementals are easier to come by, it still requires a turn to prepare for a double sided AOE. Doesn't feel good at all.
Grim Rally - (4) - Much worse then Power of the Wild, but it's a pretty unique card for Warlock and probably can find some fringe use in some decks.
Totemic Smash - (2) - Cool card, it's at worse a Holy Smite with an upside. Easy pick depending on it's bucket.
Elemental Evocation - (5) - Not seeing how this works consistently in Arena right now.
Sightless Ranger - (3) - Has initiative and potentially a decent upside. You can imagine the best likely scenario. You play this, it kills a 1/1, and leaves you with a 3/3, 1/1, 1/1, so basically a 5/5 over 3 bodies deal 1 damage. Worse case scenario it's 5 mana deal 3 damage. On average it's probably somewhere in the middle which is a fine card.
Seance - (4) - So first you need to be behind before playing this which is the first problem. But I can see some insane steals with this card, but a lot of the cards that are insane have immediate impact so you'll instantly be behind. Hard to draft this but it can work in some spots.
Regenerate - (5) - I mean.... waste of a deck slot.
Sand Drudge - (2) - This card seems like a huge problem card since it snow balls like crazy for Priest. Potentially could make Priest much stronger in the early game.
Arena Fanatic - (3) - Hardly ever be insane, but a 2x minion hit is the bare minimum for this card to be worth playing. I can see it doing okay in some slower match ups, but it's not overwhelming the turn it's played and the 4 mana slot is too important to play a 3/2 usually, so this is a late game card, so it potentially doesn't work out well (low hand size in late game occasionally)
Arena Treasure Chest - (4) - You need the right deck for you to get value from the body and 4hp. The delayed draw 2 cards is not worth the initial 4 mana, so you'll need to utilize the body somehow.
Bloodclaw - (3) - This card feels really punishing really early. It's a weapon too so it will promote more attacking. I don't it's worth while, but its still a weapon and early control.
Blood Troll Sapper - (1) - Great stat line and really annoying ability that converts your minions into additional damage even after attacking.
Cheaty Anklebiter - (2) - I'm actually a fan of this card. It's decent value for a 2 mana card and pings and heals will be premium judging by the cards in this set.
Demonbolt - (1) - 3 Minions makes this an Assassinate. Anything less makes this insane. It's also another large removal for Warlock, something they seriously lack, so it's value increases even more.
Devastate - (2) - Decent removal for 1 mana. It's nice to have cheap minion reach thru taunts instead of always relying on face.
Dozing Marksman - (3) - This card has some potential actually, especially in the early game where it really benefits from any minion buff and instantly becomes an early threat.
Dragonmaw Scorcher - (1) - Card is insane. A Neutral AOE ping and a mini Dread Infernal. It's a Dragon which has good / bad things about it, but seems mostly good now since Dragonslayer is diluted among the new cards.
Dragon Roar - (1) - Another insane card for Warrior. The new Dragons from this set are mid sized or bigger, while even the "bad" Dragons have some uses in Warrior. (Ex. Nightmare Amalgam for mech synergy, Ebon Weaponsmith for weapon reduction) Temporus is still the worse Dragon, but this card will more then likely produce a high value minion that might synergize with each other.
Flash of Light - (3) - Cycle and heal seems okay. It's worse then Rocket Boots most likely but still not bad.
Half-Time Scavenger - (2) - Stealth makes this good. The overkill isn't as useful, and since it remains stealth until you attack with it makes it a card that potentially can take advantage of better trading situations. The problem with this stat line in general is that 3 attack most likely will not be enough for minions in the early game.
Headhunter's Hatchet - (1) - Really strong weapon for Hunter on turn 2, and with lots of beasts at their disposal this is often a 2 mana non overloaded Ironforge axe
Helpless Hatchling - (5) - The reduction can potentially work out, but a 1/1 with a situational deathrattle doesn't really scream draftable.
Mosh'ogg Enforcer - (4) - Let me change your mind. Smashy! List goes on. It's a huge wall to help you stall, but 2 attack is so brutal especially for an 8 cost minion. This is something that needs to fill a need in your deck for you to take this otherwise i'd stay away from this.
Ornery Tortoise - (3) - Nice tempo early, but it does feel a bit underwhelming with only 3 attack on turn 3 which won't take care of all the 3/4s floating around.
Pounce - (3) - Seems okay and has synergies with some of the new cards in the set. Should perform fine.
Regeneratin' Thug - (2) - It's a bit annoying and makes for good value trades. Still wary about the 3/5 stat line for turn 4.
Rumbletusk Shaker - (4) - 4 mana for a delayed double 2 drop? Compare this card to Cursed Disciple and you'll see how bad it is.
Scarab Egg - (4) - Needs an activator for 3/3 worth of stats. Sure it's okay, but needs some help. Not even as good as the old Nerubian Egg
Serrated Tooth - (3) - Not really something Rogue needs, but sure it works and has a pretty powerful death rattle on command basically for 2 mana.
Spellzerker - (3) - Not that bad and potentially really solid in Rogue where they can ping and boost their spells.
Stolen Steel - (2) - Rogue with weapons potentially stronger then 3 attack? Seems really good. Can high roll into something dumb too.
Wartbringer - (3) - It's a fine 1 drop with potential to sneak in some damage, although unlikely.
And here we go again, rating the cards for what seems to be a interesting expansion.
EDIT: I originaly posted my own version of ranking the cards, but for the sake of convenience I will use the site's ranking system (1 being the best, and 5 the worst).
DRUID
Savage Striker - 2.5 - This will be a 2/3 for 2 vanilla most of the time. But in the later game, one extra damage can be sometimes very useful. And in the rare moments, this can be very good if you can combine it with something like Bite.
HUNTER
Springpaw - 3 - Nothing too fancy, but as we found out, the rush mechanic is very useful, and since the Lynx costs only 1 mana, it just begs for some buff.
Baited Arrow - 3 - You need to kill a small thing or a very damaged big thing if you want the overkill to trigger. Not too hard, but I still feel this is a bit too unreliable for a better rating.
MAGE
Hex Lord Malacrass - 1.5 - This is a bit of a weird one. On turn 8 you kinda want bigger, more impactful cards. So if you get a mix of some early game cards you want and some late game cards you don't want , the better this card actually becomes. But even if you don't have the perfect scenario, getting 4 or more cards is always great, even if they aren't the best quality, so you will always get atleast some nice value with this guy (even if the stats are really bad).
Pyromaniac - 1 - Yes, because the mage hero power really needed some extra omph. A early minion with very good stats, that can still be very impactful in the late game? I will take two please.
PALADIN
Shirvallah, the Tiger - 5 - This is very good even at 10 mana. Now think about how many times you played 15 mana worth of spells as a paladin......... exactly. I checked my last 15 paladin arena games with the decktracker, and I had about 12 - 17 mana worth of combined spells in most matches. So this means that most of the time I would need to play all my spells if I'd want to summon this creature.
Maybe it's different for you, you have allot of (or big) spells and you could easily summon him? Let me know.
Immortal Prelate - 4 - In constructed you have some reliable ways to buff this guy and bring him out of the deck. In arena, you don't have that luxury. Buffing him is easy enough, but getting him again, is way too unreliable.
PRIEST
Surrender to Madness - 4.5 - I kinda have a bad habit of overrating cards that improve your deck (Luna's Pocket Galaxy and The Mistcaller ), but even I can see that destroying your early and mid game, and only being really useful in the late game (at which point you really won't be getting all that much value from such cards anyway) is pretty sucky.
ROGUE
Cannon Barrage - 5 - If this would only affect minions, then it might be worth it. But since it can also go face, plus the fact you need atleast 1 pirate (which you're not guaranteed to have) to make this remotely usable, it sinks (...) hard.
Spirit of the Shark - 4 - There is potential for some crazy shenanigans, but the cost is big, and this guy is worthless on his own.
SHAMAN
Rain of Toads - 2 - The overload is very steep, but a bunch of taunts with fine stats is almost never a bad thing.
WARLOCK
Hir'eek, the Bat - 3.5 - If warlocks get some more (good) handbuff cards, then you might do something crazy with this. But most of the time you will overpay flood and your board with 1/1 minions.
Void Contract - UNPLAYABLE - Poor warlock, being the only class with 2 unplayable cards. I thought if I should give this a 5, but the more I think about it, the more I can't see any potential with this card.
This isn't constructed where you would destroy some extremely important combo pieces, so 90% of the time you spent a card and 8 mana for nothing. 9.5% of the time you actually screw yourself, since you bring yourself closer to fatigue and you are a warlock, And once every blue moon you maybe set back or bring your opponent dangerously close to fatigue. But for 8 mana?
Spirit of the Bat - 3.5- Like with the shark, this is way too weak on it's own, and requires too much setup to work properly. It is cheaper though.
WARRIOR
Sul'thraze - 1 - This would be awesome even without the overkill. With overkill though, you can really rip and tear your opponent, since this can also go face.
NEUTRAL
Sharkfin Fan - 2, 3, 4 - Oh look, another neutral card that benefits mostly the rogue. This can actually be a really big annoyance with the rogue. Other weapon classes and the druid might get a bit of value from this, though probably not too much. And for other classes this is a 2/2 for 2.
Hex Lord Malacrass (2): Very good value card, but it might be a bit too slow depending on the meta.
Hir'eek, the Bat (3): This one is actually ok on its own, depending on the meta, the board flood might be even more valuable. Hit it with any hand buff and the card becomes nuts.
Shirvallah, the Tiger (5): You are never gonna have enough spells to make it cost 10 or less mana. And even if you would, it is so damn slow, just not worth it.
Epic:
Cannon Barrage (5): We will have to see how many Pirates will there be in this xpac and then in which power buckets will they be, but even if you could manage to get like 3 Pirates on the board in an average game, i dont think this card is very good.
Immortal Prelate (4): This is a bit awkward card for arena, obviously if you can hit it with a buff, this can become rly good minion to draw into later, but it is a shitty 2-drop in its own and it can become a dead card or a dead draw in a bad situation, im not convinced yet.
Sul'thraze (1): Very good weapon with Fool's Bane-esque ability, but can also go face. Seems good to me.
Surrender to Madness (3): I dont know what to think about this card, the buff is powerful as hell, but the drawback can lose you the game on its own. But i think this card has a potential to be a sleeper card, at least for arena and shake up how priest is being played. It will mostly depend on to which power level bucket will it be assigned and how hard will it be to draft it.
Void Contract (5): Unplayable card for arena, the one use this could have is if you drafted super low curve deck and you wouldnt mind discarding half of it, but your opponent would probably lose a lot of valuable cards. But if you would have time to play this, chances r, you r in a winning position already.
Rare:
Pyromaniac (1): This card is absolutely nuts. Perfect stat line for a 3-drop and super good ability. You kill minions with your hero power all the time and many times you set up a kill on turn 5 while playin a 3-drop. This card will have a lot of versatility when to play it and will be a powerful card draw engine. Might be one of the best cards of the set for mage honestly.
Spirit of the Bat (2): This one seems interesting, im not sure how will it end up performing, but it feels like it has a potential to be very decent on average.
Spirit of the Shark (5): I honestly don see this card working out in arena, the Stealth can help setting this up for a next turn power play, but it is so damn slow and you are not guaranteed to have many (good) battlecry or combo cards, i just dont see it.
Common:
Baited Arrow (1): Super powerful card for hunter, literally a consistent Bane of Doom. What more is there to say.
Rain of Toads (2): The Overload is nothing to joke about, but getting three decent taunts out of it is pretty nice. I think this card will see plenty of play.
Springpaw (3): This is a pretty good card since it gives you two pings, which is nice for a hunter to have. But other than that, nothing special.
Savage Striker (3): Vanilla 2-drop that will deal 1 dmg when played late game, i mean there r worse 2-drops, so its fine.
Sharkfin Fan (3): Passable 2-drop for most classes, decent one for weapon classes and druid, absolute beast for Rogue :)
Hex Lord Malacrass Rating 3(Average): It's a little expensive, but getting 2-3 extra cards and a 5/5 body is not a bad deal for the cost. I just think it might be too slow.
Hir'eek, the Bat Rating 5(Terrible): If you have a Soul Infusion, then this could be fun, but that's a stretch. It's expensive and pretty lackluster when you realize Forbidden Ritual did the same thing cheaper (max 7 mana to fill the board).
Shirvallah, the Tiger Rating 5(Terrible): In a minion-centric environment you may never be able to cast this minion at all. Even if you got lucky with Sound the Bells! you'd still need nearly two full turns casting them before you could play this card. And by then wouldn't you have a huge enough minion(s) that Shirvallah would be irrelevant?
EPIC:
Cannon Barrage Rating 5(Terrible): Unless you're filled to the gills with Pirates this doesn't need to take up a deck slot.
Immortal Prelate Rating 4(Poor): This is only good if you're able to buff it up, otherwise you really don't want to keep drawing this in the late-game.
Sul'thraze Rating 1(Excellent): I can't remember how many times Fool's Bane proved better than I thought it would be. This card is certainly no exception and it's a solid weapon without even triggering Overkilll.
Surrender to Madness Rating 4(Poor): Losing 3 Mana Crystals puts you at a huge disadvantage, regardless of how good the buff is.
Void Contract Rating 5(Terrible): You're possibly hurting yourself more than your opponent with this one. I think I'll take a hard pass on this one.
RARE:
Pyromaniac Rating 1(Excellent): It's already a good card being a 3/4 for 3 mana, but the card draw absolutely puts it over the top. This could generate insane value for your game. A definite pick in my book.
Spirit of the Bat Rating 4(Poor): You have to pay 2 mana, lose a minion, and have a minion waiting in your hand just to get a small buff. In the early game you might be able to make it work, but late game is just a waste.
Baited Arrow Rating 1(Excellent): It's solid removal with an awesome upside and looks to be the spiritual successor to Flanking Strike.
Rain of Toads Rating 2(Good): It's not quite as good as Feral Spirit, but it's still a lot of Taunts to get through and could definitely buy you enough time to finish your opponent off.
Savage Striker Rating 3(Average): It's a decent 2-drop, but the built in Savagery doesn't even get factored in because it would rarely be used unless it was late-game.
Sharkfin Fan Rating 3(Average): This will be alright for the 2-drop slot most of the time, but could get insane in Rogue (and definitely gets a bump in rating for that class).
Springpaw Rating 3(Average): This is fine for Hunter and it doesn't hurt that it's got the Beast tag.
Hex Lord Malacrass (2): Going 1st you get 3 cards, going 2nd you get the coin as well. A 5/5 body attached with a Nourish for 8 mana is pretty solid, and you have reasonable control over the outcome since you know the cards you'll be adding. Seems like good value, but will be hard to play safely like Sprint
Hir'eek, the Bat (3): Buff Warlock could be a thing, but i'm not overly optimistic on it right now. It's still a playable card as is without any upside though.
Shirvallah, the Tiger (5): Works well with Sound the Bells! but even then it's a bit too expensive to see play. It's a great card if you ever cast it though.
Epic:
Cannon Barrage (5): Constructed card most likely, just can't work consistently in Arena. The effect is also random which makes it worse.
Immortal Prelate (4): Bad stat line for 2-mana as well as requiring further investment to extract value from it. Think of it as a Kingsbane without a deck built around the card, it's pretty bad. At 1-mana, this card would be pretty solid though.
Sul'thraze (2): I think the card is pretty good, but not a slam dunk. It gets stopped pretty hard by any taunt 4hp or more, and cannot actually full clear boards in exchange for health like Fool's Bane. Yes it can go face so there's added flexibility, but I believe the limiting factor of the Overkill mechanic will keep this card from being insane. (requires 3HP minions or less to die).
Surrender to Madness (5): I'll say unplayable in Priest. Is this an early game card or a late game card because I just don't see this working for either, definitely not in Arena. 3 mana tempo loss early for Priest is probably too much to come back from most of the time. It's better as a late game card for Priest, until you realize Priest actually doesn't have many cards that let you draw through their own deck. Just some thoughts, but i'd avoid this card.
Void Contract (5): Unplayable. Right now, i'm failing to make any argument for this card to see play in Arena.
Rare:
Pyromaniac (2): Solid body for the mana cost that's better then Coldwraith most of the time and is an on going threat. It's slow value, but the effect is there at your discretion.
Spirit of the Bat (3): Can get out of hand, but requires a board first. Will be deck dependent, but I can see this working out well in faster, smaller drafts.
Spirit of the Shark (3): The condition seems more specific and would require some build around, but there are some insane cards this can work with that might make it worthwhile. Think about a double Bonemare, or Fungalmancer hit on the following turn.
Common:
Baited Arrow (1): Really like this card, it's a better Fire Plume Phoenix or Flanking Strike when triggered, and has the flexibility to go face. It's conditional which makes it worse sometimes, but it's still probably a really good card on average.
Rain of Toads (2): Fair card that gets cheated out a bit early, but you pay for it later. Not bad.
Springpaw (2): This card is really good for Hunter. So much packed into a 1-mana card. Both 1/1s are beasts for additional synergy and for a class that lacks pings, it's really nice to have the flexibility.
Sharkfin Fan (2): Not going to break the game for Rogue like Hench-Clan Thug but is still a decent card, will come down to what bucket it's offered in. For the other classes it's average to below average only.
Time Out! Rating 4(Poor): If you've got a Weapon it gives you a little more freedom, otherwise you're just buying yourself a turn to outlast your opponent. Sometimes that extra turn can make all the difference in the world, but it's pretty situational.
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Rastakhan's Rumble is Hearthstone's tenth expansion and is set to release on December 4th, 2018.
The "Ready to Rumble" card back from the pre-order and the Rumble Run one are both shown below.
This thread is dedicated to discussing the impact of these new cards on the ARENA environment.
Click below to see how each of the Arena mods rated the cards revealed so far!
You can read each mod's detailed card evaluation by clicking on the links below.
Below you will find links for all the Class, Neutral, and Token/Buff cards that have been revealed.
Neutral
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Tokens/Buffs
Update 11/2/18: Created thread. Added initial release of cards and rankings.
Update 11/6/18: Added Time Out!.
Update 11/12/18: Added Heavy Metal! and Ticket Scalper.
Update 11/13/18: Added Belligerent Gnome.
Update 11/15/18: Added Bwonsamdi, the Dead and Spirit of the Dead.
Update 11/19/18: Added Oondasta, Zentimo, Jan'alai, the Dragonhawk, A New Challenger..., Spirit of the Dragonhawk, Waterboy, Daring Fire-Eater, Ironhide Direhorn, Gurubashi Chicken, High Priestess Jeklik, Soulwarden, Reckless Diretroll, Shriek, and Smolderthorn Lancer.
Update 11/20/18: Added Raiding Party, Grave Horror, Untamed Beastmaster, Spirit of the Tiger, Gral, the Shark, Hakkar, the Soulflayer, Zandalari Templar, War Master Voone, and Firetree Witchdoctor.
Update 11/21/18: Added Gurubashi Hypemon, Revenge of the Wild, Likkim, Amani War Bear, High Priest Thekal, Masked Contender, Walk the Plank, Rabble Bouncer, Soup Vendor, and Blast Wave.
Update 11/22/18: Added Saronite Taskmaster, Predatory Instincts, Haunting Visions, Princess Talanji, Murloc Tastyfin and Overlord's Whip.
Update 11/23/18: Added Spirit of the Raptor, Griftah, Arcanosaur, Farraki Battleaxe, Totemic Smash, Grim Rally, and Spirit of the Frog.
Update 11/24/18: Added Crowd Roaster, Akali, the Rhino, and Stampeding Roar.
Update 11/25/18: Added Master's Call, Wardruid Loti, Big Bad Voodoo, Emberscale Drake, Bloodscalp Strategist, Elemental Evocation, Sightless Ranger, and Captain Hooktusk.
Update 11/26/18: Added Seance, Gonk, the Raptor, Bog Slosher, Linecracker, Da Undatakah, Sand Drudge, Regenerate, Mosh'Ogg Announcer, Mark of the Loa, and Snapjaw Shellfighter.
Update 11/27/18: Added Splitting Image, Zul'jin, Mojomaster Zihi, Spirit of the Rhino, Bloodsail Howler, Mass Hysteria, and The Beast Within.
Update 11/28/18: Added Krag'wa, the Frog, Treespeaker, Scorch, and all the remaining cards from the reveal stream.
Thanks for joining us!
"To build or destroy...only you decide which joy." - Last Crack
NEUTRAL
"To build or destroy...only you decide which joy." - Last Crack
DRUID
"To build or destroy...only you decide which joy." - Last Crack
HUNTER
"To build or destroy...only you decide which joy." - Last Crack
MAGE
"To build or destroy...only you decide which joy." - Last Crack
PALADIN
"To build or destroy...only you decide which joy." - Last Crack
PRIEST
"To build or destroy...only you decide which joy." - Last Crack
ROGUE
None Revealed
"To build or destroy...only you decide which joy." - Last Crack
SHAMAN
"To build or destroy...only you decide which joy." - Last Crack
WARLOCK
None Revealed
"To build or destroy...only you decide which joy." - Last Crack
WARRIOR
None Revealed
"To build or destroy...only you decide which joy." - Last Crack
BUFFS/TOKENS
None Revealed
"To build or destroy...only you decide which joy." - Last Crack
LEGENDARY:
Akali, the Rhino Rating 3(Average): You can get some good value as long as you have additional Rush minions in your deck, otherwise it's a bit on the pricey side.
Bwonsamdi, the Dead Rating 3(Average): I wouldn't count on drawing much from the Battlecry unless you've really filled up on 1-drops for some reason. Regardless, the stats are still fine for the cost.
Captain Hooktusk Rating 4(Poor): The stats are terrible and I can only see this being useful if you've drafted several Pirates for your deck.
Da Undatakah Rating 3(Average): Unless you've got a decent selection of Deathrattle minions I don't think this rates any higher. If you play it without gaining the Battlecry it's mostly 'meh'.
Gonk, the Raptor Rating 3(Average): It has an odd ability that will be tough to use consistently in Arena. The stats are alright otherwise, and it should prove useful simply by being a decent-sized minion.
Gral, the Shark Rating 2(Good): I'm assuming this is a random selection, so that makes it less appealing, but the effect is like getting a buff and card draw in one minion. Silence makes the Shark very, very sad indeed.
Griftah Rating 3(Average): The stats are awesome, but giving your opponent free cards (even random ones) is a bad idea. (Adjustment +1 on 11/28/18).
Hakkar, the Soulflayer Rating 4(Poor): It's expensive and you could potentially kill yourself with the Corrupted Blood.
Halazzi, the Lynx Rating 1(Excellent): This is awesome if played late game, since you fill your hand up, but it should still be useful even if played earlier. (Adjustment +1 on 11/29/18)
Hex Lord Malacrass Rating 2(Good): It's a little expensive, but getting 2-3 extra cards and a 5/5 body is not a bad deal for the cost. I just think it might be too slow. (Adjustment +1 on 11/29/18)
High Priestess Jeklik Rating 3(Average): It's doubtful you can consistently trigger the discard portion of the card, but I still think it's fine on its own - having Taunt and Lifesteal without any other special conditions.
High Priest Thekal Rating 3(Average): I like the stats, but unless you've got cards that can take advantage of the Health/Armor tradeout I don't know that I'd rate it higher.
Hir'eek, the Bat Rating 4(Poor): If you have a Soul Infusion, then this could be fun, but that's a stretch. It's expensive and pretty lackluster when you realize Forbidden Ritual did the same thing cheaper (max 7 mana to fill the board). (Adjustment +1 on 11/29/18)
Jan'alai, the Dragonhawk Rating 4(Poor): It's an incredibly cool concept and I love that you get Ragnaros, but unless you have ways to boost your Hero Power or make it cheaper this will be a HUGE mana investment. We're looking at 16 mana for the Hero Power damage and 7 mana to cast the minion itself. That's a total of 23 mana to get the most out of this card and for Arena that's going to be way too slow.
Krag'wa, the Frog Rating 2(Good): The stats are passable even if you don't get anything from the Battlecry, but when you do you're going to get some amazing value.
Mojomaster Zihi Rating 4(Poor): This seems more like a delay tactic for Constructed, but it doesn't look like it would do much good in Arena unless you were already ahead on the board.
Oondasta Rating 3(Average): It's slow and requires that you have a Beast in hand to benefit from the Overkill, but the Rush is nice!
Princess Talanji Rating 4(Poor): It's not likely you'll get anything with the Battlecry, but there will be the occasional minion from Thoughtsteal or something similar.
Shirvallah, the Tiger Rating 5(Terrible): In a minion-centric environment you may never be able to cast this minion at all. Even if you got lucky with Sound the Bells! you'd still need nearly two full turns casting them before you could play this card. And by then wouldn't you have a huge enough minion(s) that Shirvallah would be irrelevant?
Wardruid Loti Rating 1(Excellent): It's cheap and extremely versatile. Being able to create your own solution for different situations is really powerful.
War Master Voone Rating 4(Poor): They obviously want Dragon Warrior to be a thing, but I'm just not seeing it in Arena. You might have luck enough to copy a Primordial Drake or Cobalt Scalebane, but I wouldn't count on it.
Zentimo Rating 4(Poor): In a minion-centric environment like Arena it may be difficult to make this one work. Not to mention that you will be hit with cumulative Overload penalties.
Zul'jin NOT AVAILABLE IN ARENA
Rating 1(Excellent): Regardless of the amount of spells that get cast from the Battlecry you're still getting 5 Armor and a targetable Hero Power with Berserker Throw.EPIC:
A New Challenger... Rating 1(Excellent): Being able to Discover a minion and give it Taunt and Divine Shield is pretty amazing. This could be really problematic for most of your opponents.
Auchenai Phantasm Rating 3(Average): This is one of those that could be better for the mid-late game, but works just fine as a two-drop without worrying about the Battlecry.
Big Bad Voodoo Rating 3(Average): Given that the effect is random I don't know that it merits more than an Average rating.
Blast Wave Rating 3(Average): It's mass removal that allows you to draw multiple cards with the Overkill feature. Even though it hits everything I think the potential card advantage will be worth it. (Adjustment -1 to rating on 11/22/18)
Cannon Barrage Rating 5(Terrible): Unless you're filled to the gills with Pirates this doesn't need to take up a deck slot.
Crowd Roaster Rating 4(Poor): The stats on this are a bit wonky, but the Battlecry is awesome if you can trigger it. If you've got several Dragons in your draft this definitely moves up in rank.
Drakkari Trickster Rating 3(Average): I love the stats, but I hate the effect. I consider it similar to how I looked at Griftah and how I hate giving my opponent anything. In this case you've both told each something about what's left in your deck and I don't like that.
Gurubashi Hypemon Rating 2(Good): I like the stats and Discovering a Battlecry can be really useful, especially when it only costs 1 mana!
Gurubashi Offering Rating 5(Terrible): This seems like an annoyance in Arena, but might buy you an extra turn if your opponent can't kill you immediately and have to divert their attention to this speed bump. (Adjustment -1 on 11/29/18)
Haunting Visions Rating 3(Average): This is basically a modified Far Sight, but the Discover aspect is a nice addition. Sadly, the spell has to be played right away to take advantage of the discounted cost. That may prove frustrating sometimes.
Ice Cream Peddler Rating 3(Average): I doubt the Battlecry will trigger, but it's fine as a straight-up 3/5 minion.
Immortal Prelate Rating 4(Poor): This is only good if you're able to buff it up, otherwise you really don't want to keep drawing this in the late-game.
Linecracker Rating 1(Excellent): That statline is awesome and I can see this quickly becoming a nightmare in Arena.
Masked Contender Rating 3(Average): It's pretty situational and obviously better for classes with Secrets, but I suppose it's draftable in a pinch.
Master's Call Rating 4(Poor): I would never expect to get the full potential from this card in Arena, so you're likely to just be Discovering one minion in your deck. Sadly, it does nothing to the board, so it's really a last ditch effort to find something useful.
Mosh'Ogg Announcer Rating 1(Excellent): Unless your opponent has hard removal this could be a pain to get rid of. It is certain to cause quite a bit of disruption and frustration in Arena. (Adjustment +1 on 11/29/18)
Smolderthorn Lancer Rating 4(Poor): Unless you've managed to draft a very specific type of deck it will be unlikely that you trigger the Battlecry. Not to mention, the stats are less than desirable.
Snapjaw Shellfighter Rating 3(Average): This is another one of those cards that will be frustrating for your opponent and could prove challenging if it's beside a large Taunt.
Soulwarden Rating 3(Average): I think it's fine even if you don't get anything from the Battlecry. However, it will be amazing for those times that you do get cards back.
Splitting Image Rating 2(Good): This Secret is right up there with Mosh'Ogg Announcer on the annoyance factor scale. This could cause a lot of trouble, especially if it's a Taunt minion they're dealing with.
Stampeding Roar Rating 5(Terrible): This is way too situational for Arena. Unless you have a specific type of deck this is going to be a dead card.
Sul'thraze Rating 1(Excellent): I can't remember how many times Fool's Bane proved better than I thought it would be. This card is certainly no exception and it's a solid weapon without even triggering Overkilll.
Surrender to Madness Rating 4(Poor): Losing 3 Mana Crystals puts you at a huge disadvantage, regardless of how good the buff is.
The Beast Within Rating 5(Terrible): This is too situational to even be playable.
Treespeaker Rating 4(Poor): This is definitely situational, but if you've got lots of Treants it could be huge.
Untamed Beastmaster Rating 2(Good): His stats are already great and if you have several Beasts in your deck then he probably bumps up to a 1.
Void Contract Rating 5(Terrible): You're possibly hurting yourself more than your opponent with this one. I think I'll take a hard pass on this one.
RARE:
Arena Patron Rating 4(Poor): It's nice to see Grim Patron's cousin, but he's probably not doing any crazy stunts in Arena.
Belligerent Gnome Rating 3(Average): Obviously it's nice if you get the Battlecry bonus, but it's probably okay either way. I think Tar Creeper set the bar pretty high and completely spoiled me on cheap Taunts.
Bloodsail Howler Rating 4(Poor): This is very deck-specific and most of the time will be junk unless you've got a load of Pirates.
Bloodscalp Strategist Rating 3(Average): It seems okay to me and has a decent upside if you're able to trigger it.
Bog Slosher Rating 3(Average): It should create some fun scenarios with Saronite Chain Gang or simply bouncing back your own totems.
Booty Bay Bookie Rating 3(Average): The stats are great, but you risk giving your opponent a significant advantage, especially in the early game.
Emberscale Drake Rating 3(Average): I think it's fine as a vanilla 5/5 body for 5 mana, but the Armor is irrelevent. The Dragon tag does count for something and could possibly be useful in other interactions.
Farraki Battleaxe Rating 3(Average): I do like this Weapon, but it's got a couple of situational pieces to it. First a minion on your opponent's board that you can Overkill and second, a minion in your hand to receive the bonus.
Firetree Witchdoctor Rating 3(Average): It's an acceptable two-drop with a nice upside. I'm starting to wonder if we're going to have a ton of Dragons pop up in this set, because there have been several cards revealed that have interactions with Dragons.
Grave Horror Rating 3(Average): I really like this card, but your draft is going to be the deciding factor on how well it's going to play. It will take you at least 5 spells to make it a better Bog Creeper, so it really will depend on your spell pool.
Heavy Metal! Rating 5(Terrible): It's already bad enough that you've got to completely rely on RNG for this card, but you also must have some amount of Armor for it to be worth anything at all and that's never guaranteed.
Grim Rally Rating 4(Poor): This is much more of a Constructed card and will often be too situational for Arena use, but it could have its moments.
Likkim Rating 3(Average): I kept going back and forth on this one, but I think it will be draft dependent. Shaman has Overload on nearly everything it seems (certainly any removal) and the effect lasts through the turn you cast it and the following one, so it won't be hard to get good use out of this.
Mark of the Loa Rating 2(Good): Those are a lot of stats to throw around in the early game, not to mention the Taunt aspect. This could be really tough for most players to deal with.
Mass Hysteria Rating 4(Poor): This might be alright as a last ditch effort if you're behind, but otherwise, it could do more harm than good.
Murloc Tastyfin Rating 4(Poor): Although the card draw is nice the stats are terrible and it's not often you're able to draft or even be offered a decent Murloc selection to make it worth it.
Predatory Instincts Rating 4(Poor): This does nothing to the board and potentially nothing to your deck unless you've got a load of Beasts. If you can hit a Taunt with the Health increase it could turn out to be good, but it's pretty situational overall.
Pyromaniac Rating 1(Excellent): It's already a good card being a 3/4 for 3 mana, but the card draw absolutely puts it over the top. This could generate insane value for your game. A definite pick in my book.
Raiding Party Rating 4(Poor): Unless you've got a specific type of deck I don't think this makes the cut. I still have questions about exactly how the card works, especially if you have no Pirates - looking at Sense Demons. At the worst you could still pull a Weapon out of your deck.
Revenge of the Wild Rating 4(Poor): I think it will create lots of interesting nonsense in Constructed, but Arena may be tricky for it to perform consistently.
Scorch Rating 3(Average): If you've got a deck heavy with Elementals then it probably bumps up in rating slightly. Either way, it's still removal.
Serpent Ward Rating 4(Poor): It's cool to see another Totem, but this won't last long unless you're able to hide it behind a Taunt.
Shieldbreaker Rating 3(Average): Pretty situational, but powerful for the late game when your opponent tosses up a wall.
Shriek Rating 2(Good): Even though you lose a card this is amazingly cheap removal and shouldn't be passed up.
Soup Vendor Rating 3(Average): This could do well for Priest, but it would still take multiple heals to reap the benefits. Regardless, the stats are still decent for a 2-drop.
Spirit of the Bat Rating 4(Poor): You have to pay 2 mana, lose a minion, and have a minion waiting in your hand just to get a small buff. In the early game you might be able to make it work, but late game is just a waste.
Spirit of the Dead Rating 4(Poor): You have an opportunity to generate some insane value under the right circumstances, but most of the time this card won't actually do anything to save you unless you go to fatigue, which is unlikely.
Spirit of the Dragonhawk Rating 3(Average): This could be pretty powerful for 1-2 turns while it's Stealthed, but don't expect it to stick around for long.
Spirit of the Frog Rating 5(Terrible): In a minion-centric environment it's going to be difficult to get this to work consistently unless you've got a spell-heavy deck.
Spirit of the Lynx Rating 3(Average): Hunter has Beasts running out their ears, so they should have absolutely no trouble in buffing numerous minions. It will be bad news if this thing is hidden behind a Taunt and a complete nightmare if they play Unleash the Hounds! (Adjustment -1 on 11/29/18)
Spirit of the Raptor Rating 4(Poor): Drawing cards is great, but it's going to be pretty situational as far as seeing any real benefit.
Spirit of the Rhino Rating 4(Poor): It's another deck-specific card, that could certainly prove useful in a deck with a decent supply of Rush minions, but otherwise lackluster.
Spirit of the Shark Rating 5(Terrible): Way too situational and expensive.
Spirit of the Tiger Rating 4(Poor): This is much more of a constructed card, but you still might be able to get a decent-sized minion out of it.
Waterboy Rating 3(Average): You're basically getting a chance to use your Hero power and put something on the board in the same turn, although the 2/1 body is pretty easy to get rid of.
Zandalari Templar Rating 3(Average): It's unlikely that you trigger the Battlecry because you normally only see a handful of draftable heals. Even so, it's fine if played without the bonus.
COMMON:
Amani War Bear Rating 2(Good): Nice stats and being a Neutral Taunt makes this even better.
Arcanosaur Rating 4(Poor): With the right kind of deck this definitely moves up in rank, but without enough supporting Elementals it's going to be a dead card.
Arena Fanatic Rating 3(Average): I think I got spoiled by Grimestreet Outfitter, but it's nice to see that every class will have access to this effect now. If you don't see it in the early game it's probably gonna be disappointing when you do draw it.
Arena Treasure Chest Rating 4(Poor): Unless you have a way to pop this chest it's going to be a dead card most of the time.
Baited Arrow Rating 1(Excellent): It's solid removal with an awesome upside and looks to be the spiritual successor to Flanking Strike.
Banana Buffoon Rating 3(Average): This could certainly be annoying. Especially if drawn in the early game.
Bloodclaw Rating 3(Average): I'm not wild about the 5 damage, but it is still a cheap Weapon. It's really going to depend on your draft to decide if this would fit in your deck.
Blood Troll Sapper Rating 1(Excellent): I love the stats and it will make choices more difficult for your opponent while they are trying to clear the board. Obviously this minion will have a huge target on it, but it's large enough to survive most single attacks.
Cheaty Anklebiter Rating 3(Average): Seems fine for a standard two-drop, especially with the Battlecry.
Daring Fire-Eater Rating 3(Average): It's one more mana than Frostbolt but you get the 1/1 body with it, so it's not bad.
Demonbolt Rating 2(Good): I love that you can get this for 1 mana if you've got a full board, but it's worse the further behind you are.
Devastate Rating 2(Good): It's cheap removal that can easily substitute for Execute in most cases.
Dozing Marksman Rating 3(Average): Most opponents can just ignore this, but could be interesting in Mage.
Dragonmaw Scorcher Rating 1(Excellent): That is a really nice built-in AOE, even if it hits your own minions. (Adjustment +1 on 11/29/18)
Dragon Roar Rating 1(Excellent): Marsh Drake and Ebon Dragonsmith are probably the least desirable, but you've got a great chance at getting something huge or a board clear - or both! (Adjustment +1 on 11/29/18)
Elemental Evocation Rating 5(Terrible: We've got quite a few Elementals floating around, so this could prove useful in the early game. If you've got an Elemental-heavy deck it probably goes up slightly in value. (Adjustment -1 on 11/29/18)
Flash of Light 3(Average): The heal is decent, but the card draw is what interests me the most.
Former Champ Rating 1(Excellent): 6/6 worth of combined stats for only 5 mana? Yep, I'll take it!
Gurubashi Chicken Rating 5(Terrible): Funny, but it probably won't do much in Arena. (Adjustment -1 on 11/29/18)
Half-Time Scavenger Rating 3(Average): The Armor gain isn't a huge deal, but Stealth could prove useful in making it easier to set up for the Overkill.
Headhunter's Hatchet Rating 2(Good): I think it's good even if you don't get the additional Durability.
Helpless Hatchling Rating 4(Poor): He's cute, but sadly will be "Worthless" Hatchling in Arena most of the time.
Ironhide Direhorn Rating 1(Excellent): Even though it's a little expensive the stats are good and it's likely to be able to stick around to trigger the Overkill more than once. (Adjustment +1 on 11/29/18)
Mosh'Ogg Enforcer Rating 3(Average): This is one large, annoying wall. It's got so much Health that it's going to probably take your opponent a couple of turns to hack through, and they could be dead by that point.
Ornery Tortoise Rating 4(Poor): This is really going to depend on your deck and the class you're playing. For most situations taking 5 damage is not something to take lightly.
Overlord's Whip Rating 3(Average): I like the Weapon, but I'm not sure I like it damaging all of my minions. There are times when that may be beneficial, but I expect that more out of a constructed deck instead of Arena.
Pounce Rating 3(Average): This seems fine compared to Claw.
Rabble Bouncer Rating 3(Average): I wouldn't be surprised to get this out for 4 mana most of the time. I'd say it will do well overall, especially if your opponent has just flooded their board.
Rain of Toads Rating 2(Good): It's not quite as good as Feral Spirit, but it's still a lot of Taunts to get through and could definitely buy you enough time to finish your opponent off.
Reckless Diretroll Rating 3(Average): It has good stats for the cost and could be a welcome draw in the late game if your hand's already empty.
Regeneratin' Thug Rating 2(Good): This basically comes with a soft Taunt, cause your opponent can't ignore it unless they want to let you continue picking off smaller minions only to be healed up your next turn.
Regenerate Rating 5(Terrible): Free heals are nice, but unless you've got some other cool interactions with other cards in your draft there's really no reason to pick this.
Rumbletusk Shaker Rating 3(Average): You're basically spending the mana up front to get another two-drop when this one dies. It's not bad, but not amazing either.
Sand Drudge Rating 3(Average): It's fine as a 3/3 itself, but if you've got a spell-heavy deck this probably jumps up to a 2.
Saronite Taskmaster Rating 3(Average): There will be the obvious comparisons to Zombie Chow, but I'd much rather give my Opponent Health over a free Taunt.
Savage Striker Rating 3(Average): It's a decent 2-drop, but the built in Savagery doesn't even get factored in because it would rarely be used unless it was late-game.
Scarab Egg Rating 4(Poor): Like several other minions, if you can't bust this it's just a dead card.
Seance Rating 3(Average): This is pretty situational, as you've got to have something on the board worth copying in the first place.
Serrated Tooth Rating 2(Good): It's a cheap Weapon with an impactful Deathrattle.
Sharkfin Fan Rating 3(Average): This will be alright for the 2-drop slot most of the time, but could get insane in Rogue (and definitely gets a bump in rating for that class).
Sightless Ranger Rating 3(Average): It's only good if you can trigger the Overkill, giving you 5/6 worth of combined stats for only 5 mana. If you can't manage that it's overcosted. (Adjustment +1 on 11/29/18)
Spellzerker Rating 3(Average): I think it's fine as a 2-drop, but can wreak havoc if you get some Spell Power shenanigans started.
Springpaw Rating 3(Average): This is fine for Hunter and it doesn't hurt that it's got the Beast tag.
Stolen Steel Rating 2(Good): Being able to Discover a Weapon is pretty strong. However, I'm not sure if it would be any stronger than if you had just drafted a Weapon, cause you're adding two mana to whatever you get. (Adjustment +1 on 11/29/18)
Ticket Scalper Rating 3(Average): It won't stand up to much and if it gets killed on your opponent's turn the Overkill doesn't trigger and you get nothing. (Adjustment +1 on 11/29/18)
Time Out! Rating 4(Poor): If you've got a Weapon it gives you a little more freedom, otherwise you're just buying yourself a turn to outlast your opponent. Sometimes that extra turn can make all the difference in the world, but it's pretty situational.
Totemic Smash Rating 2(Good): It's a nice piece of removal with a decent upside that you might hit every once in awhile, and there's no Overload!
Walk the Plank Rating 2(Good): This is awesome if you've already got it in your hand when your opponent plays a threat, but if you draw it after a turn or two it might not be the answer you need. I think you'll be able to find a use for it most of the time.
Wartbringer Rating 3(Average): I wouldn't expect to trigger the Battlecry most of the time, but it's fine as a 1-drop.
"To build or destroy...only you decide which joy." - Last Crack
Legendary:
Akali, the Rhino (2): This card is kinda draft dependent, obviously if you can hit another Rush minion with the ability it becomes absolutely insane, but you do have to have those. Shouldnt be too hard i suppose, but is not a guarantee by no means.
Bwonsamdi, the Dead (3): Well, its a War Golem, that might draw you a card on an occasion. You could do worse.
Captain Hooktusk (4): Master Oakheart-esque effect, which on itself is very strong, but the Pirate restriction is a problem, unless we get a few more good pirates in RR cause the current pool is not so hot. That being said, the Rush would probably tip the card into insane category, if we would get enough pirates (even just average ones) in an average draft.
Da Undatakah (4): Draft dependent. If you have a lot of deathrattles, this will obviously skyrocket in value, but in an average deck, meh
Gonk, the Raptor (2): Decent enough stats on itself and there is brewing some beast synergy, so the tribe is worth something. The ability is quite strong, but without other support cards, might be hard to nigh impossible to get any use from it with just your Hero Power.
Gral, the Shark (2): I feel like this should be at least vanilla stats on average (tho who knows in rogue with generally low curve), but it is kinda like a big Loot Hoarder, i think this one will perform just fine.
Griftah (5): Giving your opponent resources, any resources is bad. You might not even have a choice of giving him a bad card either. Way too risky for arena imho.
Hakkar, the Soulflayer (5): The stats r abysmal and thus this is too slow. Not to mention it can fuck you up more than your opponent. Understated and high chance of bad RNG? Pass.
Halazzi, the Lynx (1): Very good card for hunter who desperately hurts for pings. But it costs quite a lot of tempo.
Hex Lord Malacrass (2): Very good value card, but it might be a bit too slow depending on the meta.
High Priestess Jeklik (3): I would say decent taunt/heal on its own. Doubt you will discard it often.
High Priest Thekal (2): Good stats and rly nice ability. Yeah, you dont draft that many heal cards generally and you might not even need the extra health, but it sure cant hurt.
Hir'eek, the Bat (3): This one is actually ok on its own, depending on the meta, the board flood might be even more valuable. Hit it with any hand buff and the card becomes nuts.
Jan'alai, the Dragonhawk (1): Very strong card that rewards you for doing what you do as mage anyway, use your hero power for value trading. Pick up some decent support card along the way and you got a beast of a minion, literally and figuratively. Tho it is pretty good even without support, you will ping 8 times anyway eventually.
Krag'wa, the Frog (2): Not the best body, but pretty insane value generator. Even if it returns just one decent spell back, this will be good. Obviously you have to get some spell first, which isnt always easy nowadays. Cant wait for that one game when my opponent gets 6 Unstable Evolutions, yaaaay.
Mojomaster Zihi (4): Understated and not even good on-curve play. Only good to get weird in the late game.
Oondasta (3): Charged Devilsaur with a potential upside. I would say that the cost is too much, devilsaur is about the max you would be willing to pay for the effect and stats, but it is still a good card on average. If you can have the beast synergy, this gets a ranking boost.
Princess Talanji (4): Im gonna say that even the greediest of arena priests dont have that many steal cards to make her worth it.
Shirvallah, the Tiger (5): You are never gonna have enough spells to make it cost 10 or less mana. And even if you would, it is so damn slow, just not worth it.
War Master Voone (4): I mean there r gonna be a few new dragons and gettin even one card off this is already worth it. But in the end, it is still draft dependent and then you have to have the dragon(s) in hand when you play this. Not to mention this is a horrible topdeck.
Wardruid Loti (1): Very versatile card to fit almost any situation. That being said, the transforms arent like completely broken, but the versatility is obvously super valuable.
Zentimo (4): Can be good for a swing turn, but is pretty much unplayable on its own, not even any tribe tag synergy. You cant rly rely on comboing this.
Epic:
A New Challenger... (1): This card will be pretty annoying. Not to mention there is quite a few chargers in the 6 mana slot. I believe the discover pool should be just neutral+paladin eh? Just a thought. Solid card 9/10 times.
Auchenai Phantasm (1): One of the better 2-drops which added effect can be very strong. Can act as a Fire Plume Phoenix on T4 for example, rly a good card.
Big Bad Voodoo (3): It will play kinda differently compared to Ancestral Spirit, but i think that many ppl will evaluate it in the same light, so they might not pick it at all, but i think it could actually be an interesting card .. probably a win more card, or mby a tempo card? Imagine giving this to your 4-drop ur about to trade in ... and you now have a 5-drop for 2 mana. Sure RNG is still RNG and you have to have a board, but i think this card will surprise us.
Blast Wave (1): Absolute top. Sure, the setup might not be the easiest, but it is quite common to have at least some minions with 1 hp on the board when you AOE. This card will be disgusting card generator and depending on how often will it be offered, might force us to play around it. Nasty.
Cannon Barrage (5): We will have to see how many Pirates will there be in this xpac and then in which power buckets will they be, but even if you could manage to get like 3 Pirates on the board in an average game, i dont think this card is very good.
Crowd Roaster (4): In dragon decks it will be a 1, in non-dragon decks it will be 4 or even 5. Not much else to say.
Drakkari Trickster (4): As good as the stats r, this is just way too random and potentially dangerous. Generally you try to mitigate a risk like this and vanilla stats r just not worth it. Yeah, you get a card too, but that doesnt rly matter in the end, if the opponent got your aoe or removal did it? Think hard on how many times priest steals the exact thing they need to punish you from your deck. Now you want to give a card from your deck to your opponent yourself? ahaha.
Gurubashi Hypemon (2): Really nice card. Decent body and rly nice battlecry. Only problem is rogue generally doesnt want to have high cost minions, at least not many of them, even tho this one seems quite good. I could see this replacing Sprint for example or something like that in an average deck.
Gurubashi Offering (5): The 8 Armor is decent amount for 2 mana, but it has to survive a turn and you might very well be dead anyway until your next turn even starts. This card looks decent, but is just horrible.
Haunting Visions (1): Pretty much Primordial Glyph for shaman. I suppose shaman has a lot more shitty spells than mage, but it should still perform quite well on average. The different cost reduction might be an advantage or a disadvantage, will depend on the situation. But the overall versatility of the card will make it a top pick imho.
Ice Cream Peddler (3): Good 4-drop with regular stat line and bonus effect.
Immortal Prelate (4): This is a bit awkward card for arena, obviously if you can hit it with a buff, this can become rly good minion to draw into later, but it is a shitty 2-drop in its own and it can become a dead card or a dead draw in a bad situation, im not convinced yet.
Linecracker (1): Pretty high stats for a 7 drop and effect that can win you the game. Period. It might be a bit slow, but it will have to be answered in a turn or two quite fast and if you dont have hard removal, gg trading for 10 hp. This card will be pretty annoying, thats for sure.
Masked Contender (4): I hate all Secret support, so i will hate this. But at least for arena, this feels quite inconsistent. You need to draft secrets which is usually a bad idea and you need to have one up. I think you can do better than to rely on all that to cheat out one more, not worth it imho.
Master's Call (3): You will never get to draw 3 cards with this, but the versatility of having an option to select the draw from 3 minions might actually make this card interesting nonetheless. I guess we will see.
Mosh'Ogg Announcer (1): Aggressively stated and with a built-in protection mechanism, this card seems quite scary tbh.
Smolderthorn Lancer (4): There is very few dragons right now, this has shitty stats so without the trigger, this card is unplayable. And you might not want to hold the dragon you might have to get a perfect use for this. Seems too clunky for current arena.
Snapjaw Shellfighter (3): Im not exactly sure how to evaluate this card, i suppose it acts kinda as a +8 Health buff for 5 mana? Not rly, but close enough? I will have to see it in action to form a proper opinion, but i can see this being annoying af, especially if it is put next to a big taunt minion and you have no hard removal, that can very well be a game winning move.
Soulwarden (3): 6/6 for 6 is pretty ok. Doubt you will want to discard cards in arena, but then again you might get Soulfire or Doomguard. I guess this card can be a bit draft dependent and can be actually super value generator on a solid body.
Splitting Image (3): Can be insane, can be lackluster, depends on the situation. One thing it will be is friggin annoying.
Stampeding Roar (5): Not an arena card. i guess if it summons at least a 5-cost beast, the Rush might be worth it, but i rly dont see this working out. Mby if you get a few Ironhide Direhorns then this could be an intersting pick up.
Sul'thraze (1): Very good weapon with Fool's Bane-esque ability, but can also go face. Seems good to me.
Surrender to Madness (3): I dont know what to think about this card, the buff is powerful as hell, but the drawback can lose you the game on its own. But i think this card has a potential to be a sleeper card, at least for arena and shake up how priest is being played. It will mostly depend on to which power level bucket will it be assigned and how hard will it be to draft it.
The Beast Within (5): I mean it can have potential, but it is so fringe, just dont pick it.
Treespeaker (4): I mean Landscaping and Force of Nature are pretty ok arena cards, but even those you dont get offered that often and you cant rly guarantee to be able to combo Treespeaker into it either. This card might be good in a very specific deck, but thats about it.
Untamed Beastmaster (1): Ideal 3-drop with a pretty ok upside. What is not to love?:)
Void Contract (5): Unplayable card for arena, the one use this could have is if you drafted super low curve deck and you wouldnt mind discarding half of it, but your opponent would probably lose a lot of valuable cards. But if you would have time to play this, chances r, you r in a winning position already.
Rare:
Arena Patron (5): Literally a worse version of Grim Patron and that card was already bad. No thanks.
Belligerent Gnome (2): Pretty decent taunt. Very easy to trigger the battlecry usually and even as a 1/4 taunt it is a 2 mana Silverback Patriarch which even that crap you sometimes pick anyway just to have some taunts, so yeah, very decent card.
Bloodsail Howler (4): Solely draft dependent. Not sure if a pirate rogue will be a thing in arena. I guess we will see.
Bloodscalp Strategist (3): Unless a hunter gets a new weapon in the xpac, im having a hard time seeing this trigger very often. You get like one or two weapons on average right now. Obviously when it does trigger, the value is insane.
Bog Slosher (2): I know bouncing crap back is anti-tempo, but it can be a rly powerful play and gettin a +2/+2 on top of that seems quite nice. Elemental tag is also very nice for shaman, so this card seems like a solid addition.
Booty Bay Bookie (3): If i was hurting for 2-drops, i would probably take it, but again even a stupid The Coin is givin resources to your opponent that can very well bait you in your ass and is 1 hp rly worth it? Might be, or might not.
Emberscale Drake (3): Good stats on its own and nice effect if it triggers. Tho the Dragon tag itself will probably be more valuable on this minion than its battecry to trigger the other, more valuable, dragon synergies.
Farraki Battleaxe (2): Assassin's Blade is not the best weapon ever, but it is playable. This loses 1 durability for some insane buff potential. I think this will see plenty of play and will make us quite salty.
Firetree Witchdoctor (2): Ohhh you dont know ... you dont know how much i hate this card already. Damn Netherspite Historian all over again. I mean at least it wont end in infinite value over Drakonid Operatives and such, but still. God damn you Blizzard! Yes, there is gonna be few dragons, but that wont matter. This isnt even that bad of a pick, since the stats r passable for a 2drop and when it triggers it is insane value. This card is so worth taking a gamble on.
Grave Horror (3): Another very draft dependant card, but one that could become really solid. Will depend on how many spells we get on average in a draft.
Grim Rally (4): This card might be tricky in arena, it might often times be very easy to sacrifice a 1/1 token to buff your board (or a deathrattle you want to trigger) but it can also end up being a completely dead card at times. I would say it will be draft dependant, if this card will be worth a pick up.
Heavy Metal! (5): This card will never work in arena, you cant rly keep high amounts of armor, cause you need to trade with your weapons and generally the cards that give armor are not great on their own, so you dont pick em in a first place.
Likkim (2): If you draft couple overload cards, this will be pretty sick. Actually, from the review video, it seems that it activates on the turn you play the Overload card and is still active on your next turn too, so a single Overload card can keep this active for 2 turns, that makes it so much better. And at worse its a bad Light's Justice.
Mass Hysteria (3): Feels very much like Brawl, very situational but potentially very high value. Im sure this card will make us swear a lot. Mby more likeVolcano than brawl, if only the enemy board is filled.
Mark of the Loa (1): Very good and versatile card, not quite BoK, but the choose one options more than makes up for it.
Murloc Tastyfin (5): Absolutely abysmal stats for a 4-drop and while draw 2 cards is amazing, those have to be murlocs, which is less amazing. Probably will draw 0-1 on average. Pass.
Predatory Instincts (4): Solely draft dependant and on top of that very expensive card draw. Yes there is a buff attached to it, but i rly dont see this performing well, even if you have many beasts, i would probably not even pick this.
Pyromaniac (1): This card is absolutely nuts. Perfect stat line for a 3-drop and super good ability. You kill minions with your hero power all the time and many times you set up a kill on turn 5 while playin a 3-drop. This card will have a lot of versatility when to play it and will be a powerful card draw engine. Might be one of the best cards of the set for mage honestly.
Raiding Party (4): Obviously very draft dependent card. If you have couple of pirates, might be ok, but you might need more than a couple to make it playable. The combo part isnt too exciting either for its cost tbh and you draft probably as many weapons as pirates. We will have to see how many pirates will RR bring.
Revenge of the Wild (4): Solely draft dependent, but can make for some disgusting value plays. All the more reasons to kill off beasts (or at least the good ones). We do that anyway, but now we have even more incentive :)
Serpent Ward (5): Id rather have Wisp than this. Pass.
Scorch (3): It shouldnt be too hard to get a few elementals in your draft as a mage, so this card might be super good one, but lets operate with an average scenario, 4 dmg for 4 mana is pretty bad, but it still removal, even then.
Shieldbreaker (3): Sometimes you can use a silence on taunt, when you rly dont want to deal with it, but is the low stats on this worth it? I suppose it is a pre-nerf owl with a specific target ... yeah, i guess it might be just fine.
Shriek (4): I suppose its an aoe, but WL has so many other (and better) options. If this didnt also damage your minions, i could see it, but Volcanic Potion that discards you a card? Pass.
Soup Vendor (4): This effect will be very hard to trigger in arena and the stats distribution isnt the best. Mby a deck with some lifesteal shenanigans or WL can make use of this card, but probably not.
Spirit of the Bat (2): This one seems interesting, im not sure how will it end up performing, but it feels like it has a potential to be very decent on average.
Spirit of the Dead (4): Im sure we will see this being played, but it is so sloooooooooooooow. And often times you dont want to shuffle certain minions back. Might be hard to kill off once you successfully kill off the value minions you wanted.
Spirit of the Dragonhawk (3): Good card, gives you a soft aoe and can snowball, if opponent cant kill it, but id imagine it will not be that hard to kill it.
Spirit of the Frog (4): Id rather have Mana Tide Totem than this. Card draw is card draw, but this one is quite conditional, i dont think it will do that well in arena environment.
Spirit of the Lynx (3): I mean it shouldnt be too hard to get a decent value out of this, but it is still pretty slow for 3 mana. We will see if it turns out to actually be broken af or just ok. The Stealth part in particular might just tip the scales, forcing aoe or huge swing turn.
Spirit of the Raptor (3): I suppose an ok cycle card, you should get at least one card draw on the turn you play this and mby one more next turn, if you are lucky. Might perform better in the end (card draw is good after all), but so far seems just average.
Spirit of the Rhino (4): This will probably be just a hand of protection on average. Im not sure you will get that many Rush minions and even then you will have to get into the right situation.
Spirit of the Shark (5): I honestly don see this card working out in arena, the Stealth can help setting this up for a next turn power play, but it is so damn slow and you are not guaranteed to have many (good) battlecry or combo cards, i just dont see it.
Spirit of the Tiger (4): To be honest, summoning stone never rly worked out even in spell heavy meta. I cant see this be any different. But the Stealth part might give it the kick it needs to be viable. A New Challenger... for example can make this card pretty good, if it works out.
Waterboy (3): I guess it gives you some tempo, but i think there r better cards to draft (or so we will see).
Zandalari Templar (3): To be honest i friggin hate this card. I hate Hooked Reaver as well. These broken ass cards for the mana cost when condition is met r so polarizing and help bad players more than good ones. Obviously this is quite draft dependent, but the stat-line is ok enough that you can try and pick it early in the draft hoping for the best.
Common:
Amani War Bear (1): Looks like a very solid and versatile card. Pretty much fair Doomguard ... for every class. Seems good.
Arcanosaur (4): Solely draft dependant. If you get a couple of elementals, this is probably a 1.
Arena Fanatic (3): I absolutely hate that this card exists, some cards will make better use of it than others, but this will be such a pain to deal with when it buffs many minions in your hand, especially cards like Saronite Chain Gang.
Arena Treasure Chest (5): Too slow and no guarantee you can actually break it. Only saving grace is that your opponent will not want to kill it either, leaving you with a body to buff, but that is still a pretty bad value for sacrificing 4 mana.
Baited Arrow (1): Super powerful card for hunter, literally a consistent Bane of Doom. What more is there to say.
Banana Buffoon (3): Pretty decent value card. Bananas will help your minions trade up or dodge pings. Seems good.
Bloodclaw (3): Taking 5 face damage is no joke, but it might be worth it. I suppose i would pick one of these, if the other two options were terrible, but thats about it.
Blood Troll Sapper (1): Seems like a pretty strong minion, can be dishing out face dmg while trading and can make your opponent question his plays.
Cheaty Anklebiter (3): I like this card a lot. Seems totally innocent, but the Lifesteal is just so nice. You are guaranteed at least a +1 heal while pinging something and then mby a little more (vs non-mages). Nice little cushion.
Daring Fire-Eater (2): Strong ping for 3 mana and an annoying body left behind. I see this similar to Spring Rocket, which is a pretty good arena card.
Demonbolt (3): I think its gonna be just an Assassinate in most situations at best, dont get me wrong, that is still pretty good. Def a heavy win more card the more in control of the board you are.
Devastate (2): Looks like an amazing removal, tho to target anything, that anything already had to eat up one of your cards, so even tho the dmg seems high, it probably wont be as card efficient of a trade in the end. Still good tho.
Dozing Marksman (4): Mage can ping it, making it a 4 mana 4-3, other classes cant even do nothing. Yeah, it can be a sleeper for a buff, but thats wishful thinking.
Dragonmaw Scorcher (1): Neutral Dread Infernal or Ravaging Ghoul with a pretty decent statline? Hell yes!
Dragon Roar (1): I absolutely hate this card exists. It will be just fine in constructed, but it will bring and insane amount of swing RNG to arena. At worst, you get a 2 midrange dragons for 2 mana, pretty good. At best you get stuff like Deathwing or Ysera that can literally win you the game on their own. Disgusting. I rly hope this card is placed in a top tier bucket and it is very rare to draft it, but i have a bad feeling this will not be the case. Mark my words, this card is gonna make you cry.
Elemental Evocation (5): Prenerf Innervate for Elementals ...ok? I guess you can make the same ramp BS druid was able to do in the past, like plaing a 4-drop (ele) on T1 with coin etc. but since this is just for one tribe, i dont think anyone will actually draft this. This will come in play probably when you get it via random effects only.
Flash of Light (3): Nice heal, heal is always nice to have. And it cycles itself, pretty good.
Former Champ (1): Very good 5-drop for its stats and cards like these are especially good in giving a very low value to certain secrets, which is a nice bonus.
Gurubashi Chicken (5): There r worse 1-drops i suppose :D
Half-Time Scavenger (2): Amazing 4-drop. BDP showed us how good Coppertail Imposter in getting back on the board when you lose it early, this will be very similar and you might even get some armor out of this.
Headhunter's Hatchet (2): Very nice weapon, even without the battlecry.
Helpless Hatchling (5): Can make for some cute plays in like hunter or druid, but only if you get it via random effects, i dont think you will ever draft this.
Ironhide Direhorn (1): Super busted card. 7/7 for 7 is ok and it is very likely that it will survive, or at least trade for hard removal or more than one card. And if it does survive? GG. Value overload.
Mosh'ogg Enforcer (3): This is one big meatshield, holy hell. Priest will have a field day with this lel. Im not too sure if this will actually trade with anything, but the sheer stopping power due to the high health and divine shield is real. This card very well might perform a lot better than we give it credit for.
Ornery Tortoise (4): Taking 5 dmg is no joke and the stats r not very worth it. Will be class and draft dependent. Tho i think this can be for priest what Silithid Swarmer was for rogue.
Overlord's Whip (4): I mean it is a weapon and there could be some synergy with it, but generally this is not gonna go well for you.
Pounce (2): Not quite Backstab, but decently close.
Rabble Bouncer (3): Should be a pretty decent taunt in an average situation. So yeah, decent enough card.
Rain of Toads (2): The Overload is nothing to joke about, but getting three decent taunts out of it is pretty nice. I think this card will see plenty of play.
Reckless Diretroll (4): Im not too sure about this card. The stats r not that amazing for me to sacrifice another card. Good topdeck card, but i dont know.
Regenerate (5): Too weak. I guess if you get 4 auchenais, you can consider this lel.
Regeneratin' Thug (2): Rly good 4-drop. Your opponent might have to invest a bit more resources to kill this than he would have liked.
Rumbletusk Shaker (3): Perfectly fine 4-drop. Give it some hand buffs and make your opponent cry.
Sand Drudge (3): Basically a violet teacher with a worse statline for its cost, but spawns taunts in return. Seems like a decent enough card, tho i wouldnt expect to get too much mileage out of it.
Saronite Taskmaster (2): Looks like a pretty decent 1-drop. But the 0/3 taunt can become quite a nuisance. We will have to see how this one performs live.
Savage Striker (3): Vanilla 2-drop that will deal 1 dmg when played late game, i mean there r worse 2-drops, so its fine.
Scarab Egg (5): So not worth it. It should have been 1 mana and even then it would not be worth it.
Seance (3): Kinda situational, but can be very strong to snag a big drop from your opponent (or a good class minion that can provide extra value), but they do have to play such minion first. If the meta slows down, this card might be quite good, otherwise probably not.
Serrated Tooth (2): This card is actually quite amazing for rogue. It frees up some pressure of hero powering and the deathrattle is rly powerful for taking back the board or just trading.
Sharkfin Fan (3): Passable 2-drop for most classes, decent one for weapon classes and druid, absolute beast for Rogue :)
Sightless Ranger (3): Looks like a decent card, but im not too sure you will be able to overkill anything on curve with it. But overall very playable.
Spellzerker (3): Average 2-drop with an interesting effect which is giving it a soft-taunt. You can be certain that your opponent will not want to leave this up, damaged or not.
Springpaw (3): This is a pretty good card since it gives you two pings, which is nice for a hunter to have. But other than that, nothing special.
Stolen Steel (2): This card will be a bit slow, but will have an amazing power and value potential. There arent even that many bad weapons, so having to choose from three, you should get a rly good one most of the time.
Ticket Scalper (4): Drawing 2 cards is obviously amazing, but the statline is rly horrible. And since Overkill only triggers on your turn, this card seems pretty average at best.
Time Out! (5): I dont think this card will be good in arena at all. Sure, in some fringe cases it might help you survive that one more turn to reach the mana you need to clear the board, but that is gonna be so rare. I do not believe in this card. But i do think it will probably be placed in a very low tier bucket, so we might see it offered often and then there will be that one game, where your opponent will have 5 of these and you will not be able to kill him :D
Totemic Smash (3): Decent card overall. Can come in hand in many situations, on the other hand, its just 2 dmg. So in the end, just average.
Walk the Plank (2): I mean it is a pretty damn good removal, but im not too sure about the condition, it should be good enough tho i would imagine.
Wartbringer (3): Its an average 1-drop with a potential do do something more than to look pretty (in this case ugly xaxa) later on, seems fine to me.
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Legendary:
Hex Lord Malacrass (2): Going 1st you get 3 cards, going 2nd you get the coin as well. A 5/5 body attached with a Nourish for 8 mana is pretty solid, and you have reasonable control over the outcome since you know the cards you'll be adding. Seems like good value, but will be hard to play safely like Sprint
Hir'eek, the Bat (3): Buff Warlock could be a thing, but i'm not overly optimistic on it right now. It's still a playable card as is without any upside though.
Shirvallah, the Tiger (5): Works well with Sound the Bells! but even then it's a bit too expensive to see play. It's a great card if you ever cast it though.
High Priestess Jeklik - (3) - A bit under statted for it's mana cost, but does have a nice ability to synergies with all the new discard cards.
Jan'alai, the Dragonhawk - (4) - While there is new ways to expedite the damage done by the hero power with some of the new cards, it's definitely an inconsistent strategy to reach Ragnoros. While an extremely powerful card in it's own right, a 7 mana Ragnaros, the Firelord is far from game winning, and hardly worth the investment of consistently using your hero power.
Oondasta - (2) - At the very least it's an over sized Charged Devilsaur, with the potential to be an insane tempo swing depending on whether you hold a beast or not in your hand. Since beasts are more common then the other tribes, i'd expect the overkill effect to go off very often.
Zentimo - (4) - Requires certain set ups and cards to make this valuable. Whether it's a buff or removal card, it feels too situational to be consistently a good card.
Bwonsamdi, the Dead - (3) - War Golem stats with a potential to draw a card or two from your deck, while thinning out the smaller cards. Seems okay to me.
Gral, the Shark - (2) - At worst, it's a properly statted card and effect (eat a 1,2,3 drop minion), at it's best it's absolutely bonkers. It's weak to silence but a potential 9/9 + draw a Violet Wurm for 5 mana, is just insanity.
Hakkar, the Soulflayer - (5) - Bad stats and effects for Arena, but probably still worth taking over other bad cards even just for the 9/6 body sometimes.
War Master Voone - (3) - Need to see a bit more dragons to make this card worthwhile. Even just 1 copy is good value. Waiting to see more Dragons in this new set to make the call, but it's a borderline average card.
High Priest Thekal - (2) - Solid Stats for 3 mana and has synergy with heal cards to extend your life total. It's a bit weak for a legendary though.
Princess Talanji - (4) - Very understatted, but works with cards like Devour Mind and Thoughtsteal. It'll need at least a moderate stat minion pull to be worth the investment.
Griftah - (3) - Still a fair Chillwind Yeti, and you will get first crack at the discover card and you'll have some information on what they are holding. It might also give you an out to play into.
Akali, the Rhino - (2) - Bit of an expensive card for only 5 attack, but the future value is just insane. It's a bit deck dependent but this card should be at least an above average card.
Wardruid Loti - (1) - Everything you could want in a card. It's a fair card in terms of mana value for it's level of flexibility, but this card is good in any spot almost.
Captain Hooktusk - (4) - Depending on what shapes up for the rest of the expansion we could see more draftable Pirates. Right now it's only really looking like Ticket Scalper that might see consistent play.
Gonk, the Raptor - (3) - Stat distribution is fine, but the ability doesn't feel impactful enough. We've been seeing a lot of cards that synergize with Hero power killing a minion, so maybe we'll see some more support cards.
Da Undatakah - (3) - Situational but a strong card in the right deck. It'll never be that bad unless you play it as a 8 mana, 8/5, so outside of this situation, it'll at least be an average card, potentially insane card.
Mojomaster Zihi - (4) - Could do stuff in your favor. It's at least going to disrupt the flow of the game, hopefully to your advantage.
Zul'jin - (1) - As far as heroes are concerned, this feels a bit weak. For Arena I don't think we'll see this card often. More so a constructed card.
Krag'wa, the Frog - (2) - Requires some set up but feels like a nice value engine. For a class that lacks card draw, having your powerful spells returned to your hand for a small price while dropping a body, feels quite good.
Halazzi, the Lynx - (1) - Draw 3x 1/1s to come up on top, you'll likely get way more then that as Hunter. This card offers tons of value and initiative.
Epic:
Cannon Barrage (5): Constructed card most likely, just can't work consistently in Arena. The effect is also random which makes it worse.
Immortal Prelate (4): Bad stat line for 2-mana as well as requiring further investment to extract value from it. Think of it as a Kingsbane without a deck built around the card, it's pretty bad. At 1-mana, this card would be pretty solid though.
Sul'thraze (2): I think the card is pretty good, but not a slam dunk. It gets stopped pretty hard by any taunt 4hp or more, and cannot actually full clear boards in exchange for health like Fool's Bane. Yes it can go face so there's added flexibility, but I believe the limiting factor of the Overkill mechanic will keep this card from being insane. (requires 3HP minions or less to die).
Surrender to Madness (5): I'll say unplayable in Priest. Is this an early game card or a late game card because I just don't see this working for either, definitely not in Arena. 3 mana tempo loss early for Priest is probably too much to come back from most of the time. It's better as a late game card for Priest, until you realize Priest actually doesn't have many cards that let you draw through their own deck. Just some thoughts, but i'd avoid this card.
Void Contract (5): Unplayable. Right now, i'm failing to make any argument for this card to see play in Arena.
Smolderthorn Lancer - (3) - An Execute attached to a body, for a discount seems really powerful, however the holding Dragon synergy i've never really been on board with. I wouldn't count on this battlecry triggering very often.
A New Challenger... - (2) - This is really good, but given the current 6 mana minion pool, the selection is a bit underwhelming with a low chance to high roll. If you're happy with a 6/6 Taunt and Divine Shield for 7 mana, then this is a great card, otherwise the chances are it won't be much better usually.
Soulwarden - (3) - Decent stat line with some upside, it has good synergy with the current released cards so perhaps there will be more discard synergies to make this even more worthwhile.
Untamed Beastmaster - (2) - Generic 3/4 stat line which is great and a potentially very relevant upside. The dumb luck of drawing a beast on your turn and causing this to turn into a 5/6 on turn 3 or 4, is just back breaking. This card is going to be frustrating to deal with if that happens.
Gurubashi Hypemon - (2) - Nice 7 drop for Rogue with a pretty good effect. The fact it's a discover card makes it more flexible. Could be healing, buffs, bonus damage, etc. It's a solid card and has combo and spirit synergies.
Masked Contender - (3) - A bit of an awkward card to make use of. It's a bit better then average in Mage or Hunter, but otherwise it's just an average card.
Blast Wave - (3) - Compared to the old Demonfire and Volcanic Potion this card blows, but it potentially can be insane to get rid of 1/1 tokens. It's a bit over costed and weak, but can be set up for maximum benefit with the mage hero power as well.
Haunting Vision - (3) - Slightly less flexible / more flexible then Primordial Glyph. On average it's probably worse since you need to discover and play it, or another spell right away to benefit from the spell reduction, otherwise it's a 3 mana "Discover a Spell" which is horrible.
Crowd Roaster - (3) - This is going to fill really bad to lose to since it's such a huge swing. It's similar to Blazecaller but it' can't target face and has worse stat distribution, but the trigger doesn't need to be set up 1 turn in advance.
Stampeding Roar - (4) - Expensive and very situational for Arena. This is only worthwhile in the lowest bucket and with lots of BIG beasts in your Druid deck.
Master's Call - (4) - A large percentage of the time it's a 3 mana discover a minion from your deck. Is that worth it ? Probably not.
Big Bad Voodoo - (3) - Probably worse then Ancestral Spirit on average since there's uncontrollable RNG at work, but there's potential to high as well. On a decent sized minion, it's a new minion for 2 mana which is a good swing.
Mosh'Ogg Announcer - (1) - Great stat distribution and a protection ability. It smooth kills 4/6s on turn 5 and even 6/6s on turn 6. Very strong card with a built in semi immunity.
Snapjaw Shellfighter - (2) - The ability is potentially good (protecting valuable minions), but sometimes can be horrible (8/8 into a 1/1). Overall, the stat distribution is solid for a 5 drop, and the health can make it a good minion to trade off several small drops.
Splitting Image - (1) - Probably Mage's best secret to date. This is going to be very infuriating to play against, and it'll definitely cost you games. Imagine a minion with Taunt protected by this secret ? You'll just end up losing the game afterwards.
Linecracker - (1) - Great stats, and a huge threat given it's ability. The health means it has a chance to stick around and potentially develop it's attack power. From previous big minions with weak attacks, I can potentially see the issue with this card being weak and ignoble, but after 1 swing, it can instantly be a huge 10/x minion.
The Beast Within - (4) - Some instances where the random attack might be good such as bypassing a taunt, but relying on it just isn't a good strategy.
Treespeaker - (4) - Needs one hit on a Treant for this to be good, but it's just something that doesn't happen often. Haven't seen a lot of playable Treant cards right now.
Auchenai Phantasm - (2) - This is a cheap alternative to the better 4 mana Auchenai Soulpriest. You can never have too much of that card and this is slightly cheaper to combo with your Squashling
Drakkari Trickster - (2) - Good stat line with potential draw card into an out. The problem is the card is reciprocated and a potential random card from your opponents deck is probably scarier then a random 2-drop from say Tanglefur Mystic. I'm not a huge fan of that level of variance so it's slightly lower then the Mystic for me.
Gurubashi Offering - (5) - Total garbage
Ice Cream Peddler - (3) - 3/5 almost always which is fine. The armor even if gained isn't even that impactful most of the time.
Rare:
Belligerent Gnome (3) - It's playable as a 1/4 for 2, not great, but OK. The upside isn't even worth mentioning most of the time. Significantly worse then Druid of the Swarm but significantly better then Silverback Patriarch, so it's somewhere in between.
Heavy Metal! (5) - On the same level as Gather Your Party, maybe even worse. Really over costed and terrible in Arena.
Pyromaniac (2): Solid body for the mana cost that's better then Coldwraith most of the time and is an on going threat. It's slow value, but the effect is there at your discretion.
Spirit of the Bat (3): Can get out of hand, but requires a board first. Will be deck dependent, but I can see this working out well in faster, smaller drafts.
Spirit of the Shark (3): The condition seems more specific and would require some build around, but there are some insane cards this can work with that might make it worthwhile. Think about a double Bonemare, or Fungalmancer hit on the following turn.
Shriek - (2) - High Tempo removal in the same style as Soulfire. It's a good card if you are lacking removal, but the card discard can be punishing at times.
Spirit of the Dragonhawk - (3) - One of the more playable Spirit cards, it instantly turns your hero power into a Shooting Star. For a 2 mana investment, i'd consider it a removal card.
Waterboy - (3) - For Rogue, this card is a (2). Having a 2/1 as well as a Dagger on turn 2 for Rogue will be an insane tempo turn. It's obviously not a great late game card, but early on, it seems quite playable.
Spirit of the Dead - (3) - High future tempo plays if you can get some good reshuffles and ways to cycle through your deck. Still seems comboey and inconsistent but potentially creates some high powered turns. For 1 Mana, it cheap and thus could see play provided you have some deck cycling cards.
Grave Horror - (2) - I feel Priest has a good chance at making this card very ridiculous. At 8 mana, it's about average, and at 7 mana, you're into excellent value town. It's also an insane late game tempo swing if you can get the cost down considerably.
Raiding Party - (3) - My guess is worse then Mimic Pod and Forge of Souls on average. Most Pirates are generic stats and don't impact the board state in anyway. The 3rd card off the combo would make this excellent value, but is still dependent on drafting 2 Pirates and a Weapon that hasn't been drawn yet. Not always a sure thing, but can be OK depending on the deck.
Spirit of the Tiger - (4) - More of a constructed card, less so an Arena card. At 4 mana, it's expensive and most of Paladin spells will come down to having the board to buff up. You'll rarely get a single large minion, so you might end up with a couple small minions.
Zandalari Templar - (3) - Paladin's version of Hooked Reaver. It's a lot hard to gain life then it is to gain life, so there's that. It's a fine card as is, with the potential to be insane, but the healing part isn't that easy to come across.
Firetree Witchdoctor - (3) - Again, more dragon in hand synergy type cards. Pretty wide variance for the spells since they are probably all classes. The dragon in hand is also less likely to show up unless the new expansion gives us a couple playable dragons to draft.
Likkim - (2) - Fine card for Shaman giving them access to a ping with upside. There's quite a bit of good overloaded cards right now so this could easily be a cheaper Fiery War Axe.
Revenge of the Wild - (3) - Bit situational, but can give insane value for only 2 mana. It's a win more card that requires the board, or you can set up the board with cards like Hunting Mastiff and reap the rewards with this.
Soup Vendor - (3) - A fine card with passive stats, the upside is good, but seems relatively unlikely with most of the classes.
Predatory Instincts - (5) - I mean Oaken Summons actually pulls drops out of your deck and you gain armor for 4 mana and is rarely played in Arena. I get that this card can tutor out a beast and buff it's HP, but how consistent can you make a deck around this that works ? I'm not even going to bother.
Murloc Tastyfin - (4) - Unless they reveal some playable Murlocs, this card is basically not playable since no one drafts enough Murlocs in Arena anyways.
Spirit of the Raptor - (4) - As a 1 mana "cycle" it seems okay, but I wouldn't expect repeat value from it since the Hero power is limited most of the time.
Farraki Battleaxe - (3) - I feel it's too weak and slow for 5 mana, but it's still a weapon that fits into a unique mana slot for Paladin, so it'll find a spot depending on how this is bucketed.
Spirit of the Frog - (5) - It's really situation, and doesn't guarantee you even draw a card from your deck. At 3 mana, it feels really hard to justify a situational spell tutor.
Emberscale Drake - (3) - A fine card with minimal upside. Moreso a playable dragon for Warrior and a decent roll for Bone Drake
Bloodscalp Strategist - (3) - A fine card with a nice upside (although a bit situational considering the amount of weapons Hunters have right now). Most secrets are in the higher buckets so it's hard to take them over quality minions often, but having the ability to discover a Freezing Trap or Venomstrike Trap for cheap can be really high value.
Mark of the Loa - (2) - Fair flexible card, nothing busted about it, just a solid card overall.
Bog Slosher - (2) - Overall feels pretty good. There will be situations where you don't want to bounce back your minion, but the buff makes even totems a good target to return back. Seems pretty good.
Bloodsail Howler - (4) - 1/1 rush pirate. It's pretty fair if you have 1 Pirate on the board, but right now I'm not expecting a lot of Pirates to be drafted.
Mass Hysteria - (3) - This card looks like a hot mess. Would work well if you had 2 big minions next to each other or a poisonous minion that can kill a big minion. Very situational, but potentially really high value board clear.
Spirit of the Rhino - (2) - I actually think this is pretty good. There are some nice draftable Rush minions in this expansion and for a 1 mana investment you have full immune on those minions is just insane. It's very situational and deck dependent but Warrior is a great class for Rush synergy to work well in.
Arena Patron - (4) - Needs the right board to get value and it needs multiple kills to get overwhelming. Feels bad. Much worse then original.
Booty Bay Bookie - (3) - The coin is too impactful in the early game, and the 3/3 stat line is just not that powerful on turn 2 against all the 3/4 or better 3 drops.
Scorch - (2) - Nice removal for Mage with high likelihood of getting reduced with Elemental synergy.
Serpent Ward - (5) - An upgraded Leper Gnome, still bad though, not sure what you would take this over.
Shieldbreaker - (3) - Pre nerf Ironbeak Owl laughs at this card. It's still okay though.
Spirit of the Lynx - (3) - Card seems good and potentially has a lot of synergy with the class, but i'm wary of a 3 mana 0/3 for a Hunter class that prioritizes aggressive cards.
Common:
Baited Arrow (1): Really like this card, it's a better Fire Plume Phoenix or Flanking Strike when triggered, and has the flexibility to go face. It's conditional which makes it worse sometimes, but it's still probably a really good card on average.
Rain of Toads (2): Fair card that gets cheated out a bit early, but you pay for it later. Not bad.
Springpaw (2): This card is really good for Hunter. So much packed into a 1-mana card. Both 1/1s are beasts for additional synergy and for a class that lacks pings, it's really nice to have the flexibility.
Savage Striker (2): 2 mana card with Savagery attached to it. Seems good and can get better with card support like Claw, Bite, Savage Roar to name a few.
Sharkfin Fan (2): Not going to break the game for Rogue like Hench-Clan Thug but is still a decent card, will come down to what bucket it's offered in. For the other classes it's average to below average only.
Time Out! (5) - A controllable Ice Block without the ability to misplay around it. Feels pretty bad and situational. You might be able to save some health by use it and swinging a weapon, but seems like a fringe case
Ticket Scalper (3) - The stats are on the bad side in terms of 4 drops, but higher attack increases the chances that the overkill effect goes off. It's also repeatable so it can be a huge problem if you can't deal with it and it gets buffed or your hand has smaller minions.
Daring Fire-Eater - (3) - Consider it a 3 mana, 1/1 that deals 3 damage. Potentially similar to Spring Rocket.
Gurubashi Chicken - (5) - 1 mana 1/1 - 95% of the time, so ya it's pretty bad.
Ironhide Direhorn - (1) - This is going to be a problem card. It's big, requires instant removal or you just lose the game most of the time. It alters the way you play as well since you can't play smaller minions into it. It's very much like Nightscale Matriarch, but without consistent 2 mana hero power commitments.
Reckless Diretroll - (2) - Probably worth the card for the tempo on turn 3 especially in Arena. Having early game tempo is a sure fire way to not lose a game pointlessly especially since you can regain your card advantage through your hero power in the late game.
Amani War Bear - (2) - Solid card, probably better then Sunwalker even. We'll probably see this card very often.
Rabble Bouncer - (3) - For this card to be above average you probably need a discount of 3 mana. With only 2 attack, it's more of a speed bump then a threat, but can be a nice tempo play when you are flooded by tokens.
Walk the Plank - (1) - Probably slightly worse then Assassinate, since the 1 mana trade off might not be worth it when you really need this to work. With that said, hopefully it gets bucketed lower then Assassinate and this will give Rogue another hard removal option.
Saronite Taskmaster - (3) - The card looks really good and we all get flashbacks to Zombie Chow, but the draw back on this card is pretty heavy and unlike Zombie Chow, it's relevant in the early and late game.
Overlord's Whip - (3) - It's a lot of damage for 3 mana, but the attack is weak and the 4 charges is too many. It's also unlikely you will draft a deck that synergizes well with the ability so it's going to be a negative most of the time.
Arcanosaur - (4) - More expensive and requires a turn to set up compared to Duskbreaker. Granted Elementals are easier to come by, it still requires a turn to prepare for a double sided AOE. Doesn't feel good at all.
Grim Rally - (4) - Much worse then Power of the Wild, but it's a pretty unique card for Warlock and probably can find some fringe use in some decks.
Totemic Smash - (2) - Cool card, it's at worse a Holy Smite with an upside. Easy pick depending on it's bucket.
Elemental Evocation - (5) - Not seeing how this works consistently in Arena right now.
Sightless Ranger - (3) - Has initiative and potentially a decent upside. You can imagine the best likely scenario. You play this, it kills a 1/1, and leaves you with a 3/3, 1/1, 1/1, so basically a 5/5 over 3 bodies deal 1 damage. Worse case scenario it's 5 mana deal 3 damage. On average it's probably somewhere in the middle which is a fine card.
Seance - (4) - So first you need to be behind before playing this which is the first problem. But I can see some insane steals with this card, but a lot of the cards that are insane have immediate impact so you'll instantly be behind. Hard to draft this but it can work in some spots.
Regenerate - (5) - I mean.... waste of a deck slot.
Sand Drudge - (2) - This card seems like a huge problem card since it snow balls like crazy for Priest. Potentially could make Priest much stronger in the early game.
Arena Fanatic - (3) - Hardly ever be insane, but a 2x minion hit is the bare minimum for this card to be worth playing. I can see it doing okay in some slower match ups, but it's not overwhelming the turn it's played and the 4 mana slot is too important to play a 3/2 usually, so this is a late game card, so it potentially doesn't work out well (low hand size in late game occasionally)
Arena Treasure Chest - (4) - You need the right deck for you to get value from the body and 4hp. The delayed draw 2 cards is not worth the initial 4 mana, so you'll need to utilize the body somehow.
Banana Buffoon - (4) - It is a much worse Shattered Sun Cleric. A 3 mana 2/2 is a sure fire way to lose the early board.
Bloodclaw - (3) - This card feels really punishing really early. It's a weapon too so it will promote more attacking. I don't it's worth while, but its still a weapon and early control.
Blood Troll Sapper - (1) - Great stat line and really annoying ability that converts your minions into additional damage even after attacking.
Cheaty Anklebiter - (2) - I'm actually a fan of this card. It's decent value for a 2 mana card and pings and heals will be premium judging by the cards in this set.
Demonbolt - (1) - 3 Minions makes this an Assassinate. Anything less makes this insane. It's also another large removal for Warlock, something they seriously lack, so it's value increases even more.
Devastate - (2) - Decent removal for 1 mana. It's nice to have cheap minion reach thru taunts instead of always relying on face.
Dozing Marksman - (3) - This card has some potential actually, especially in the early game where it really benefits from any minion buff and instantly becomes an early threat.
Dragonmaw Scorcher - (1) - Card is insane. A Neutral AOE ping and a mini Dread Infernal. It's a Dragon which has good / bad things about it, but seems mostly good now since Dragonslayer is diluted among the new cards.
Dragon Roar - (1) - Another insane card for Warrior. The new Dragons from this set are mid sized or bigger, while even the "bad" Dragons have some uses in Warrior. (Ex. Nightmare Amalgam for mech synergy, Ebon Weaponsmith for weapon reduction) Temporus is still the worse Dragon, but this card will more then likely produce a high value minion that might synergize with each other.
Flash of Light - (3) - Cycle and heal seems okay. It's worse then Rocket Boots most likely but still not bad.
Former Champ - (1) - Excellent split body on turn 5. I prefer this distribution compared to Silver Hand Knight
Half-Time Scavenger - (2) - Stealth makes this good. The overkill isn't as useful, and since it remains stealth until you attack with it makes it a card that potentially can take advantage of better trading situations. The problem with this stat line in general is that 3 attack most likely will not be enough for minions in the early game.
Headhunter's Hatchet - (1) - Really strong weapon for Hunter on turn 2, and with lots of beasts at their disposal this is often a 2 mana non overloaded Ironforge axe
Helpless Hatchling - (5) - The reduction can potentially work out, but a 1/1 with a situational deathrattle doesn't really scream draftable.
Mosh'ogg Enforcer - (4) - Let me change your mind. Smashy! List goes on. It's a huge wall to help you stall, but 2 attack is so brutal especially for an 8 cost minion. This is something that needs to fill a need in your deck for you to take this otherwise i'd stay away from this.
Ornery Tortoise - (3) - Nice tempo early, but it does feel a bit underwhelming with only 3 attack on turn 3 which won't take care of all the 3/4s floating around.
Pounce - (3) - Seems okay and has synergies with some of the new cards in the set. Should perform fine.
Regeneratin' Thug - (2) - It's a bit annoying and makes for good value trades. Still wary about the 3/5 stat line for turn 4.
Rumbletusk Shaker - (4) - 4 mana for a delayed double 2 drop? Compare this card to Cursed Disciple and you'll see how bad it is.
Scarab Egg - (4) - Needs an activator for 3/3 worth of stats. Sure it's okay, but needs some help. Not even as good as the old Nerubian Egg
Serrated Tooth - (3) - Not really something Rogue needs, but sure it works and has a pretty powerful death rattle on command basically for 2 mana.
Spellzerker - (3) - Not that bad and potentially really solid in Rogue where they can ping and boost their spells.
Stolen Steel - (2) - Rogue with weapons potentially stronger then 3 attack? Seems really good. Can high roll into something dumb too.
Wartbringer - (3) - It's a fine 1 drop with potential to sneak in some damage, although unlikely.
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And here we go again, rating the cards for what seems to be a interesting expansion.
EDIT: I originaly posted my own version of ranking the cards, but for the sake of convenience I will use the site's ranking system (1 being the best, and 5 the worst).
DRUID
Savage Striker - 2.5 - This will be a 2/3 for 2 vanilla most of the time. But in the later game, one extra damage can be sometimes very useful. And in the rare moments, this can be very good if you can combine it with something like Bite.
HUNTER
Springpaw - 3 - Nothing too fancy, but as we found out, the rush mechanic is very useful, and since the Lynx costs only 1 mana, it just begs for some buff.
Baited Arrow - 3 - You need to kill a small thing or a very damaged big thing if you want the overkill to trigger. Not too hard, but I still feel this is a bit too unreliable for a better rating.
MAGE
Hex Lord Malacrass - 1.5 - This is a bit of a weird one. On turn 8 you kinda want bigger, more impactful cards. So if you get a mix of some early game cards you want and some late game cards you don't want , the better this card actually becomes. But even if you don't have the perfect scenario, getting 4 or more cards is always great, even if they aren't the best quality, so you will always get atleast some nice value with this guy (even if the stats are really bad).
Pyromaniac - 1 - Yes, because the mage hero power really needed some extra omph. A early minion with very good stats, that can still be very impactful in the late game? I will take two please.
PALADIN
Shirvallah, the Tiger - 5 - This is very good even at 10 mana. Now think about how many times you played 15 mana worth of spells as a paladin......... exactly. I checked my last 15 paladin arena games with the decktracker, and I had about 12 - 17 mana worth of combined spells in most matches. So this means that most of the time I would need to play all my spells if I'd want to summon this creature.
Maybe it's different for you, you have allot of (or big) spells and you could easily summon him? Let me know.
Immortal Prelate - 4 - In constructed you have some reliable ways to buff this guy and bring him out of the deck. In arena, you don't have that luxury. Buffing him is easy enough, but getting him again, is way too unreliable.
PRIEST
Surrender to Madness - 4.5 - I kinda have a bad habit of overrating cards that improve your deck (Luna's Pocket Galaxy and The Mistcaller ), but even I can see that destroying your early and mid game, and only being really useful in the late game (at which point you really won't be getting all that much value from such cards anyway) is pretty sucky.
ROGUE
Cannon Barrage - 5 - If this would only affect minions, then it might be worth it. But since it can also go face, plus the fact you need atleast 1 pirate (which you're not guaranteed to have) to make this remotely usable, it sinks (...) hard.
Spirit of the Shark - 4 - There is potential for some crazy shenanigans, but the cost is big, and this guy is worthless on his own.
SHAMAN
Rain of Toads - 2 - The overload is very steep, but a bunch of taunts with fine stats is almost never a bad thing.
WARLOCK
Hir'eek, the Bat - 3.5 - If warlocks get some more (good) handbuff cards, then you might do something crazy with this. But most of the time you will overpay flood and your board with 1/1 minions.
Void Contract - UNPLAYABLE - Poor warlock, being the only class with 2 unplayable cards. I thought if I should give this a 5, but the more I think about it, the more I can't see any potential with this card.
This isn't constructed where you would destroy some extremely important combo pieces, so 90% of the time you spent a card and 8 mana for nothing. 9.5% of the time you actually screw yourself, since you bring yourself closer to fatigue and you are a warlock, And once every blue moon you maybe set back or bring your opponent dangerously close to fatigue. But for 8 mana?
Spirit of the Bat - 3.5- Like with the shark, this is way too weak on it's own, and requires too much setup to work properly. It is cheaper though.
WARRIOR
Sul'thraze - 1 - This would be awesome even without the overkill. With overkill though, you can really rip and tear your opponent, since this can also go face.
NEUTRAL
Sharkfin Fan - 2, 3, 4 - Oh look, another neutral card that benefits mostly the rogue. This can actually be a really big annoyance with the rogue. Other weapon classes and the druid might get a bit of value from this, though probably not too much. And for other classes this is a 2/2 for 2.
Here we go! New set, new cards, new impact on Arena. Cant wait to see them all :)
Ratings: 1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Legendary:
Hex Lord Malacrass (2): Very good value card, but it might be a bit too slow depending on the meta.
Hir'eek, the Bat (3): This one is actually ok on its own, depending on the meta, the board flood might be even more valuable. Hit it with any hand buff and the card becomes nuts.
Shirvallah, the Tiger (5): You are never gonna have enough spells to make it cost 10 or less mana. And even if you would, it is so damn slow, just not worth it.
Epic:
Cannon Barrage (5): We will have to see how many Pirates will there be in this xpac and then in which power buckets will they be, but even if you could manage to get like 3 Pirates on the board in an average game, i dont think this card is very good.
Immortal Prelate (4): This is a bit awkward card for arena, obviously if you can hit it with a buff, this can become rly good minion to draw into later, but it is a shitty 2-drop in its own and it can become a dead card or a dead draw in a bad situation, im not convinced yet.
Sul'thraze (1): Very good weapon with Fool's Bane-esque ability, but can also go face. Seems good to me.
Surrender to Madness (3): I dont know what to think about this card, the buff is powerful as hell, but the drawback can lose you the game on its own. But i think this card has a potential to be a sleeper card, at least for arena and shake up how priest is being played. It will mostly depend on to which power level bucket will it be assigned and how hard will it be to draft it.
Void Contract (5): Unplayable card for arena, the one use this could have is if you drafted super low curve deck and you wouldnt mind discarding half of it, but your opponent would probably lose a lot of valuable cards. But if you would have time to play this, chances r, you r in a winning position already.
Rare:
Pyromaniac (1): This card is absolutely nuts. Perfect stat line for a 3-drop and super good ability. You kill minions with your hero power all the time and many times you set up a kill on turn 5 while playin a 3-drop. This card will have a lot of versatility when to play it and will be a powerful card draw engine. Might be one of the best cards of the set for mage honestly.
Spirit of the Bat (2): This one seems interesting, im not sure how will it end up performing, but it feels like it has a potential to be very decent on average.
Spirit of the Shark (5): I honestly don see this card working out in arena, the Stealth can help setting this up for a next turn power play, but it is so damn slow and you are not guaranteed to have many (good) battlecry or combo cards, i just dont see it.
Common:
Baited Arrow (1): Super powerful card for hunter, literally a consistent Bane of Doom. What more is there to say.
Rain of Toads (2): The Overload is nothing to joke about, but getting three decent taunts out of it is pretty nice. I think this card will see plenty of play.
Springpaw (3): This is a pretty good card since it gives you two pings, which is nice for a hunter to have. But other than that, nothing special.
Savage Striker (3): Vanilla 2-drop that will deal 1 dmg when played late game, i mean there r worse 2-drops, so its fine.
Sharkfin Fan (3): Passable 2-drop for most classes, decent one for weapon classes and druid, absolute beast for Rogue :)
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LEGENDARY:
Hex Lord Malacrass Rating 3(Average): It's a little expensive, but getting 2-3 extra cards and a 5/5 body is not a bad deal for the cost. I just think it might be too slow.
Hir'eek, the Bat Rating 5(Terrible): If you have a Soul Infusion, then this could be fun, but that's a stretch. It's expensive and pretty lackluster when you realize Forbidden Ritual did the same thing cheaper (max 7 mana to fill the board).
Shirvallah, the Tiger Rating 5(Terrible): In a minion-centric environment you may never be able to cast this minion at all. Even if you got lucky with Sound the Bells! you'd still need nearly two full turns casting them before you could play this card. And by then wouldn't you have a huge enough minion(s) that Shirvallah would be irrelevant?
EPIC:
Cannon Barrage Rating 5(Terrible): Unless you're filled to the gills with Pirates this doesn't need to take up a deck slot.
Immortal Prelate Rating 4(Poor): This is only good if you're able to buff it up, otherwise you really don't want to keep drawing this in the late-game.
Sul'thraze Rating 1(Excellent): I can't remember how many times Fool's Bane proved better than I thought it would be. This card is certainly no exception and it's a solid weapon without even triggering Overkilll.
Surrender to Madness Rating 4(Poor): Losing 3 Mana Crystals puts you at a huge disadvantage, regardless of how good the buff is.
Void Contract Rating 5(Terrible): You're possibly hurting yourself more than your opponent with this one. I think I'll take a hard pass on this one.
RARE:
Pyromaniac Rating 1(Excellent): It's already a good card being a 3/4 for 3 mana, but the card draw absolutely puts it over the top. This could generate insane value for your game. A definite pick in my book.
Spirit of the Bat Rating 4(Poor): You have to pay 2 mana, lose a minion, and have a minion waiting in your hand just to get a small buff. In the early game you might be able to make it work, but late game is just a waste.
Spirit of the Shark Rating 5(Terrible): Way too situational and expensive.
COMMON:
Baited Arrow Rating 1(Excellent): It's solid removal with an awesome upside and looks to be the spiritual successor to Flanking Strike.
Rain of Toads Rating 2(Good): It's not quite as good as Feral Spirit, but it's still a lot of Taunts to get through and could definitely buy you enough time to finish your opponent off.
Savage Striker Rating 3(Average): It's a decent 2-drop, but the built in Savagery doesn't even get factored in because it would rarely be used unless it was late-game.
Sharkfin Fan Rating 3(Average): This will be alright for the 2-drop slot most of the time, but could get insane in Rogue (and definitely gets a bump in rating for that class).
Springpaw Rating 3(Average): This is fine for Hunter and it doesn't hurt that it's got the Beast tag.
"To build or destroy...only you decide which joy." - Last Crack
Ratings: 1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Legendary:
Hex Lord Malacrass (2): Going 1st you get 3 cards, going 2nd you get the coin as well. A 5/5 body attached with a Nourish for 8 mana is pretty solid, and you have reasonable control over the outcome since you know the cards you'll be adding. Seems like good value, but will be hard to play safely like Sprint
Hir'eek, the Bat (3): Buff Warlock could be a thing, but i'm not overly optimistic on it right now. It's still a playable card as is without any upside though.
Shirvallah, the Tiger (5): Works well with Sound the Bells! but even then it's a bit too expensive to see play. It's a great card if you ever cast it though.
Epic:
Cannon Barrage (5): Constructed card most likely, just can't work consistently in Arena. The effect is also random which makes it worse.
Immortal Prelate (4): Bad stat line for 2-mana as well as requiring further investment to extract value from it. Think of it as a Kingsbane without a deck built around the card, it's pretty bad. At 1-mana, this card would be pretty solid though.
Sul'thraze (2): I think the card is pretty good, but not a slam dunk. It gets stopped pretty hard by any taunt 4hp or more, and cannot actually full clear boards in exchange for health like Fool's Bane. Yes it can go face so there's added flexibility, but I believe the limiting factor of the Overkill mechanic will keep this card from being insane. (requires 3HP minions or less to die).
Surrender to Madness (5): I'll say unplayable in Priest. Is this an early game card or a late game card because I just don't see this working for either, definitely not in Arena. 3 mana tempo loss early for Priest is probably too much to come back from most of the time. It's better as a late game card for Priest, until you realize Priest actually doesn't have many cards that let you draw through their own deck. Just some thoughts, but i'd avoid this card.
Void Contract (5): Unplayable. Right now, i'm failing to make any argument for this card to see play in Arena.
Rare:
Pyromaniac (2): Solid body for the mana cost that's better then Coldwraith most of the time and is an on going threat. It's slow value, but the effect is there at your discretion.
Spirit of the Bat (3): Can get out of hand, but requires a board first. Will be deck dependent, but I can see this working out well in faster, smaller drafts.
Spirit of the Shark (3): The condition seems more specific and would require some build around, but there are some insane cards this can work with that might make it worthwhile. Think about a double Bonemare, or Fungalmancer hit on the following turn.
Common:
Baited Arrow (1): Really like this card, it's a better Fire Plume Phoenix or Flanking Strike when triggered, and has the flexibility to go face. It's conditional which makes it worse sometimes, but it's still probably a really good card on average.
Rain of Toads (2): Fair card that gets cheated out a bit early, but you pay for it later. Not bad.
Springpaw (2): This card is really good for Hunter. So much packed into a 1-mana card. Both 1/1s are beasts for additional synergy and for a class that lacks pings, it's really nice to have the flexibility.
Savage Striker (2): 2 mana card with Savagery attached to it. Seems good and can get better with card support like Claw, Bite, Savage Roar to name a few.
Sharkfin Fan (2): Not going to break the game for Rogue like Hench-Clan Thug but is still a decent card, will come down to what bucket it's offered in. For the other classes it's average to below average only.
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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
Time Out! Rating 4(Poor): If you've got a Weapon it gives you a little more freedom, otherwise you're just buying yourself a turn to outlast your opponent. Sometimes that extra turn can make all the difference in the world, but it's pretty situational.
"To build or destroy...only you decide which joy." - Last Crack