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
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.
Ticket Scalper Rating 4(Poor): 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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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 (2) - 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. It forces you to play larger minions to deal with it, and it trades with overkill favorable into most 4 drops. It's potentially insanely powerful, but there are easy checks into like 2 mana minions or removal.
Heavy Metal! (5) - On the same level as Gather Your Party, maybe even worse. Really over costed and terrible in Arena.
Heavy Metal! - 5 - You need to have atleast 6 armor for this to be good, which you won't have the majority of the time.
Ticket Scalper - 2.5 - Here's the thing. I am pretty sure overkill on a minion activates even if the minion you attacked with would die from the attack (correct me if I'm wrong pls). If that is the case, then this can be a major value generator. It has 1 less health than other minions of it's cost, which does put it in the range of the cheaper removal spells and low cost minions, but even if you trigger it just once, it is still very much worth it. And if you can trigger the overkill more than once... oh boy.
Heavy Metal! - 5 - You need to have atleast 6 armor for this to be good, which you won't have the majority of the time.
Ticket Scalper - 2.5 - Here's the thing. I am pretty sure overkill on a minion activates even if the minion you attacked with would die from the attack (correct me if I'm wrong pls). If that is the case, then this can be a major value generator. It has 1 less health than other minions of it's cost, which does put it in the range of the cheaper removal spells and low cost minions, but even if you trigger it just once, it is still very much worth it. And if you can trigger the overkill more than once... oh boy.
Yes, Overkill activates even if the minion with Overkill dies during the trade. But here is the problem, the minion with Overkill has to initiate the trade ... and with 3 hp, chances r that minion is not gonna live to do that. Obviously, especially in arena, topdeck wars etc, this minion will activate from time to time, but the statline is so bad, im not sure it is worth drafting. Ofc it will all depend on in which power level bucket will this card land, mby it will be the best one out of the three offered quite often and then you will see it being played regularly.
The power level bucket system makes predicting any card, good or bad, hard to judge in general, since you just dont know what other cards will be offered alongside it.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
Heavy Metal! - 5 - You need to have atleast 6 armor for this to be good, which you won't have the majority of the time.
Ticket Scalper - 2.5 - Here's the thing. I am pretty sure overkill on a minion activates even if the minion you attacked with would die from the attack (correct me if I'm wrong pls). If that is the case, then this can be a major value generator. It has 1 less health than other minions of it's cost, which does put it in the range of the cheaper removal spells and low cost minions, but even if you trigger it just once, it is still very much worth it. And if you can trigger the overkill more than once... oh boy.
Yes, Overkill activates even if the minion with Overkill dies during the trade. But here is the problem, the minion with Overkill has to initiate the trade ... and with 3 hp, chances r that minion is not gonna live to do that. Obviously, especially in arena, topdeck wars etc, this minion will activate from time to time, but the statline is so bad, im not sure it is worth drafting. Ofc it will all depend on in which power level bucket will this card land, mby it will be the best one out of the three offered quite often and then you will see it being played regularly.
The power level bucket system makes predicting any card, good or bad, hard to judge in general, since you just dont know what other cards will be offered alongside it.
I just saw your previous post about that, don't know how the heck I missed it. And so far this is a card I am really deciding if I should give it a 3.5. You have a good point, but atleast in this meta I don't find myself facing a lot of low cost minions that could destroy this. There is a big risk ofcourse, but I am still optimistic about this.
Heavy Metal! - 5 - You need to have atleast 6 armor for this to be good, which you won't have the majority of the time.
Ticket Scalper - 2.5 - Here's the thing. I am pretty sure overkill on a minion activates even if the minion you attacked with would die from the attack (correct me if I'm wrong pls). If that is the case, then this can be a major value generator. It has 1 less health than other minions of it's cost, which does put it in the range of the cheaper removal spells and low cost minions, but even if you trigger it just once, it is still very much worth it. And if you can trigger the overkill more than once... oh boy.
Yes, Overkill activates even if the minion with Overkill dies during the trade. But here is the problem, the minion with Overkill has to initiate the trade ... and with 3 hp, chances r that minion is not gonna live to do that. Obviously, especially in arena, topdeck wars etc, this minion will activate from time to time, but the statline is so bad, im not sure it is worth drafting. Ofc it will all depend on in which power level bucket will this card land, mby it will be the best one out of the three offered quite often and then you will see it being played regularly.
The power level bucket system makes predicting any card, good or bad, hard to judge in general, since you just dont know what other cards will be offered alongside it.
I just saw your previous post about that, don't know how the heck I missed it. And so far this is a card I am really deciding if I should give it a 3.5. You have a good point, but atleast in this meta I don't find myself facing a lot of low cost minions that could destroy this. There is a big risk ofcourse, but I am still optimistic about this.
i mean even 2 attack + hero power can trade into that. 3 health is rly low. Im not saying the card is unplayable, im sure we will see it, but until i see it in action and what kind of meta will there be and in what power level bucket will it be assigned, i am not optimistic about it.
Got to say I'm surprised anyone has Surrender to Madness as anything but a 5. You simply can't take that kind of tempo loss in arena, it's suicide, it's going to lose you the game far more than it wins you it unless there's some synergy card we're not seeing it yet. Other than that, nice seeing all the ratings again!
Got to say I'm surprised anyone has Surrender to Madness as anything but a 5. You simply can't take that kind of tempo loss in arena, it's suicide, it's going to lose you the game far more than it wins you it unless there's some synergy card we're not seeing it yet. Other than that, nice seeing all the ratings again!
Obviously this is not an early game card. You play it early you might as well concede. I consider it to be a late game card, very very slow, but also very powerful. Priest can generally afford to have at least one card like that, so while i agree that its not very obvious how to play it and what power can it have, i think it has potential.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
Bwonsamdi, the Dead - 3 - I am usually more favorable to vanilla stated cards that draw something, but you won't draw all the time, plus the cards that you do draw are not that impactful after turn 7 (it does thin your deck , but still).
Spirit of the Dead - 4 - Seems like the spirit cards are intended for constructed. You can get some nice value with this, just like with the other 2 spirits, but it's simply way too slow and inconsistent.
Has anyone listened to the latest Lightforge? They are absolutely going off on Ticket Scalper, basically saying it is the OP Arena card of the set and is going to have a similar impact on Arena to Vicious Fledgling and Giggling Inventor. Possibly bigger. Also saying it should just be banned from Arena.
Must admit I don’t really see it. I just don’t see how a 4-drop that can potentially die to a 2-drop or all manner of small removal is really that incredible. Sure, the effect is incredible when it goes off but in a sense it’s less reliable than Cult Master and that’s a good, not insane, Arena card. TBF to them they’re saying the inconsistency is what makes it an OP card, because the pay-off is so lopsided and it punishes good players and rewards bad players. But I’m still finding it hard to see.
I am also quite skeptical about the card. Yes, it will be absolutely insane, when it does trigger, but it is pretty much a coin flip. I mean i suppose 5/3 stats r not the end of the world, so not like the card is totally unplayable, but for me personally, i think it depends in what power bucket the card lands and what other cards will you be offered alongside it. That will determine how often will we see it and that will play a role in establishing its power level in general.
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
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I will admit, that it might serve as a "push" for your opponent to trade into your minions instead of goin face, but im still very sceptical about it.
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Time Out! - 5 - Sometimes you can screw your opponent if he has a ton of burst damage, but more often than not, you are just delaying the inevitable.
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.
Ticket Scalper Rating 4(Poor): 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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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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 (2) - 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. It forces you to play larger minions to deal with it, and it trades with overkill favorable into most 4 drops. It's potentially insanely powerful, but there are easy checks into like 2 mana minions or removal.
Heavy Metal! (5) - On the same level as Gather Your Party, maybe even worse. Really over costed and terrible in Arena.
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Heavy Metal! - 5 - You need to have atleast 6 armor for this to be good, which you won't have the majority of the time.
Ticket Scalper - 2.5 - Here's the thing. I am pretty sure overkill on a minion activates even if the minion you attacked with would die from the attack (correct me if I'm wrong pls). If that is the case, then this can be a major value generator. It has 1 less health than other minions of it's cost, which does put it in the range of the cheaper removal spells and low cost minions, but even if you trigger it just once, it is still very much worth it. And if you can trigger the overkill more than once... oh boy.
Yes, Overkill activates even if the minion with Overkill dies during the trade. But here is the problem, the minion with Overkill has to initiate the trade ... and with 3 hp, chances r that minion is not gonna live to do that. Obviously, especially in arena, topdeck wars etc, this minion will activate from time to time, but the statline is so bad, im not sure it is worth drafting. Ofc it will all depend on in which power level bucket will this card land, mby it will be the best one out of the three offered quite often and then you will see it being played regularly.
The power level bucket system makes predicting any card, good or bad, hard to judge in general, since you just dont know what other cards will be offered alongside it.
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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.
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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.
"To build or destroy...only you decide which joy." - Last Crack
Why would you not like the tiger? It's a solid 25 drop.
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I just saw your previous post about that, don't know how the heck I missed it. And so far this is a card I am really deciding if I should give it a 3.5. You have a good point, but atleast in this meta I don't find myself facing a lot of low cost minions that could destroy this. There is a big risk ofcourse, but I am still optimistic about this.
i mean even 2 attack + hero power can trade into that. 3 health is rly low. Im not saying the card is unplayable, im sure we will see it, but until i see it in action and what kind of meta will there be and in what power level bucket will it be assigned, i am not optimistic about it.
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Got to say I'm surprised anyone has Surrender to Madness as anything but a 5. You simply can't take that kind of tempo loss in arena, it's suicide, it's going to lose you the game far more than it wins you it unless there's some synergy card we're not seeing it yet. Other than that, nice seeing all the ratings again!
Obviously this is not an early game card. You play it early you might as well concede. I consider it to be a late game card, very very slow, but also very powerful. Priest can generally afford to have at least one card like that, so while i agree that its not very obvious how to play it and what power can it have, i think it has potential.
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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.
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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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Bwonsamdi, the Dead (3): Well, its a War Golem, that might draw you a card on an occasion. You could do worse.
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.
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Bwonsamdi, the Dead - 3 - I am usually more favorable to vanilla stated cards that draw something, but you won't draw all the time, plus the cards that you do draw are not that impactful after turn 7 (it does thin your deck , but still).
Spirit of the Dead - 4 - Seems like the spirit cards are intended for constructed. You can get some nice value with this, just like with the other 2 spirits, but it's simply way too slow and inconsistent.
I am also quite skeptical about the card. Yes, it will be absolutely insane, when it does trigger, but it is pretty much a coin flip. I mean i suppose 5/3 stats r not the end of the world, so not like the card is totally unplayable, but for me personally, i think it depends in what power bucket the card lands and what other cards will you be offered alongside it. That will determine how often will we see it and that will play a role in establishing its power level in general.
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