I think the comparison to Cult Master is a good one. High value potential but not always something you can trigger, making it a really nice draw engine but draw alone doesn't necessarily win the game and activating it isn't consistent, either.
I like this comparison. I agree with everyone else that when the Ticket Scalper works it's awesome, but it feels pretty darn bad if your opponent kills it before you have a chance to attack with it. I can see it being really powerful in Paladin along with Potion of Heroism or other buffs that will allow it to survive longer and trigger its Overkill multiple times. When I look at the card overall I still don't see it being automatically good when a two-drop can trade with it. It's got potential though and I'll definitely keep my eye on it.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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!
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.
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.
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.
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.
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.
Gurubashi Chicken Rating 4(Poor): Funny, but it probably won't do much in Arena.
Ironhide Direhorn Rating 2(Good): 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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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.
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.
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.
Waterboy (3): I guess it gives you some tempo, but i think there r better cards to draft (or so we will see).
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.
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.
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.
High Priestess Jeklik (3): I would say decent taunt/heal on its own. Doubt you will discard it often.
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.
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.
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.
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.
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.
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.
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.
Shriek Rating 2(Good): Even though you lose a card this is amazingly cheap removal and shouldn't be passed up.
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.
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"To build or destroy...only you decide which joy." - Last Crack
I'll rate only what I feel like talking about. And all I feel like doing is talking myself into picking bad cards.
Immortal Prelate (4) If I think of Primalfin Champion that was a card that I have drafted in the past to no regret, it was an underrated card. The issue really with Immortal Prelate is, in arena, you can assume once it's shuffled it will never be seen again. There's no immediacy to the payoff. Completely draft dependent, probably need a Call to Arms to turn this into something that gets the juices going.
Void Contract (5) Is there an amount of aggressive tapping that makes this more than 8 mana do nothing? Probably not. But I have a feeling we'll see the card occasionally with people trying to test that theory out.
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.
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. A slightly worse Volcanosaur with different flexibility, but less reliable in terms of high rolling stats.
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.
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.
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.
Ironhide Direhorn - 2 - The War Golem powercreep is real. Getting the overkill even one time is very good, and it will force your opponent to make suboptimal moves.
MAGE
Jan'alai, the Dragonhawk - 3 - While dealing 8 damage with the mage's hero power isn't too hard, since it is one of the best hero powers, and it's getting a bunch of support in this expansion, I still think this will be a dead card too often.
Spirit of the Dragonhawk - 3 - Having a Shooting Star on demand is good, but it does cost more mana, which might be a bit too much for 3 split damage,
Daring Fire-Eater - 3 - If you didn't have to use your hero power on the same turn you play this guy, then he would be really good, but becuase you must use your hero power on the same turn, he is just fine.
PALADIN
A New Challenger... - 1 - This is pretty insane, and might just be the best card of the expansion. Since it is a discover, not only do you have multiple choices, but that also negates the downside of getting a bad stated 6 cost minion. Even if the best option is a vanilla 5/5, getting a 7 mana 5/5 with divine shield and taunt is still good.
But what about some cards that have good stats or a nice effect and giving them divine shield? Well... Damaged Stegotron (since the battlecry won't activate you are paying 7 mana for a 5/12 taunt, divine shield...), Cairne Bloodhoof, Bone Drake, Frozen Crusher (now you can go face and not feel bad), Savannah Highmane ...
Zentimo - 3 - I really want to like this card a bit more, but this can sometimes be just a overkill, and since you are overlading 2x more, it can really screw your next turn. The flexibility of targeting your own minions is nice, but what are you using exactly?
WARLOCK
High Priestess Jeklik - 3 - The discard will rarely be a factor, and while a taunt + lifesteal is a nice combination, there is a difference between 4 and 5 health.
Soulwarden - 3 - Again, the discard effect won't be a factor allot of times (you might sometimes get one card which is good, and sometimes you can get 2 or 3 which is really good, but good luck with that), and the stats are ok for the cost.
Shriek - 2 - Yes, discarding a card and the fact it also damages your own stuff does suck, but do not underestimate the cost. Getting a 2 damage AOE for only 1 mana can be a huge deal. You can destroy or badly damage the board and still have a big play.
And since you are a warlock, discarding a card won't hurt you as much as it would other classes, and since you are discarding the lowest cost card, you will still have the big impactful cards.
Reckless Diretroll - 3 - I just said that discarding a card isn't as bad for a warlock, and while that is still true, I think this guy isn't strong enough to completely justify that. If he was a 3/5 I would be way more favorable to him. 2/6 taunt is more annoying than truly threatening.
WARRIOR
Smolderthorn Lancer - 4 - Getting a good effect with a body is usually good, but not when it has so many conditions. Playing him on curve is a bad thing, and at the end of the day you are getting a 3/2 body for 1 mana, which is good, but again, the conditions...
NEUTRAL
Oondasta - 2 - The cost is a bit high, but if you manage to get even 1 ok beast, then it's worth it. And even if you don't, there are way worse things than a 9 mana 7/7 rush minion.
Waterboy - 3.5 - Has some potential but pretty meh all around.
Spirit of the Dead - (5) - Can't imagine this being playable in Arena. Many times this will be a dead card because you don't want generic 1 mana minions as your draws.
I think you read this one wrong man :) It shuffles the minion that dies, only it will cost 1 mana. It doesnt shuffle a random 1-cost minion, that would idd be a totally stupid and unplayable card in any format :D
A New Challenger... - 1 - This is pretty insane, and might just be the best card of the expansion. Since it is a discover, not only do you have multiple choices, but that also negates the downside of getting a bad stated 6 cost minion. Even if the best option is a vanilla 5/5, getting a 7 mana 5/5 with divine shield and taunt is still good.
But what about some cards that have good stats or a nice effect and giving them divine shield? Well... Damaged Stegotron (since the battlecry won't activate you are paying 7 mana for a 5/12 taunt, divine shield...), Cairne Bloodhoof, Bone Drake, Frozen Crusher (now you can go face and not feel bad), Savannah Highmane ...
Zentimo - 3 - I really want to like this card a bit more, but this can sometimes be just a overkill, and since you are overlading 2x more, it can really screw your next turn. The flexibility of targeting your own minions is nice, but what are you using exactly?
Are you sure you're overloading again? It says the spell targets additional minions, not the spell casts again with additional targets, like eg Electra Stormsurge.
I checked the hearthstone wiki and under the notes section it says: ''Casting a spell with overload with Zentimo on board will Overload for each additional minion targeted''. Though it's completely normal to understand the text as saying it woudn't overload.
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.
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.
Now it's time for me to disagree with you on those 2 cards. While I can certainly see the appeall of Jan'alai, it doesn't seem like something you will trigger allot. Like I said, dealing 8 damage with the hero power isn't too hard and with some new cards you have an even better chance, but you still need to invest quite allot into the card. And unlike some other cards that can be played even if you don't get the full potential (Omega Agent), playing Jan'alai on her own is really awful.
As for Shriek, I really need to point out the low mana cost. Being able to clear/damage and still play out your hand is a huge deal. Ofcourse the downsides are obvious, which is why I'm not giving it a score of 1, but I think 4 is too harsh.
And concerning A New Challenger..., I honestly woudn't be surprised if it can only summon paladin and neutral cards, but I was going off the fact that it doesn't say only paladin minions.
Edit: Nevermind, just remembered that discover effects only pick a specific class + neutral cards. I still think the card is really good.
Spirit of the Dead - (5) - Can't imagine this being playable in Arena. Many times this will be a dead card because you don't want generic 1 mana minions as your draws.
I think you read this one wrong man :) It shuffles the minion that dies, only it will cost 1 mana. It doesnt shuffle a random 1-cost minion, that would idd be a totally stupid and unplayable card in any format :D
Yea I did, I thought it was a 1 mana 1/1 version of the minion that died. The actual text makes it seem a bit more playable. I'll edit.
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.
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.
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.
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.
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.
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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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"To build or destroy...only you decide which joy." - Last Crack
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.
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"To build or destroy...only you decide which joy." - Last Crack
Hakkar, the Soulflayer (4) This card is incredibly stupid, and I like stupid. Honestly I'd prefer to rate a card based on how much I like the design, not it's viability, which would make this a 2. Some sort of deck where you are sure you will maintain a good life total could make this card draftable. Lets be honest, there's enough junk legendaries where this could seem appealing.
Raiding Party (4): Obviously very draft dependant 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.
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.
Untamed Beastmaster (1): Ideal 3-drop with a pretty ok upside. What is not to love?:)
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.
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.
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.
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 dependant, but the statline is ok enough that you can try and pick it early in the draft hoping for the best.
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 dependant and then you have to have the dragon(s) in hand when you play this. Not to mention this is a horrible topdeck.
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.
For me Untamed Beastmaster will be one of the strongest cards in arena. Its snowball efects its very strong and cards 3 manas 3/4 are already very strong with high winrate how is the case of Blackwald Pixie.
I like this comparison. I agree with everyone else that when the Ticket Scalper works it's awesome, but it feels pretty darn bad if your opponent kills it before you have a chance to attack with it. I can see it being really powerful in Paladin along with Potion of Heroism or other buffs that will allow it to survive longer and trigger its Overkill multiple times. When I look at the card overall I still don't see it being automatically good when a two-drop can trade with it. It's got potential though and I'll definitely keep my eye on it.
"To build or destroy...only you decide which joy." - Last Crack
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.
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!
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.
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.
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.
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.
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.
Gurubashi Chicken Rating 4(Poor): Funny, but it probably won't do much in Arena.
Ironhide Direhorn Rating 2(Good): 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.
"To build or destroy...only you decide which joy." - Last Crack
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.
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.
Gurubashi Chicken (5): There r worse 1-drops i suppose :D
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.
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.
Waterboy (3): I guess it gives you some tempo, but i think there r better cards to draft (or so we will see).
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.
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.
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.
High Priestess Jeklik (3): I would say decent taunt/heal on its own. Doubt you will discard it often.
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.
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.
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.
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.
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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.
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.
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.
Shriek Rating 2(Good): Even though you lose a card this is amazingly cheap removal and shouldn't be passed up.
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.
"To build or destroy...only you decide which joy." - Last Crack
I'll rate only what I feel like talking about. And all I feel like doing is talking myself into picking bad cards.
Immortal Prelate (4) If I think of Primalfin Champion that was a card that I have drafted in the past to no regret, it was an underrated card. The issue really with Immortal Prelate is, in arena, you can assume once it's shuffled it will never be seen again. There's no immediacy to the payoff. Completely draft dependent, probably need a Call to Arms to turn this into something that gets the juices going.
Void Contract (5) Is there an amount of aggressive tapping that makes this more than 8 mana do nothing? Probably not. But I have a feeling we'll see the card occasionally with people trying to test that theory out.
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.
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. A slightly worse Volcanosaur with different flexibility, but less reliable in terms of high rolling stats.
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.
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.
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.
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#1 Arena Leader Board Player in North America - August 2018 and April 2020
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Time to make some coffee and rate them cards.
DRUID
Ironhide Direhorn - 2 - The War Golem powercreep is real. Getting the overkill even one time is very good, and it will force your opponent to make suboptimal moves.
MAGE
Jan'alai, the Dragonhawk - 3 - While dealing 8 damage with the mage's hero power isn't too hard, since it is one of the best hero powers, and it's getting a bunch of support in this expansion, I still think this will be a dead card too often.
Spirit of the Dragonhawk - 3 - Having a Shooting Star on demand is good, but it does cost more mana, which might be a bit too much for 3 split damage,
Daring Fire-Eater - 3 - If you didn't have to use your hero power on the same turn you play this guy, then he would be really good, but becuase you must use your hero power on the same turn, he is just fine.
PALADIN
A New Challenger... - 1 - This is pretty insane, and might just be the best card of the expansion. Since it is a discover, not only do you have multiple choices, but that also negates the downside of getting a bad stated 6 cost minion. Even if the best option is a vanilla 5/5, getting a 7 mana 5/5 with divine shield and taunt is still good.
But what about some cards that have good stats or a nice effect and giving them divine shield? Well... Damaged Stegotron (since the battlecry won't activate you are paying 7 mana for a 5/12 taunt, divine shield...), Cairne Bloodhoof, Bone Drake, Frozen Crusher (now you can go face and not feel bad), Savannah Highmane ...
Heck, even something like Reckless Rocketeer becomes a threat.
SHAMAN
Zentimo - 3 - I really want to like this card a bit more, but this can sometimes be just a overkill, and since you are overlading 2x more, it can really screw your next turn. The flexibility of targeting your own minions is nice, but what are you using exactly?
WARLOCK
High Priestess Jeklik - 3 - The discard will rarely be a factor, and while a taunt + lifesteal is a nice combination, there is a difference between 4 and 5 health.
Soulwarden - 3 - Again, the discard effect won't be a factor allot of times (you might sometimes get one card which is good, and sometimes you can get 2 or 3 which is really good, but good luck with that), and the stats are ok for the cost.
Shriek - 2 - Yes, discarding a card and the fact it also damages your own stuff does suck, but do not underestimate the cost. Getting a 2 damage AOE for only 1 mana can be a huge deal. You can destroy or badly damage the board and still have a big play.
And since you are a warlock, discarding a card won't hurt you as much as it would other classes, and since you are discarding the lowest cost card, you will still have the big impactful cards.
Reckless Diretroll - 3 - I just said that discarding a card isn't as bad for a warlock, and while that is still true, I think this guy isn't strong enough to completely justify that. If he was a 3/5 I would be way more favorable to him. 2/6 taunt is more annoying than truly threatening.
WARRIOR
Smolderthorn Lancer - 4 - Getting a good effect with a body is usually good, but not when it has so many conditions. Playing him on curve is a bad thing, and at the end of the day you are getting a 3/2 body for 1 mana, which is good, but again, the conditions...
NEUTRAL
Oondasta - 2 - The cost is a bit high, but if you manage to get even 1 ok beast, then it's worth it. And even if you don't, there are way worse things than a 9 mana 7/7 rush minion.
Waterboy - 3.5 - Has some potential but pretty meh all around.
Gurubashi Chicken - 5 - For what it's worth, I would pick this over Angry Chicken.
I think you read this one wrong man :) It shuffles the minion that dies, only it will cost 1 mana. It doesnt shuffle a random 1-cost minion, that would idd be a totally stupid and unplayable card in any format :D
I dont think you will be able to discover 6-drops outside of your class/neutrals tbh. Just a thought when i saw you mentioning Savannah Highmane ;-)
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Are you sure you're overloading again? It says the spell targets additional minions, not the spell casts again with additional targets, like eg Electra Stormsurge.
I checked the hearthstone wiki and under the notes section it says: ''Casting a spell with overload with Zentimo on board will Overload for each additional minion targeted''. Though it's completely normal to understand the text as saying it woudn't overload.
https://hearthstone.gamepedia.com/Zentimo
Now it's time for me to disagree with you on those 2 cards. While I can certainly see the appeall of Jan'alai, it doesn't seem like something you will trigger allot. Like I said, dealing 8 damage with the hero power isn't too hard and with some new cards you have an even better chance, but you still need to invest quite allot into the card. And unlike some other cards that can be played even if you don't get the full potential (Omega Agent), playing Jan'alai on her own is really awful.
As for Shriek, I really need to point out the low mana cost. Being able to clear/damage and still play out your hand is a huge deal. Ofcourse the downsides are obvious, which is why I'm not giving it a score of 1, but I think 4 is too harsh.
And concerning A New Challenger..., I honestly woudn't be surprised if it can only summon paladin and neutral cards, but I was going off the fact that it doesn't say only paladin minions.
Edit: Nevermind, just remembered that discover effects only pick a specific class + neutral cards. I still think the card is really good.
Yea I did, I thought it was a 1 mana 1/1 version of the minion that died. The actual text makes it seem a bit more playable. I'll edit.
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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
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.
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.
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.
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.
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.
"To build or destroy...only you decide which joy." - Last Crack
Hakkar, the Soulflayer Rating 4(Poor): It's expensive and you could potentially kill yourself with the Corrupted Blood.
"To build or destroy...only you decide which joy." - Last Crack
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
"To build or destroy...only you decide which joy." - Last Crack
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.
"To build or destroy...only you decide which joy." - Last Crack
Hakkar, the Soulflayer (4) This card is incredibly stupid, and I like stupid. Honestly I'd prefer to rate a card based on how much I like the design, not it's viability, which would make this a 2. Some sort of deck where you are sure you will maintain a good life total could make this card draftable. Lets be honest, there's enough junk legendaries where this could seem appealing.
Raiding Party (4): Obviously very draft dependant 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.
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.
Untamed Beastmaster (1): Ideal 3-drop with a pretty ok upside. What is not to love?:)
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.
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.
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.
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 dependant, but the statline is ok enough that you can try and pick it early in the draft hoping for the best.
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 dependant and then you have to have the dragon(s) in hand when you play this. Not to mention this is a horrible topdeck.
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.
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For me Untamed Beastmaster will be one of the strongest cards in arena. Its snowball efects its very strong and cards 3 manas 3/4 are already very strong with high winrate how is the case of Blackwald Pixie.
Ps: Sorry for my English!