this basically, all of these cards are way, WAY above the current power level. leyline might not see play because it dosent fit into an existing deck but big spell mage is looking promising. but the other 3 are absolutely insane and im afraid of raza priest being oppressive in the next season
Lesser Jasper Spellstone card that will help druid a LOT! 1 mana, easy to upgrade, you can keep it starting hand (not like most other stones), removal for big dudes.
this basically, all of these cards are way, WAY above the current power level. leyline might not see play because it dosent fit into an existing deck but big spell mage is looking promising. but the other 3 are absolutely insane and im afraid of raza priest being oppressive in the next season
Exactly right, they have to fit into existing decks at this point in the year, i think if you swap Leyline manipulator with the druid spell stone you have a good top 4. I think Leyline manipulator is the most overrated card in the set because the deck it fits into wont work. Elemental mage needs better early game tempo cards, not value because elementals are good enough value already. Also the fact that at 7 mana you have a crowded slot with bonemare probably being better than blazecaller and firelands portal in the mix aswell.
For Priest, it's pretty obvious to everyone by this point. Psychic Scream beats the heck out of most Midrange decks by completely resetting the enemy's board and punishing any deck that overextends its hand to eternity. It's especially awesome in Purify Priest, because if you ever end up shuffling your own minions into the enemy's deck your enemy is just stuck with a ton of worthless junk (unless they can give those minions Taunt or silence them consistently.) It's also decently cheap compared to many other forms of hard board removal.
For Shaman, it's Unstable Evolution. Evolving a single minion twice can get you major amounts of value out of just two cards, and it makes up for Evolve Shaman's weakness to board clear effects. I mean, hey, we've all had those frustrating games where you fight a Control deck and watch miserably as your opponent just wipes out every minion you try to play before drawing Evolve at a super inconvenient time.
For Hunter, it's Lesser Emerald Spellstone. A lot of the Spellstone cards right now only give the most basic value in their current form, or just less value than what they're worth. This card, on the other hand, gets you 6 mana worth of stats on board for 5 when you play it in its basic form, and the boosting effect is incredibly easy to trigger with the wide range of Hunter secrets still entirely draftable. I'm not saying this card is gonna make Hunter viable again, I'm just saying that it has a lot of value and works very well as a 5-drop in Hunter decks (Corpse Widow is good too but it can be rather specific for Hunter decks mostly focused around Deathrattles. And the spellstone works well for both Midrange and Aggro decks, while Corpse Widow is much more of a Midrange Hunter card.)
For Mage, it's Leyline Manipulator. Not only does the card have awesome stats for the cost, its effect is incredibly powerful for OTK Mage and Mage in general. Used in tandem with Primordial Glyph, Cabalist's Tome and Lesser Ruby Spellstone, this card will get you so much more value out of your spells while also making it a breeze to trigger the Mage quest. All you even have to worry about is not over flooding your hand before the quest is completed.
For Rogue, it's actually Kingsbane imo. This new legendary weapon is so dang underrated, I honestly couldn't believe it. Not only is it a high value weapon when you play it in its base form in the early game, but if you give it enough power from buff cards it becomes a consistent healing tool, hard AND soft removal method with decently long-lasting power on board. As the game goes later and later, your opponent is going to hate it dearly when their enemy is constantly drawing a card that lets them heal for 5 HP each turn (from 2 Deadly Poisons, which is enough to make up for the health loss on a lot of minion's attack stats) and destroy any minion they want to that doesn't have Divine Shield. Now, I suppose there's some chance that you might end up using one of your weapon buffing cards on a hero power dagger for the sake of a tough situation, but all you need to do is run 1 copy of Leeching Poison and Envenom Weapon plus 2 Deadly Poisons and you've likely got enough tools to deal with your enemy's cards scaling into the late game.
For Warlock, it's Kobold Librarian. A 1 mana draw tool with next to no downside - need I say more? And it's gonna be stupid in Arena.
For Druid, it's Lesser Jasper Spellstone. Now, I know there's other cards like the two legendaries which likely could have a lot of impact or just be fun combo triggers. But this thing makes up for one of the biggest weaknesses Druid has ever struggled through in its history as a deck: its lack of single target removal. Between Wrath, Swipe and Ultimate Infestation, most Druid players often rely on overpowering their enemy with larger bodied minions or slowing down their enemy's minions with Taunt creatures, which grew much harder to do after the Spreading Plague nerf. So, if Druid ever gets overtaken by the enemy's value on board or there's a single hard-to-kill minion causing problems, there often isn't much Druid can do. This card helps make up for that because of the massively high scaling damage off a relatively easy combo trigger. I mean, hero powering alone could easily get you up to 3 armor at some point, and cards like Feral Rage, Gnash, Claw, Branching Paths and Oaken Summons can do the job just as easily (not saying Gnash and Claw are viable, just that they trigger the effect nicely.)
For Paladin, it's either Call to Arms or Crystal Lion. Call to Arms is highly powerful in both Arena and Standard, and it's very likely going to give you at least 6 mana worth of stats on board as long as you draft your deck right. The only problem is, cards like Grimestreet Outfitter, Hydrologist and Argent Protector need their battlecries to be most effective and you waste a good amount of value if you pull them out of your deck. Similarly, Primalfin Champion needs its Deathrattle, but if Drygulch Jailor becomes viable it could work with this card. In terms of neutral cards, Knife Juggler is pretty good on a recruit draw but Wild Pyromancer is the kind of thing you want to save to combo with Equality or Adaptation. Also, you'd never want to play this card in a Prince Keleseth deck out of fear of losing his Battlecry, even if you can get buffed minions on the recruit draws. In terms of the 1-drops, Selfless Hero and Righteous Protector are both good, but Meanstreet Marshal needs its buffs for full effectiveness and Vilefin Inquisitor does lose some value, even if it stays pretty strong. As such, you'd have to run more strong-bodied 2 drops most likely and see if they really work in your bigger lineup to make the card work, even if some of the 1-drops can help. In Arena, though, these weaknesses are negated and the card is still most likely gonna be a must-draft. Just don't play it if your deck has Doomsayer in either case. And as for Crystal Lion, it all depends on how viable Silver Hand decks end up becoming in the future. Between Level Up!, Drygulch Jailor, Vinecleaver, Lightfused Stegodon, Lost in the Jungle, Stand Against Darkness and Crystal Lion, things aren't looking too bad for the prospect of a Silver Hand Paladin deck rising up. There's still a lot of competition in its way though.
For Warrior, it was a really tough choice because a lot of the better Warrior cards are comparable in terms of viability. Overall though, my favorite is Drywhisker Armorer because it has good stats for the cost and works incredibly well as a cheap defensive tool against Aggro and Midrange decks. It has heavy combo potential with all the other Armor-based cards and its value as a card peaks over everything else released so far imo.
I was most shocked when I saw Unstable Evolution. Huge value because you can make trades and heal, synergies with spell relation cards such as Gadgetzan auctioneer, gain tempo and control in early game, and more. Shits crazy.
For Priest, it's pretty obvious to everyone by this point. Psychic Scream beats the heck out of most Midrange decks by completely resetting the enemy's board and punishing any deck that overextends its hand to eternity. It's especially awesome in Purify Priest, because if you ever end up shuffling your own minions into the enemy's deck your enemy is just stuck with a ton of worthless junk (unless they can give those minions Taunt or silence them consistently.) It's also decently cheap compared to many other forms of hard board removal.
For Shaman, it's Unstable Evolution. Evolving a single minion twice can get you major amounts of value out of just two cards, and it makes up for Evolve Shaman's weakness to board clear effects. I mean, hey, we've all had those frustrating games where you fight a Control deck and watch miserably as your opponent just wipes out every minion you try to play before drawing Evolve at a super inconvenient time.
For Hunter, it's Lesser Emerald Spellstone. A lot of the Spellstone cards right now only give the most basic value in their current form, or just less value than what they're worth. This card, on the other hand, gets you 6 mana worth of stats on board for 5 when you play it in its basic form, and the boosting effect is incredibly easy to trigger with the wide range of Hunter secrets still entirely draftable. I'm not saying this card is gonna make Hunter viable again, I'm just saying that it has a lot of value and works very well as a 5-drop in Hunter decks (Corpse Widow is good too but it can be rather specific for Hunter decks mostly focused around Deathrattles. And the spellstone works well for both Midrange and Aggro decks, while Corpse Widow is much more of a Midrange Hunter card.)
For Mage, it's Leyline Manipulator. Not only does the card have awesome stats for the cost, its effect is incredibly powerful for OTK Mage and Mage in general. Used in tandem with Primordial Glyph, Cabalist's Tome and Lesser Ruby Spellstone, this card will get you so much more value out of your spells while also making it a breeze to trigger the Mage quest. All you even have to worry about is not over flooding your hand before the quest is completed.
For Rogue, it's actually Kingsbane imo. This new legendary weapon is so dang underrated, I honestly couldn't believe it. Not only is it a high value weapon when you play it in its base form in the early game, but if you give it enough power from buff cards it becomes a consistent healing tool, hard AND soft removal method with decently long-lasting power on board. As the game goes later and later, your opponent is going to hate it dearly when their enemy is constantly drawing a card that lets them heal for 5 HP each turn (from 2 Deadly Poisons, which is enough to make up for the health loss on a lot of minion's attack stats) and destroy any minion they want to that doesn't have Divine Shield. Now, I suppose there's some chance that you might end up using one of your weapon buffing cards on a hero power dagger for the sake of a tough situation, but all you need to do is run 1 copy of Leeching Poison and Envenom Weapon plus 2 Deadly Poisons and you've likely got enough tools to deal with your enemy's cards scaling into the late game.
For Warlock, it's Kobold Librarian. A 1 mana draw tool with next to no downside - need I say more? And it's gonna be stupid in Arena.
For Druid, it's Lesser Jasper Spellstone. Now, I know there's other cards like the two legendaries which likely could have a lot of impact or just be fun combo triggers. But this thing makes up for one of the biggest weaknesses Druid has ever struggled through in its history as a deck: its lack of single target removal. Between Wrath, Swipe and Ultimate Infestation, most Druid players often rely on overpowering their enemy with larger bodied minions or slowing down their enemy's minions with Taunt creatures, which grew much harder to do after the Spreading Plague nerf. So, if Druid ever gets overtaken by the enemy's value on board or there's a single hard-to-kill minion causing problems, there often isn't much Druid can do. This card helps make up for that because of the massively high scaling damage off a relatively easy combo trigger. I mean, hero powering alone could easily get you up to 3 armor at some point, and cards like Feral Rage, Gnash, Claw, Branching Paths and Oaken Summons can do the job just as easily (not saying Gnash and Claw are viable, just that they trigger the effect nicely.)
For Paladin, it's either Call to Arms or Crystal Lion. Call to Arms is highly powerful in both Arena and Standard, and it's very likely going to give you at least 6 mana worth of stats on board as long as you draft your deck right. The only problem is, cards like Grimestreet Outfitter, Hydrologist and Argent Protector need their battlecries to be most effective and you waste a good amount of value if you pull them out of your deck. Similarly, Primalfin Champion needs its Deathrattle, but if Drygulch Jailor becomes viable it could work with this card. In terms of neutral cards, Knife Juggler is pretty good on a recruit draw but Wild Pyromancer is the kind of thing you want to save to combo with Equality or Adaptation. Also, you'd never want to play this card in a Prince Keleseth deck out of fear of losing his Battlecry, even if you can get buffed minions on the recruit draws. In terms of the 1-drops, Selfless Hero and Righteous Protector are both good, but Meanstreet Marshal needs its buffs for full effectiveness and Vilefin Inquisitor does lose some value, even if it stays pretty strong. As such, you'd have to run more strong-bodied 2 drops most likely and see if they really work in your bigger lineup to make the card work, even if some of the 1-drops can help. In Arena, though, these weaknesses are negated and the card is still most likely gonna be a must-draft. Just don't play it if your deck has Doomsayer in either case. And as for Crystal Lion, it all depends on how viable Silver Hand decks end up becoming in the future. Between Level Up!, Drygulch Jailor, Vinecleaver, Lightfused Stegodon, Lost in the Jungle, Stand Against Darkness and Crystal Lion, things aren't looking too bad for the prospect of a Silver Hand Paladin deck rising up. There's still a lot of competition in its way though.
For Warrior, it was a really tough choice because a lot of the better Warrior cards are comparable in terms of viability. Overall though, my favorite is Drywhisker Armorer because it has good stats for the cost and works incredibly well as a cheap defensive tool against Aggro and Midrange decks. It has heavy combo potential with all the other Armor-based cards and its value as a card peaks over everything else released so far imo.
Lesser Jasper Spellstone card that will help druid a LOT! 1 mana, easy to upgrade, you can keep it starting hand (not like most other stones), removal for big dudes.
Psychic Scream
Quasi-stellar radio source
What other people said, also: Kathrena Winterwisp(the tempo), Aluneth(non stop draw for aggro/tempo mage decks), Val'anyr (paladin and buffs work well together) , Lynessa Sunsorrow( the synergy with BoK, stegodon and Dinosize is just too good , Kingsbane(that deadly poison value), Unstable Evolution(evolve until you get something good), Fal'dorei Strider( welcome to value town)
Aluneth this is pretty busted and it’s gonna single handedly carry burn mage.
another one that is pretty busted is Arcane Tyrant and it goes into several decks.
and of course the four powerhouse cards that everyone mentioned : Psychic Scream , Duskbreaker , Kobold Librarian and Leyline Manipulator .
Malygos
I'm the essence of magic
Carnivorous Cube
Best card from every class:
For Priest, it's pretty obvious to everyone by this point. Psychic Scream beats the heck out of most Midrange decks by completely resetting the enemy's board and punishing any deck that overextends its hand to eternity. It's especially awesome in Purify Priest, because if you ever end up shuffling your own minions into the enemy's deck your enemy is just stuck with a ton of worthless junk (unless they can give those minions Taunt or silence them consistently.) It's also decently cheap compared to many other forms of hard board removal.
For Shaman, it's Unstable Evolution. Evolving a single minion twice can get you major amounts of value out of just two cards, and it makes up for Evolve Shaman's weakness to board clear effects. I mean, hey, we've all had those frustrating games where you fight a Control deck and watch miserably as your opponent just wipes out every minion you try to play before drawing Evolve at a super inconvenient time.
For Hunter, it's Lesser Emerald Spellstone. A lot of the Spellstone cards right now only give the most basic value in their current form, or just less value than what they're worth. This card, on the other hand, gets you 6 mana worth of stats on board for 5 when you play it in its basic form, and the boosting effect is incredibly easy to trigger with the wide range of Hunter secrets still entirely draftable. I'm not saying this card is gonna make Hunter viable again, I'm just saying that it has a lot of value and works very well as a 5-drop in Hunter decks (Corpse Widow is good too but it can be rather specific for Hunter decks mostly focused around Deathrattles. And the spellstone works well for both Midrange and Aggro decks, while Corpse Widow is much more of a Midrange Hunter card.)
For Mage, it's Leyline Manipulator. Not only does the card have awesome stats for the cost, its effect is incredibly powerful for OTK Mage and Mage in general. Used in tandem with Primordial Glyph, Cabalist's Tome and Lesser Ruby Spellstone, this card will get you so much more value out of your spells while also making it a breeze to trigger the Mage quest. All you even have to worry about is not over flooding your hand before the quest is completed.
For Rogue, it's actually Kingsbane imo. This new legendary weapon is so dang underrated, I honestly couldn't believe it. Not only is it a high value weapon when you play it in its base form in the early game, but if you give it enough power from buff cards it becomes a consistent healing tool, hard AND soft removal method with decently long-lasting power on board. As the game goes later and later, your opponent is going to hate it dearly when their enemy is constantly drawing a card that lets them heal for 5 HP each turn (from 2 Deadly Poisons, which is enough to make up for the health loss on a lot of minion's attack stats) and destroy any minion they want to that doesn't have Divine Shield. Now, I suppose there's some chance that you might end up using one of your weapon buffing cards on a hero power dagger for the sake of a tough situation, but all you need to do is run 1 copy of Leeching Poison and Envenom Weapon plus 2 Deadly Poisons and you've likely got enough tools to deal with your enemy's cards scaling into the late game.
For Warlock, it's Kobold Librarian. A 1 mana draw tool with next to no downside - need I say more? And it's gonna be stupid in Arena.
For Druid, it's Lesser Jasper Spellstone. Now, I know there's other cards like the two legendaries which likely could have a lot of impact or just be fun combo triggers. But this thing makes up for one of the biggest weaknesses Druid has ever struggled through in its history as a deck: its lack of single target removal. Between Wrath, Swipe and Ultimate Infestation, most Druid players often rely on overpowering their enemy with larger bodied minions or slowing down their enemy's minions with Taunt creatures, which grew much harder to do after the Spreading Plague nerf. So, if Druid ever gets overtaken by the enemy's value on board or there's a single hard-to-kill minion causing problems, there often isn't much Druid can do. This card helps make up for that because of the massively high scaling damage off a relatively easy combo trigger. I mean, hero powering alone could easily get you up to 3 armor at some point, and cards like Feral Rage, Gnash, Claw, Branching Paths and Oaken Summons can do the job just as easily (not saying Gnash and Claw are viable, just that they trigger the effect nicely.)
For Paladin, it's either Call to Arms or Crystal Lion. Call to Arms is highly powerful in both Arena and Standard, and it's very likely going to give you at least 6 mana worth of stats on board as long as you draft your deck right. The only problem is, cards like Grimestreet Outfitter, Hydrologist and Argent Protector need their battlecries to be most effective and you waste a good amount of value if you pull them out of your deck. Similarly, Primalfin Champion needs its Deathrattle, but if Drygulch Jailor becomes viable it could work with this card. In terms of neutral cards, Knife Juggler is pretty good on a recruit draw but Wild Pyromancer is the kind of thing you want to save to combo with Equality or Adaptation. Also, you'd never want to play this card in a Prince Keleseth deck out of fear of losing his Battlecry, even if you can get buffed minions on the recruit draws. In terms of the 1-drops, Selfless Hero and Righteous Protector are both good, but Meanstreet Marshal needs its buffs for full effectiveness and Vilefin Inquisitor does lose some value, even if it stays pretty strong. As such, you'd have to run more strong-bodied 2 drops most likely and see if they really work in your bigger lineup to make the card work, even if some of the 1-drops can help. In Arena, though, these weaknesses are negated and the card is still most likely gonna be a must-draft. Just don't play it if your deck has Doomsayer in either case. And as for Crystal Lion, it all depends on how viable Silver Hand decks end up becoming in the future. Between Level Up!, Drygulch Jailor, Vinecleaver, Lightfused Stegodon, Lost in the Jungle, Stand Against Darkness and Crystal Lion, things aren't looking too bad for the prospect of a Silver Hand Paladin deck rising up. There's still a lot of competition in its way though.
For Warrior, it was a really tough choice because a lot of the better Warrior cards are comparable in terms of viability. Overall though, my favorite is Drywhisker Armorer because it has good stats for the cost and works incredibly well as a cheap defensive tool against Aggro and Midrange decks. It has heavy combo potential with all the other Armor-based cards and its value as a card peaks over everything else released so far imo.
It doesn't fit into elemental mage as much as exordia, hence the battlecry.
leyline is utterly terrifying
For me it's the dragonhatcher.
I was most shocked when I saw Unstable Evolution. Huge value because you can make trades and heal, synergies with spell relation cards such as Gadgetzan auctioneer, gain tempo and control in early game, and more. Shits crazy.
To my Side.
Because I particularly enjoy reading whine threads on hearthpwn during reveal season.
Anger is the punishment we give ourselves for someone else's mistake.
To My Side!
Playing control hunter before it was cool
Top 30 Card chart. Voting result from HearthPwn community.
1 Duskbreaker - 93,1%, Priest, Minion, Dragon
2 Unstable Evolution - 85,9%, Shaman, Spell,
3 Kobold Librarian - 85,8%, Warlock, Minion, General
4 Leyline Manipulator - 84,6%, Mage, Minion, Elemental
5 Reckless Flurry - 83,9%, Warrior, Spell,
6 Grumble, Worldshaker - 82,9%, Shaman, Minion, Elemental
7 Fal'dorei Strider - 82,0%, Rogue, Minion, General
8 Kingsbane - 81,1%, Rogue, Weapon,
9 Vulgar Homunculus - 80,9%, Warlock, Minion, Demon
10 Psychic Scream - 80,0%, Priest, Spell,
11 Sonya Shadowdancer - 79,4%, Rogue, Minion, General
12 Carnivorous Cube - 79,4%, Any, Minion, General
13 Evasion - 78,3%, Rogue, Spell,
14 Drywhisker Armorer - 77,4%, Warrior, Minion, General
15 Val'anyr - 77,0%, Paladin, Weapon,
16 Explosive Runes - 76,7%, Mage, Spell,
17 Lone Champion - 76,5%, Any, Minion, General
18 Lesser Jasper Spellstone - 75,7%, Druid, Spell,
19 Twilight's Call - 75,5%, Priest, Spell,
20 Elven Minstrel - 75,1%, Rogue, Minion, General
21 Call to Arms - 75,0%, Paladin, Spell,
22 Lesser Ruby Spellstone - 74,6%, Mage, Spell,
23 Arcane Tyrant - 74,0%, Any, Minion, Elemental
24 Dragon's Fury - 74,0%, Mage, Spell,
25 Arcane Artificer - 73,4%, Mage, Minion, Elemental
26 Lesser Amethyst Spellstone - 73,3%, Warlock, Spell,
27 Zola the Gorgon - 72,9%, Any, Minion, General
28 Lesser Diamond Spellstone - 72,8%, Priest, Spell,
29 Cataclysm - 72,4%, Warlock, Spell,
30 Cheat Death - 71,8%, Rogue, Spell,
full list - http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/207066-top-best-current-revealed-cards-chart-hearthpwn
I like how there are only 4 commons in there . Cant wait for the F2P riot.
how could you write this long brother :D
Zola the Gorgon.. I like it anyway.
also, Kobold Librarian and Vulgar Homunculus
Totally triggered by Psychic Scream, though :@
Priest and Rogue got the best cards even if the Rogue weapon is highly overrated.