Terrorscale Stalker: 4. Pretty decent card if you can get a deathrattle, bad if you can't. On average, you won't. Obviously somewhat draft dependent.
Thunder Lizard: 3. I could see this being part of a very dangerous curve if one class gets a good elemental for turn 2. Pyros doesn't count, and I can't think of anything else.
Lightfused Stegodon: 3. Sorta hard to see this being terrible. At worst it is slightly worse silver hand recruit + keeper of uldaman, but you'll almost never keep multiple silver hand recruits on the board unless you intentionally keep around that 1 mana spell.
Hemet, Jungle Hunter: 2. Since most games don't go to fatigue, this is a great arena option for upping the consistency of your late game if you're playing an aggressive or midrange deck.
Blazecaller: 1. I assume that you'll be drafting enough elementals, since their synergies look quite good and there are going to be a reasonable number of them. This effect is way better than Thunder Lizard and it comes down later, so you're more likely to be able to play an elemental.
Servant of Kalimos: 2. Some elementals are quite bad, but this on average will give you an excellent choice, and you'll often be able to play it + synergies the next turn.
Ravenous Pterrordax: 4. You basically have to kill an imp or a bad one drop for this to actually be worth it, and Imp Gang Boss is rotating out of standard.
edit: how do you include the card links effectively? I'm new here.
I think you will regret that. Hemet removes all your bad top decks from your deck. And as Fatique is close to Irrelevant in Arena, it is basically a slightly worse statted Boulderfist. Which ensures that all your draws are decent too great.
The reason I rate it so low is because it is going to burn a good portion of spells (definitely all your secrets), and anything to fill out late game plays. You can expect it to trash at least half of your deck. Typically you want to be able to cast more than one thing a turn and this guy ensures that you'll never be able to cast more than two spells/minions a turn (nothing in your deck will cost less than 4 mana). Often times you will only get to play 1 card a turn. Sure, you may have larger minions, but if you can't keep up with your opponent in production or if he kills the one large minion you play, he will likely be able to run over you. Unless you've drafted a specific type of deck to take advantage of this, then he seems more like a Constructed card to me.
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"To build or destroy...only you decide which joy." - Last Crack
Could you please explain why this such a terrible card? I'm fairly inexperienced in arena, but ensuring your topdecks are all expensive cards late game seems pretty good.
See the above post for more details. The short explanation is that he restricts your ability to utilize your mana effectively. If he kills your one big minion you were able to cast you may not have any board presence to put up a proper fight and recover. That's my opinion.
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"To build or destroy...only you decide which joy." - Last Crack
I think you will regret that. Hemet removes all your bad top decks from your deck. And as Fatique is close to Irrelevant in Arena, it is basically a slightly worse statted Boulderfist. Which ensures that all your draws are decent too great.
The reason I rate it so low is because it is going to burn a good portion of spells (definitely all your secrets), and anything to fill out late game plays. You can expect it to trash at least half of your deck. Typically you want to be able to cast more than one thing a turn and this guy ensures that you'll never be able to cast more than two spells/minions a turn (nothing in your deck will cost less than 4 mana). Often times you will only get to play 1 card a turn. Sure, you may have larger minions, but if you can't keep up with your opponent in production or if he kills the one large minion you play, he will likely be able to run over you. Unless you've drafted a specific type of deck to take advantage of this, then he seems more like a Constructed card to me.
I think there is merit to what you say. The only counter argument I will offer is that you don't have to play this card until you are pretty much out of gas from your hand. In that scenario, you've already used up your mana efficiently on prior turns and it would help prevent you from the bad top decks when you are looking for beef when your opponent has drawn more cards than you. If played on curve I would say it's a terrible card. If your deck has no card draw and you play this when you run out of cards I think it will be quite good. I'm seeing it particularly good in an aggro rogue deck where you control the board but just need more high quality/high cost cards at the end to close out the game.
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Spirit Echo Rating 2(Good): Anytime you can get extra value from your minions is a good thing in Arena and I think this is cheap enough to be useful even if you only save a couple of minions.
Evolving Spores Rating 2(Good): Like with the other Adapt cards, this gives your mediocre minions a chance to really increase in value. It's a little expensive, but since it hits all of your minions I don't think it's unreasonable.
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"To build or destroy...only you decide which joy." - Last Crack
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Tortollan Primalist Rating 4(Poor): This guy is really expensive for an awful lot of RNG. He's similar to Servant of Yogg-Saron, but has slightly more freedom; although I'm not sure it's worth a bump to Epic and three more mana. He could be good, but only under the right circumstances.
Cornered Sentry Rating 3(Average): It's essentially a 2/3 for 2 mana, which is fine. However, if your opponent is able to buff his minions, then this probably loses some value.
Spikeridged Steed Rating 2(Good): This is expensive, but at the least you'll be getting a 3/7 Taunt minion with a backup 2/6 Taunt. Sludge Belcher already taught us that this effect is really annoying when you have to plow through two Taunt minions before you can make any headway.
Stegodon Rating 3(Average): This is a better Oasis Snapjaw and could cause some problems for an opponent with several small minions.
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"To build or destroy...only you decide which joy." - Last Crack
On the topic of the new Druid legendary Tyrantus, I'd give him a 2 or 3 since he has a lot of board presence and can't be removed easily. Of course, his lack of any special effect might lower his overall power in Arena, but we'll have to see.
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Spiritsinger Umbra Rating 4(Poor): This guy has to survive before you can benefit from his ability, so at the minimum he's going to cost you 5 mana. He could be good with Priest running Crystalline Oracle and Tortollan Shellraiser. If you can't cast your Deathrattle minion on the same turn, then I think most of the time he won't survive a turn and his stats are weak.
Ravasaur Runt Rating 3(Average): This is probably easier played off-curve, just to trigger his ability. In many cases you may be stuck with him being a standard 2/2 minion.
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"To build or destroy...only you decide which joy." - Last Crack
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Giant Anaconda Rating 4(Poor): He's just too easy to kill, expensive, and conditional to be reliable.
Earthen Scales Rating 3(Average): This could be a nice pseudo-heal, especially if you've got a Ironbark Protector or something else ridiculously large on the board.
Shellshifter Rating 3(Average): I like the options offered and it's a reasonable cost for some flexible choices.
Elder Longneck Rating 5(Terrible): It's a slightly better, but situational, Magma Rager. I think we know how well that worked out.
Tortollan Forager Rating 3(Average): It's possible you get a Magma Rager, which might not be terrible with Elemental status in this environment, but there's a good chance you'll have something to play on curve. Of course you could hit the other end of the spectrum and draw something you can't cast until the end of the game.
Disagree massively with Shellshifter and Elder Longneck. Shellshifter is an incredible card in my opinion, Sen'jin when you need it, 5 mana stealthed when you need it (that won't die to a lot of AOE).
Longneck with the majority of the Adaptations actually becomes pretty good. +3 Health makes it INSANE (literally a 3 mana 4/5 once every three times), +1/+1 is alright, Stealth is pretty damn good, as is Divine Shield. Most of the times it's at least an above average card and is by no means Terrible.
Disagree massively with Shellshifter and Elder Longneck. Shellshifter is an incredible card in my opinion, Sen'jin when you need it, 5 mana stealthed when you need it (that won't die to a lot of AOE).
I originally had Shellshifter as a 2 and thought "Nah, that's too high!". I'll probably be reconsidering it again. ;)
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"To build or destroy...only you decide which joy." - Last Crack
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Dinomancy Rating 2(Good): It seems like this expansion is overflowing with Beasts and Elementals at every turn, so this could get ridiculous fast. If you're able to protect your buffed minion, it's going to continue to grow and be even more difficult to deal with.
Stampede Rating 3(Average): I can see this being really good in certain situations, but I'd really like to see how it performs in actual play. You may typically get a couple of random Beasts off this, but since it's a combo card I don't know that I would rate it higher.
Jeweled Macaw Rating 2(Good): He's a Beast that draws a random Beast for 1 mana. That seems like a pretty good value, and a lot of fun if you just keep chaining Jeweled Macaws.
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"To build or destroy...only you decide which joy." - Last Crack
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Meteor Rating 1(Excellent): Like Mage needs a mini Flamestrike. This is a great piece of removal for some of these huge minions we're seeing.
Primordial Glyph Rating 3(Average): You're basically Discovering a spell. The cost reduction just covers the cost of the Primordial Glyph itself.
Molten Reflection Rating 3(Average): This could be really good under the right circumstances, especially if you're about to trade out a minion.
Steam Surger Rating 3(Average): If you've got the Elementals to support it this probably moves up to a 2 rating since you get the additional direct damage from it. Otherwise, it matches stats for several common cards.
Shimmering Tempest Rating 2(Good): I don't like how easy he is to kill, but he packs a really good value with the spell from his Deathrattle.
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"To build or destroy...only you decide which joy." - Last Crack
disagree about Primordial Glyph. Its an Epic card yes, but if you are running out of card picks and still need some damage/board clears. This is a solid card. Just like Unstable Portal but with discover mechanic.
Yeah I think you're underrating Primordial Glyph too. The ability to discover a spell that perfectly fits the situation (or indeed get an extra powerful one like Firelands Portal out 2 turns early) is very powerful. It's essentially the spell version of Unstable Portal but you get to actually discover the card, and Unstable was much better than 'average'.
Honestly it might be a 1 but it's at least a 2.
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Terrorscale Stalker: 4. Pretty decent card if you can get a deathrattle, bad if you can't. On average, you won't. Obviously somewhat draft dependent.
Thunder Lizard: 3. I could see this being part of a very dangerous curve if one class gets a good elemental for turn 2. Pyros doesn't count, and I can't think of anything else.
Lightfused Stegodon: 3. Sorta hard to see this being terrible. At worst it is slightly worse silver hand recruit + keeper of uldaman, but you'll almost never keep multiple silver hand recruits on the board unless you intentionally keep around that 1 mana spell.
Hemet, Jungle Hunter: 2. Since most games don't go to fatigue, this is a great arena option for upping the consistency of your late game if you're playing an aggressive or midrange deck.
Blazecaller: 1. I assume that you'll be drafting enough elementals, since their synergies look quite good and there are going to be a reasonable number of them. This effect is way better than Thunder Lizard and it comes down later, so you're more likely to be able to play an elemental.
Servant of Kalimos: 2. Some elementals are quite bad, but this on average will give you an excellent choice, and you'll often be able to play it + synergies the next turn.
Ravenous Pterrordax: 4. You basically have to kill an imp or a bad one drop for this to actually be worth it, and Imp Gang Boss is rotating out of standard.
edit: how do you include the card links effectively? I'm new here.
I have made about 300 custom hearthstone cards.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE*
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Spirit Echo Rating 2(Good): Anytime you can get extra value from your minions is a good thing in Arena and I think this is cheap enough to be useful even if you only save a couple of minions.
Evolving Spores Rating 2(Good): Like with the other Adapt cards, this gives your mediocre minions a chance to really increase in value. It's a little expensive, but since it hits all of your minions I don't think it's unreasonable.
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE*
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Tortollan Primalist Rating 4(Poor): This guy is really expensive for an awful lot of RNG. He's similar to Servant of Yogg-Saron, but has slightly more freedom; although I'm not sure it's worth a bump to Epic and three more mana. He could be good, but only under the right circumstances.
Cornered Sentry Rating 3(Average): It's essentially a 2/3 for 2 mana, which is fine. However, if your opponent is able to buff his minions, then this probably loses some value.
Spikeridged Steed Rating 2(Good): This is expensive, but at the least you'll be getting a 3/7 Taunt minion with a backup 2/6 Taunt. Sludge Belcher already taught us that this effect is really annoying when you have to plow through two Taunt minions before you can make any headway.
Stegodon Rating 3(Average): This is a better Oasis Snapjaw and could cause some problems for an opponent with several small minions.
"To build or destroy...only you decide which joy." - Last Crack
I think Stegodon is only the token from Spikeridged Steed and not a draftable card itself
"To build or destroy...only you decide which joy." - Last Crack
On the topic of the new Druid legendary Tyrantus, I'd give him a 2 or 3 since he has a lot of board presence and can't be removed easily. Of course, his lack of any special effect might lower his overall power in Arena, but we'll have to see.
*CARD UPDATE*
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Tyrantus Rating 4(Poor): He's just way too expensive to be reliable in Arena.
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE*
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Spiritsinger Umbra Rating 4(Poor): This guy has to survive before you can benefit from his ability, so at the minimum he's going to cost you 5 mana. He could be good with Priest running Crystalline Oracle and Tortollan Shellraiser. If you can't cast your Deathrattle minion on the same turn, then I think most of the time he won't survive a turn and his stats are weak.
Ravasaur Runt Rating 3(Average): This is probably easier played off-curve, just to trigger his ability. In many cases you may be stuck with him being a standard 2/2 minion.
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE* DRUID
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Giant Anaconda Rating 4(Poor): He's just too easy to kill, expensive, and conditional to be reliable.
Earthen Scales Rating 3(Average): This could be a nice pseudo-heal, especially if you've got a Ironbark Protector or something else ridiculously large on the board.
Shellshifter Rating 3(Average): I like the options offered and it's a reasonable cost for some flexible choices.
Elder Longneck Rating 5(Terrible): It's a slightly better, but situational, Magma Rager. I think we know how well that worked out.
Tortollan Forager Rating 3(Average): It's possible you get a Magma Rager, which might not be terrible with Elemental status in this environment, but there's a good chance you'll have something to play on curve. Of course you could hit the other end of the spectrum and draw something you can't cast until the end of the game.
"To build or destroy...only you decide which joy." - Last Crack
Disagree massively with Shellshifter and Elder Longneck. Shellshifter is an incredible card in my opinion, Sen'jin when you need it, 5 mana stealthed when you need it (that won't die to a lot of AOE).
Longneck with the majority of the Adaptations actually becomes pretty good. +3 Health makes it INSANE (literally a 3 mana 4/5 once every three times), +1/+1 is alright, Stealth is pretty damn good, as is Divine Shield. Most of the times it's at least an above average card and is by no means Terrible.
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE* HUNTER
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Dinomancy Rating 2(Good): It seems like this expansion is overflowing with Beasts and Elementals at every turn, so this could get ridiculous fast. If you're able to protect your buffed minion, it's going to continue to grow and be even more difficult to deal with.
Stampede Rating 3(Average): I can see this being really good in certain situations, but I'd really like to see how it performs in actual play. You may typically get a couple of random Beasts off this, but since it's a combo card I don't know that I would rate it higher.
Grievous Bite Rating 2(Good): It's a mini Powershot that's a common. Not a bad deal.
Jeweled Macaw Rating 2(Good): He's a Beast that draws a random Beast for 1 mana. That seems like a pretty good value, and a lot of fun if you just keep chaining Jeweled Macaws.
"To build or destroy...only you decide which joy." - Last Crack
*CARD UPDATE* MAGE
Rating: 1(Excellent), 2(Good), 3(Average), 4(Poor), and 5 (Terrible)
Meteor Rating 1(Excellent): Like Mage needs a mini Flamestrike. This is a great piece of removal for some of these huge minions we're seeing.
Primordial Glyph Rating 3(Average): You're basically Discovering a spell. The cost reduction just covers the cost of the Primordial Glyph itself.
Molten Reflection Rating 3(Average): This could be really good under the right circumstances, especially if you're about to trade out a minion.
Steam Surger Rating 3(Average): If you've got the Elementals to support it this probably moves up to a 2 rating since you get the additional direct damage from it. Otherwise, it matches stats for several common cards.
Shimmering Tempest Rating 2(Good): I don't like how easy he is to kill, but he packs a really good value with the spell from his Deathrattle.
"To build or destroy...only you decide which joy." - Last Crack
disagree about Primordial Glyph. Its an Epic card yes, but if you are running out of card picks and still need some damage/board clears. This is a solid card. Just like Unstable Portal but with discover mechanic.
5 mana Flamestrike or Firelands Portal. 4 man Blizzard Meteor, etc. 3 mana Cabalist's Tome, 1 mana Arcane Intellect. It can create very good value and is very versatile depending on situation.
Yeah I think you're underrating Primordial Glyph too. The ability to discover a spell that perfectly fits the situation (or indeed get an extra powerful one like Firelands Portal out 2 turns early) is very powerful. It's essentially the spell version of Unstable Portal but you get to actually discover the card, and Unstable was much better than 'average'.
Honestly it might be a 1 but it's at least a 2.