Anyfin Can Happen Rating 5(Terrible): If you have drafted 7 Murlocs, then your deck probably isn't as good as you might hope.
This seriously depends on card mechanics. If this is a 7-times Resurrect, then it's great even if you have just a single Murloc Knight, because you then play MK, trigger inspire, get wiped, t=play this and receive 7 murlocs, and on average 3 will be MKs, 7 if your MK summoned an MK. I had a bad experience with Resurrect where I had only two minions killed in the game, Northshire Cleric and Emperor Thaurissan, casted double rez and received double clerics instead of 1 cleric and 1 emperor as I have expected. So, if the mechanics of Anyfin Can Happen equals to casting Resurrect 7 times, then it deserves at least a 3 if you have drafted at least 1 MK. If none, this is a dead card. Also, should you had a Bluegill Warrior dead and play this, it's as good as FoN+SR combo. But, if this is not the case, rating of 5 is well deserved.
On a side note, this doesn't say "friendly", so should you end up in a mirror match with MKs vs MKs, you can as well face 7 MKs on the opponent side after you cast this. :D
1. Will cards from this new mini-expansion get an increased chance of appearing in arena drafts, as TGT did, and
2. Will TGT cards stop receiving this increased chance to drop during draft after TLE release
I must have missed any info on this, but card evaluation seems pointless without weighing how much of an impact they will be making due to their numbers in any given draft.
1. Will cards from this new mini-expansion get an increased chance of appearing in arena drafts, as TGT did, and
2. Will TGT cards stop receiving this increased chance to drop during draft after TLE release
I must have missed any info on this, but card evaluation seems pointless without weighing how much of an impact they will be making due to their numbers in any given draft.
Yes, it is there somewhere in that big news post on the front page ;-)
Anyfin Can Happen Rating 5(Terrible): If you have drafted 7 Murlocs, then your deck probably isn't as good as you might hope.
This seriously depends on card mechanics. If this is a 7-times Resurrect, then it's great even if you have just a single Murloc Knight, because you then play MK, trigger inspire, get wiped, t=play this and receive 7 murlocs, and on average 3 will be MKs, 7 if your MK summoned an MK. I had a bad experience with Resurrect where I had only two minions killed in the game, Northshire Cleric and Emperor Thaurissan, casted double rez and received double clerics instead of 1 cleric and 1 emperor as I have expected. So, if the mechanics of Anyfin Can Happen equals to casting Resurrect 7 times, then it deserves at least a 3 if you have drafted at least 1 MK. If none, this is a dead card. Also, should you had a Bluegill Warrior dead and play this, it's as good as FoN+SR combo. But, if this is not the case, rating of 5 is well deserved.
On a side note, this doesn't say "friendly", so should you end up in a mirror match with MKs vs MKs, you can as well face 7 MKs on the opponent side after you cast this. :D
U actually make some good points, it might not be the worst card if u have couple MKs and some other murlocs like Puddlestompers or just if u manage to trigger MK, so u might get some value out of this ... but in general, its a dead combo card most of the time, can only be picked up after u have some murlocs.
Entomb - It's a 1. You can remove the biggest threat and gain card advantage. Doesn't get much better than that.
............
Tunnel Trogg - 4 seems far too low. A 1/3 for 1 mana is awesome as far as stat ratios go. He's all upside from there with a reasonably high chance to trigger him with a permanent buff. In a perfect scenario, he could put you into an instant win mode with a 3 turn beating similar to what an unchecked Raging Worgen can do but it's on the board earlier. I'll put him at 2 and let him prove to be worse.
I disagree with both of these assertions. You misunderstand the term 'card advantage' when talking about Entomb - card advantage only relates to the cards you have in your hand, not in your deck. Entomb is very good, yes, but I wouldn't call it tier 1.
I agree that Tunnel Trogg is perhaps too low at 4, but I disagree completely that 1/3 are awesome stats. 1/3 minions die to both 2/3 and 3/2 minions without trading with them, and thus the stats are not that good. The good 1/3 for 1 minions - Mana Wyrm and Northshire Cleric - have strong and easily activateable effects, and I don't think this effect is easy enough to activate to justify a 2 rating. I could be wrong of course, but the base body doesn't justify it IMO.
My question here is, if i started a Druid arena today, and drafted all of the cards, would it be a better deck on average than a deck created with the wing one cards of LoE?
My question here is, if i started a Druid arena today, and drafted all of the cards, would it be a better deck on average than a deck created with the wing one cards of LoE?
That's hard to say because you don't get any class cards for Druid the first week and only a few decent Neutrals (Djinni of Zephyrs, Jeweled Scarab, and Anubisath Sentinel). Here is a list of everything you should see the first week:
My question here is, if i started a Druid arena today, and drafted all of the cards, would it be a better deck on average than a deck created with the wing one cards of LoE?
That's hard to say because you don't get any class cards for Druid the first week and only a few decent Neutrals (Djinni of Zephyrs, Jeweled Scarab, and Anubisath Sentinel). Here is a list of everything you should see the first week:
Wait, do we only get arena cards for released wings this time? I was sure that all cards from LoE would be available when first wing opens.
Cards are available in Arena once their corresponding wing is released (regardless of whether you have purchased the wing). You must wait until the last wing is released until all cards from the set are available to be drafted in Arena. This is the same way it has worked in the past.
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"To build or destroy...only you decide which joy." - Last Crack
Naga Sea Witch is fine in certain situations, really good on turn 10 for example; not necessarily bad on turn 5. Depends on your deck or class. It's far from a horrible card.
Cursed Blade sucks like hell in the lategame unless you drafted a lot of weapons and can easily destroy it, it's pretty good on turn 1 though, especially if you're going against the common arena player that drafts 7 1 drops. First and foremost it is a weapon and it is not ogre warmaul so it's still fine for Warriors on the whole.
Camel is great if you are that aforementioned genius who drafted 7 1 drops and just pretty good in general otherwise.
Wobbling Runts has too much health and costs too much mana, everyone will just ignore it if you play it, like a much more expensive Snapjaw Turtle.
Excavated Evil sucks in constructed but is perfectly fine in arena, especially if your deck has no other aoe options.
Jungle Moonkin can be really crazy as a swing card, just like every other spell power minion. I guess the main drawback is it's clunky and you rarely want to play it by itself.
Reliquary Seeker is the worst card in the game, don't really need a more elaborate description than that.
Keeper of Uldaman is great if you have board control and terrible otherwise; in general it's just a worse Aldor Peacekeeper. If it was a transform effect it would be really good.
Arch-Theif Rafaam is okay, but doesn't really compare to the other insane legendaries; I'd probably move him down a notch.
Reno Jackson + Deck Tracker is OP, without Deck Tracker he's just alright. I still think Healbot is a very important card for some classes (Rogue) and he's pretty much a better healbot.
The 7/4 isn't terrible. I can see it being a quality 4 drop for hunters as they lack a ping and this 4 drop will contest every 5 drop and probably 6 drops.
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Regular NA Arena Leaderboard player. Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
Museum Curator - bump to 2, and he may prove to be a 1. The RNG factor is always a risk but the upside of a potential Savanna Highmane or other big minion plus the return of it's deathrattle makes this a 3 for 1 card in your deck. The chances are pretty good you'll have at least one very good minion to choose with Discover providing 3 options.
Museum Curator - bump to 2, and he may prove to be a 1. The RNG factor is always a risk but the upside of a potential Savanna Highmane or other big minion plus the return of it's deathrattle makes this a 3 for 1 card in your deck. The chances are pretty good you'll have at least one very good minion to choose with Discover providing 3 options.
Is that so? In the news post it said that only "discover a spell" is restricted to your class, but there was nothing about "discover a minion". But then again, not sure how "discover a card" would work, since for example Feign Death is a deathrattle card, so Museum Curator can discover both spells and minions.
I think the arena impact is also dependand on the way Blizzard is altering the droprate.
I still think the droprate should be evenly split among ALL cards available.
They ALWAYS increase the droprate of new cards, they said it number of times as well, i think its usually +25% chance to get new cards over "old" ones.
In the early game, you won't want to go to face with it unless you are playing the fastest of aggro decks (in Warrior). You will use it to kill 3 enemy minions but will take an additional 6-9 damage doing so, above and beyond the 6-9 damage which you otherwise (happily) take using a weapon. Going down to 23 life is fine if it gives you control of the board but going to 16 is a far riskier proposition.
The comparison with Zombie Chow has been made but, given that both are control cards, decreasing your own life is a totally different concept to increasing your opponent's. Furthermore, Zombie Chow offers the significant possibility of gifting your opponent less than the full 5 health, if his current total is 26-30. Cursed Blade will always hurt you.
Furthermore, in the mid-late game you will often be in a position where Cursed Blade is uncastable as it will give the opponent at least 2 turns where face damage is doubled.
Take a moment to consider this, as it is huge :
If you were able to cast Cursed Blade on your opponent, it would be broken.
Do Not Draft This Card.
In fact, Blizzard, don't release it, if you intend to improve Warrior in arena.
I agree that Tunnel Trogg is perhaps too low at 4, but I disagree completely that 1/3 are awesome stats. 1/3 minions die to both 2/3 and 3/2 minions without trading with them, and thus the stats are not that good. The good 1/3 for 1 minions - Mana Wyrm and Northshire Cleric - have strong and easily activateable effects, and I don't think this effect is easy enough to activate to justify a 2 rating. I could be wrong of course, but the base body doesn't justify it IMO.
Tunnel Trogg has more ability to spiral out of control than Mana Wyrm, though, since you need a separate spell card for each of Mana Wyrm's +1 attack but one Earth Elemental can boost Tunnel Trogg to 4/3 proportions.
Tunnel Trogg is a much better late game card than Mana Wyrm but even early game you have an opportunity to drop cards like Lightning Bolt, Crackle, Stormforged Axe, and Totem Golem to boost it to Zombie Chow stats.
Overall, I think Tunnel Trogg > Mana Wyrm. This is an easy 1, IMO, even when we're talking about Arena.
They would already have to be in play in order to get the bonus from their ability, but would sadly be destroyed by the Elemental Destruction before it would even matter.
Or could they work (the way I assume you meant) by playing the Elemental Destruction, then play the Tunnel Trogg, and then another Overload card and get a bonus from ALL the locked mana crystals? I think they could only gain what mana crystals they "saw" get locked while on the board.
There is a lot of steak here...
The two most important questions actually are:
1. Will cards from this new mini-expansion get an increased chance of appearing in arena drafts, as TGT did, and
2. Will TGT cards stop receiving this increased chance to drop during draft after TLE release
I must have missed any info on this, but card evaluation seems pointless without weighing how much of an impact they will be making due to their numbers in any given draft.
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I agree that Tunnel Trogg is perhaps too low at 4, but I disagree completely that 1/3 are awesome stats. 1/3 minions die to both 2/3 and 3/2 minions without trading with them, and thus the stats are not that good. The good 1/3 for 1 minions - Mana Wyrm and Northshire Cleric - have strong and easily activateable effects, and I don't think this effect is easy enough to activate to justify a 2 rating. I could be wrong of course, but the base body doesn't justify it IMO.
You can find me here! Good luck everyone!
My question here is, if i started a Druid arena today, and drafted all of the cards, would it be a better deck on average than a deck created with the wing one cards of LoE?
Jeweled Scarab
Anubisath Sentinel
Summoning Stone
Rumbling Elemental
Sacred Trial
Ancient Shade
Reno Jackson
Dark Peddler
Obsidian Destroyer
"To build or destroy...only you decide which joy." - Last Crack
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
"To build or destroy...only you decide which joy." - Last Crack
Naga Sea Witch is fine in certain situations, really good on turn 10 for example; not necessarily bad on turn 5. Depends on your deck or class. It's far from a horrible card.
Cursed Blade sucks like hell in the lategame unless you drafted a lot of weapons and can easily destroy it, it's pretty good on turn 1 though, especially if you're going against the common arena player that drafts 7 1 drops. First and foremost it is a weapon and it is not ogre warmaul so it's still fine for Warriors on the whole.
Camel is great if you are that aforementioned genius who drafted 7 1 drops and just pretty good in general otherwise.
Wobbling Runts has too much health and costs too much mana, everyone will just ignore it if you play it, like a much more expensive Snapjaw Turtle.
Excavated Evil sucks in constructed but is perfectly fine in arena, especially if your deck has no other aoe options.
Jungle Moonkin can be really crazy as a swing card, just like every other spell power minion. I guess the main drawback is it's clunky and you rarely want to play it by itself.
Reliquary Seeker is the worst card in the game, don't really need a more elaborate description than that.
Keeper of Uldaman is great if you have board control and terrible otherwise; in general it's just a worse Aldor Peacekeeper. If it was a transform effect it would be really good.
Arch-Theif Rafaam is okay, but doesn't really compare to the other insane legendaries; I'd probably move him down a notch.
Reno Jackson + Deck Tracker is OP, without Deck Tracker he's just alright. I still think Healbot is a very important card for some classes (Rogue) and he's pretty much a better healbot.
The 7/4 isn't terrible. I can see it being a quality 4 drop for hunters as they lack a ping and this 4 drop will contest every 5 drop and probably 6 drops.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
I think the arena impact is also dependand on the way Blizzard is altering the droprate.
I still think the droprate should be evenly split among ALL cards available.
Why going for legend if you're already a legend
There is a lot of steak here...
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Cursed Blade is pretty horrible, in my opinion.
In the early game, you won't want to go to face with it unless you are playing the fastest of aggro decks (in Warrior). You will use it to kill 3 enemy minions but will take an additional 6-9 damage doing so, above and beyond the 6-9 damage which you otherwise (happily) take using a weapon. Going down to 23 life is fine if it gives you control of the board but going to 16 is a far riskier proposition.
The comparison with Zombie Chow has been made but, given that both are control cards, decreasing your own life is a totally different concept to increasing your opponent's. Furthermore, Zombie Chow offers the significant possibility of gifting your opponent less than the full 5 health, if his current total is 26-30. Cursed Blade will always hurt you.
Furthermore, in the mid-late game you will often be in a position where Cursed Blade is uncastable as it will give the opponent at least 2 turns where face damage is doubled.
Take a moment to consider this, as it is huge :
If you were able to cast Cursed Blade on your opponent, it would be broken.
Do Not Draft This Card.
In fact, Blizzard, don't release it, if you intend to improve Warrior in arena.
"To build or destroy...only you decide which joy." - Last Crack
You can find me here! Good luck everyone!
Say Rogue will still be top notch with paladin. Maybe even considerably stronger since all 3 cards he gets are not bad for arena.
Also there are a huge number of beasts which`ll give Druid and Hunter a boost due to synergies. Also the the new cards have higher chance to show up.