Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
I can understand that, but overall it is a good card and since its a common, new players will get it relatively fast and will help their early decks. Also i find it funny, how in KFT everyone was bitchin about the OP cards druid got and when they get a worse one for a change, qq again :) The card is nowhere near Purify level bad, but the bitchin is. Probably just enhanced by the poor delivery tho.
My problem with it is that it's a waste, basically. I expected Druid to be 'punished' basically after being so strong for so long, and it does seem to be happening given the low quality of their cards, but the card is literally just some tiny changes away from barely scratching 'playable' - and instead they left it at trash tier. That's not interesting design, and it's a shame that it still happens. It's not a good card, it's a bad card, it's worse than Sen'jin Shieldmasta which obviously never sees play, but that would be a better choice for new players.
I definitely care more because I'm a Druid main, though.
I guess im defending it more than i should, or wanted to, but on the other hand u seem to be a lot biased the other way, probably cause like u said, it feels like its a waste of a card and u like Druid. Im sorry u feel that way and lets hope we get something better in the future ;-)
Ironbark Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
People are bitching about it because it is an absolutely utterly terrible Constructed card. We do not live in a meta where face aggro is so prevalent that a terrible 4-drop is worth playing just because it has taunt. You could put it at 3 mana and it would be barely better than Tar Creeper.
I can understand that, but overall it is a good card and since its a common, new players will get it relatively fast and will help their early decks. Also i find it funny, how in KFT everyone was bitchin about the OP cards druid got and when they get a worse one for a change, qq again :) The card is nowhere near Purify level bad, but the bitchin is. Probably just enhanced by the poor delivery tho.
Ironwood Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
Twilight's Call - Good. Being able to trigger two Deathrattle while also dealing damage with two 1/1 body looks good to me. Well, except if you have played minion with negative deathrattle (here goes today's Bomb Squad reference), then that would be bad, you might want to avoid that.
Dragoncaller Alanna - Good. Drafting at least two big spells might not be very difficult for mage, and the effect being separate body really helps avoid removal (compared to something like "gain +5/+5 for each big spell you cast this game" for example). She will easily turn your board into powerful board presence late game if you succeed.
You're an optimistic sort aren't you! I'd have both cards at 5 personally, way too much variance to be reliably good.
I mean i have both at 4, but i can see the potential, especially with Alanna. Like Kel said, she might very well be one of the sleeper cards in this expansion.
Dragon's Fury (3): This card is a bit RNG based, depending on the deck, u might not care if it will deal 4 or 7 dmg, but if u have a lot of Frostbolts or Breath of Sindragosas, u might want to rethink drafting this. I wouldnt even consider this as a factor, but the fact is, that u will show your opponent a spell in your deck, which will give him some knowledge. Its not end of the world, but its another little downside of this card.
Twilight's Call - 5: Too many conditions attached to it, draft needs to have good DR minions that must have died on top of it. What's the best result, Twilight Summoner? Nope, dead card most of the time, even if you're lucky enough to have drafted a couple DR minions. Will be great resurrecting those Hoarding Dragons...
Nice catch on Hoarding Dragon! Yeah, that makes the card even worse than i originally gave it credit for, which wasnt much :D
Twilight's Call (4): Solely draft dependant. Its technically "like" a card draw in a sense that the "cards" r delayed deathrattles, if that even makes sense to look at it this way :D Anyway, super unreliable, would be nice if u could get like Bone Drakes and such, but still ...
Dragoncaller Alanna (4): Im not gonna write her off totally, u dot want some 5+ cost in your deck as a mage and chances r u will want/need to play some of them before T9 and if she can summon at least two dragons, she is very well worth it. But u see how many conditions i already listed right ... draft dependant and unreliable.
Lesser Emerald Spellstone, Emerald Spellstone, Greater Emerald Spellstone (1): pretty busted card, it might be awkward to upgrade cause u dont rly want many secrets and the ones u do want u want to play early, so that would mean keeping this in your opening hand ... but even the basic version is 6/6 stats for 5 mana, which is already amazing.
Lesser Onyx Spellstone, Onyx Spellstone, Greater Onyx Spellstone (3): Another very powerful card, that needs just one upgrade to be worth it, but might be hard to get there. Pretty much draft dependant, tho even the basic version is kinda ok, since we played Sabotage just for the random Assassinate, not the weapon removal. This costs 1 more with a potential to do more damage.
Lesser Diamond Spellstone, Diamond Spellstone, Greater Diamond Spellstone (4): Casting 4 spells before T7 and playing some minions that would be worth the ress seems like a stretch. Casting 8 spells seems like an impossible task in most arena games, tho things like Thoughtsteal and The Coin would certainly help. This is obviously a late game card, but comes down very very slowly and can ress 2-drops or tokens and shit as well as anything useful, depending on what u played. I dont think this will be a thing.
Possessed Lackey (5): Even in a demon centric deck, this card is just too damn slow. I suppose battlecry would be waaaaaaaaaaaay too OP for constructed standards (u could run only Doomguards or something like that), but the deathrattle totally kills it for arena.
Val'anyr (1): Crazy value card, its a weapon (duh!) so u get a removal tool and then it buffs a minion in your hand essentially making it super cost efficient when played with the bigger body ... and when it dies u get the weapon back - not to your hand, u equip it and can attack right away! - and then u buff another minion. This will be a pretty hard card to get rid off, basically it will require a silence/poly/hex of the minion, which means u will have to have that in a first place and then keep it for the respective minion ... both of which might be hard to achieve.
Reckless Flurry (3): Its an AOE, which is nice ... but the trigger is a bit hard for arena purposes, since u gont usually keep any armor. The new KAC cards might help with that, but still ...
Drywhisker Armorer (3): Another very nice card to have in the pool. Not that amazing on its own, but the fact that its still a 2/2 for 2 with a potential big "heal" is rly nice.
Elven Minstrel (3): I want to like this card, but i cant. It is a rly good value card, but i cant shake the feeling it will be pretty hard or at least awkward to play it, since its a combo. Not that it will be hard to trigger the combo, but the turn u gonna play Minstrel will most likely be a very low tempo turn, which for rogue isnt something u can afford rly. I wouldnt mind having one in my deck similar to Sprint, but until i see it in action, im not too impressed by this.
Ixlid, Fungal Lord (4): This is a very strong ability, but it comes too slowly. It could be combo'ed later on and pretty much even two drop would be worth playin with it, but i dont know ... dead combo card in your hand for most of the game, i dont think so.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so brutally insane when u have an early curve. And good any time after to "heal" a minion or transform a token into a 6/6. Very good card.
Best case you transform a 1/1 into a 6/6, which nets you 6/6 in stats for 5 mana. That's pretty mediocre for a situational card. This card seems below average.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so brutally insane when u have an early curve. And good any time after to "heal" a minion or transform a token into a 6/6. Very good card.
Not sure I get why this is being rated so highly. Seems below average to me. Compare to Big Time Rackateer which gives you a 6/6 and a 1/1 for only one mana more, doesn't depend on your having a board, and doesn't make you lose out on the stats of the card you transform. Sure you can 'heal' your 4/5 into a 6/6 after it's hit something (let's say it's a 4/2 now) but that's a Turn 5 play that gives you... 3/5 in stats. 1/1 of which is pingable off.
Has potential but I think unless you're hitting either a) a 2/2 at max (even then it's just above average because of the partial charge) or Rattling Rascal etc. then it's a meh card. Seems much better to me in Paladin or Shaman than every other class because they'll naturally generate low stat tokens anyway.
Evasion (4): In most situations it will be more if an Ice Barrier, than Ice Block, since u will try to play it to block off some dmg (=to "heal" yourself). Rogue does like healing. But this card is just not worth it imho, if for nothing else than cause its an epic and there r certainly a lot better epics out there.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so brutally insane when u have an early curve. And good any time after to "heal" a minion or transform a token into a 6/6. Very good card.
Evasion is significantly worse than Ice Barrier, I don't see how this is anything other than a 5. Doesn't help board control, highly situational card since you need to be in a losing position and at low health for this card to matter and also contradicts Rogue's dominant playstyle of a tempo class. Rogue will never be able to play control style in arena consistently due to lack of AoE.
Furbolg Mossbinder provides 6/6 stats for 5 mana when played on a 1/1 token, but that's the best case. It's more likely that you will take a favourable trade (4 into 3 drop e.g.) and be left with a 3/2 or 4/2 to "heal" back up to a 6/6. That's not bad, but not that great either on top of being more conditional than a Corpse Raiser for instance. It's a 3 in Pala and Shaman like DyingAtheist already wrote, 4 for other classes imo.
Yeah, technically it will be just like givin a minion +2/+3 or something like that a lot of times, but the fact that the result is a 6/6 body is what i think is important here. Not only will the initial minion trade for something, but then the 6/6 body will most likely trade 1for2 also. Or eat a hard removal, which is fine.
I just have a feeling about this one, that it will perform a lot better than we give it credit for. Im interested to find out :)Unidentified Shield (Tower Shield +10, Serrated Shield, Runed Shield, Spiked Shield) (3): Although im a bit reserved when it comes to this card right now, i think it will perform very well. Yeah, the occasional +15 armor is gonna suck most of the time, tho warrior finds himself at a single digit health when he finally manages to stabilize on board a lot of times, so it will still be useful. The other three r all pretty good. I think this is an amazing card to have in the mix especially in a common slot. It is not a card, that will alone help warrior rise up, but it is a card that he will eventually be able to fall back on, even if in the next expansion or one after that, but the fact this card exist will be a very nice thing.
Deck of Wonders (Scroll of Wonder) (5): Pay 5 mana to do nothing for a chance to screw yourself later. Damn! What a bargain!
Evasion (4): In most situations it will be more if an Ice Barrier, than Ice Block, since u will try to play it to block off some dmg (=to "heal" yourself). Rogue does like healing. But this card is just not worth it imho, if for nothing else than cause its an epic and there r certainly a lot better epics out there.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so brutally insane when u have an early curve. And good any time after to "heal" a minion or transform a token into a 6/6. Very good card.
Twig of the World Tree Rating 3 (Average): Heropower buff / free pings for 5 turns is nice, but not great for 4 mana. Deathrattle can be ignored, unlikely to get anything of it, you will have 10 mana already most of the time this breaks.
Im not gonna defend this card, but one aspect of it u kinda overlooked ... if this is destroyed on your turn when u have 10 mana, u can play some stuff first and then destroy the weapon and u get all your mana refreshed, so it can provide a big 20 mana swing turn. But it is pretty slow to get there and u might not even have stuff to play etc., so in the end the card kinda sucks, but there is still use for the deathrattle even when on 10 mana already ;-)
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Ironwood Golem (3): I dont know why r ppl bitch so much about this one, yeah u will most likely not attack with it, but so what? Tar Creeper is annoying as hell to get through on curve and this will be the same. I will probably not go looking for this, but i will most certainly not be sad, if i "have to" draft this guy.
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Dragonhatcher (5): Man, whenever i think they cannot make a worse card anymore ... BAM!
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Dragon's Fury (3): This card is a bit RNG based, depending on the deck, u might not care if it will deal 4 or 7 dmg, but if u have a lot of Frostbolts or Breath of Sindragosas, u might want to rethink drafting this. I wouldnt even consider this as a factor, but the fact is, that u will show your opponent a spell in your deck, which will give him some knowledge. Its not end of the world, but its another little downside of this card.
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Twilight's Call (4): Solely draft dependant. Its technically "like" a card draw in a sense that the "cards" r delayed deathrattles, if that even makes sense to look at it this way :D Anyway, super unreliable, would be nice if u could get like Bone Drakes and such, but still ...
Dragoncaller Alanna (4): Im not gonna write her off totally, u dot want some 5+ cost in your deck as a mage and chances r u will want/need to play some of them before T9 and if she can summon at least two dragons, she is very well worth it. But u see how many conditions i already listed right ... draft dependant and unreliable.
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Lesser Emerald Spellstone, Emerald Spellstone, Greater Emerald Spellstone (1): pretty busted card, it might be awkward to upgrade cause u dont rly want many secrets and the ones u do want u want to play early, so that would mean keeping this in your opening hand ... but even the basic version is 6/6 stats for 5 mana, which is already amazing.
Lesser Onyx Spellstone, Onyx Spellstone, Greater Onyx Spellstone (3): Another very powerful card, that needs just one upgrade to be worth it, but might be hard to get there. Pretty much draft dependant, tho even the basic version is kinda ok, since we played Sabotage just for the random Assassinate, not the weapon removal. This costs 1 more with a potential to do more damage.
Lesser Diamond Spellstone, Diamond Spellstone, Greater Diamond Spellstone (4): Casting 4 spells before T7 and playing some minions that would be worth the ress seems like a stretch. Casting 8 spells seems like an impossible task in most arena games, tho things like Thoughtsteal and The Coin would certainly help. This is obviously a late game card, but comes down very very slowly and can ress 2-drops or tokens and shit as well as anything useful, depending on what u played. I dont think this will be a thing.
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Possessed Lackey (5): Even in a demon centric deck, this card is just too damn slow. I suppose battlecry would be waaaaaaaaaaaay too OP for constructed standards (u could run only Doomguards or something like that), but the deathrattle totally kills it for arena.
Val'anyr (1): Crazy value card, its a weapon (duh!) so u get a removal tool and then it buffs a minion in your hand essentially making it super cost efficient when played with the bigger body ... and when it dies u get the weapon back - not to your hand, u equip it and can attack right away! - and then u buff another minion. This will be a pretty hard card to get rid off, basically it will require a silence/poly/hex of the minion, which means u will have to have that in a first place and then keep it for the respective minion ... both of which might be hard to achieve.
PS: Oh, no sir, you're no Hallucinationing, that is a Val'anyr in my hand! :D
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Reckless Flurry (3): Its an AOE, which is nice ... but the trigger is a bit hard for arena purposes, since u gont usually keep any armor. The new KAC cards might help with that, but still ...
Drywhisker Armorer (3): Another very nice card to have in the pool. Not that amazing on its own, but the fact that its still a 2/2 for 2 with a potential big "heal" is rly nice.
Elven Minstrel (3): I want to like this card, but i cant. It is a rly good value card, but i cant shake the feeling it will be pretty hard or at least awkward to play it, since its a combo. Not that it will be hard to trigger the combo, but the turn u gonna play Minstrel will most likely be a very low tempo turn, which for rogue isnt something u can afford rly. I wouldnt mind having one in my deck similar to Sprint, but until i see it in action, im not too impressed by this.
Ixlid, Fungal Lord (4): This is a very strong ability, but it comes too slowly. It could be combo'ed later on and pretty much even two drop would be worth playin with it, but i dont know ... dead combo card in your hand for most of the game, i dont think so.
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Unidentified Shield (Tower Shield +10, Serrated Shield, Runed Shield, Spiked Shield) (3): Although im a bit reserved when it comes to this card right now, i think it will perform very well. Yeah, the occasional +15 armor is gonna suck most of the time, tho warrior finds himself at a single digit health when he finally manages to stabilize on board a lot of times, so it will still be useful. The other three r all pretty good. I think this is an amazing card to have in the mix especially in a common slot. It is not a card, that will alone help warrior rise up, but it is a card that he will eventually be able to fall back on, even if in the next expansion or one after that, but the fact this card exist will be a very nice thing.
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Evasion (4): In most situations it will be more if an Ice Barrier, than Ice Block, since u will try to play it to block off some dmg (=to "heal" yourself). Rogue does like healing. But this card is just not worth it imho, if for nothing else than cause its an epic and there r certainly a lot better epics out there.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so brutally insane when u have an early curve. And good any time after to "heal" a minion or transform a token into a 6/6. Very good card.
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Leyline Manipulator (1): Chillwind Yeti, with an elemental tag that reduces the cost of a BS u RNG out of your ass? Hell yeah!
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