Sonya Shadowdancer - Good. She is a mix of Soul Echo, Shadowcaster, and Cult Master, and all of them are good cards. Agreed that she's likely draft dependent, as you'd want good abilities, but I don't think you'll struggle to do so especially as rogue. I think Grumble would be little jealous now.
I dont think he would. I actually still think that grumble is way better than this, but since he is a shaman card and Sonya is a rogue card, Sonya will perform better on average. Tho i will not rate her higher, since she is way more combo-y.
I want to make a quick point about Lesser Pearl Spellstone: it doesn't matter what the target is that gets health restored. It could be your hero; it could one (or more) of your minions; it could even be your opponent or your opponent's minions, though the situations where that would be advisable are rare. I can already see a turn 5 play: value-trade with 4-drop, damaging it by 3; heal 4-drop with Farseer for 3; drop 4/4 taunt for 2. Corrupted healbot synergy as well.
Thanks for this. I totally didnt realize that at all. I think i will keep the 2 score, but this makes it almost a 1 :)
Arcane Artificer 4 - It's a 1 mana 2/1. The times when the armour this gives you is actually going to be valuable are so low that it's definitely not worth picking up. Ice Barrier is a bottom tier card in arena and that gives you 8 armour.
Its a 1/2, not 2/1 :) I think if it was 2/1 it would have been better for arena, about the same tier bad, but better. Obviously the stats r like this so it can survive pings, but for arena, 2/1 would have been better.Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
Grand Archivist (5): it can be an interesting and honestly busted card in a deck, where u got screwed by the drafting process and have only some specific spell pool. But in an average situation, this is WAY worse than Tortollan Primalist and that guy is already pretty bad.
Arcane Tyrant (3): Quite a draft dependant card. Similar tempo play as Nerubian Prophet, but only in later turns and with much more difficult condition to fulfil on average. The elemental tag is something to keep in mind tho, might make the card worth it alone in a right deck with just one or two 5+ cost spells.
Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
Lesser Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Fluffy fire rune (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
Grumble, Worldshaker (2): Wow, thats a card. This alone will definitely push elemental shaman in constructed up a notch, since there r plenty of battlecry elementals u will be glad to replay. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
Fluffy Genie (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Temporus (5): I understand why this card works like this, gettin two turns is powerful AF, so your opponent gets it first and u can manage the danger by choosing when to play it, but in arena passing a turn doing nothing would usually equal losing the game. You could try and setup something, like that you would be able to play minions and attack with em right away, but your opponent could do that first. Sure, you would be able to set up better, since you know its comming, but its just too risky to attempt this, i think it would backfire 99/100 times. Also, since its a priest card, no shenanigans with Savage Roars/Bloodlusts and such. But i am looking forward to seeing someone play this for sure.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Unidentified Maul (Purifier's Maul/Sacred Maul/Champion's Maul/Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
Find my complete review of all released cards HERE.Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
[card]Seeping Oozeling[/card] (4): This card seems pretty bad, even if it gets some rly good deathrattle .. Bone Drake has a powerful one and without extra condition and its a 6/5 for 6. This has -1/-1 over it and has to get some seriously sick deathrattle to be worth it. Mby if you could land one from Abominable Bowman or something, but thats unlikely.
Lone Champion (2): This seems like a rly nice card. Not much threatening, but it will be annyoing to get through. Certainly more than worth it for the cost, if u can get it to trigger, which shouldnt rly be that hard at all.
Silver Vanguard (5): This one looks so far like the worst card for Arena in this expansion. Not only the stats for the cost are abysmal, its slow > cause deathrattle. And on top of that ... what 8-cost minion do u even draft in arena? Charged Devilsaur, Eldritch Horror, Ironbark Protector. Thats it. Nope, this card will not be played.
Hi, that review format is awesome, is it available to everyone?
Rin, the First Disciple - 1. This might be controversial but I'll explain. Maintaining card advantage in arena is absolutely crucial, you will lose when you get nothing to play. Rin is a minion that gives you a card, that gives you a card, that gives you a card, etc. Imagine drawing her on a top deck war, pretty sure she will win you the game due to card advantage only.
edit: adds the [card] tag
All this is nice, but if you're spending 5 mana to summon a 2/2 or 3/3 minion, u might lose long before u get to destroy your opponents deck. Thats why we rate her so low. She a gigantic tempo dump for what she does.
People putting Feral Gibberer at anything but 5 is mind-boggling to me. Card is trash. Utter, utter trash. Oh great you attacked the hero and your reward is... a bad Wisp! Great.
Anywho! Great to see the thread back. Will put together my list at some point later today, nice to see the same old faces!
I put it at 4. Its still just a shitty 1/1 90% of the time, but it is better than some 1-drops and especially vs non-ping classes it can provide some value. Also the 1/1 u would get might help u to fill the curve on some turns when u dont have anything better to play and gettin out extra 1-health minion with something already on the board at 1-health will make one of those something survive (mby). Yeah its all mby/if/when. Im not gonna argue that this card is amazing. It is not. But i wouldnt say this card is outright 5.
It's still really early, but the combo I'm already dying to try is to hit a Carnivorous Cube with another Carnivorous Cube. Immediately spawn 2 copies of the minion eaten by the first cube, then the second cube dies and spawns 2 more cubes, which will each spawn 2 more of the original target... yes, please.
I don't think it will work that way, but it still sounds awesome! Whenever a Moat Lurker targets a Druid of the Claw, after it returns it doesn't remember what choices were made and it comes back as the base 4/4 card with no other abilities. I think the cubes will operate this way too since they don't know any information about the minions that were eaten by the previous cubes.
Yeah, i doubt that the newly spawned cubes will remember the minion they eaten previously, so that interaction is highly unlikely .... but eating a cube with another cube to get insta spawn of the minion the 1st one eaten is a nice combo ... and gettin 2x 4/6 minion afterwards is still a very decent outcome nonetheless, so ... :)
Since I am being a lazy ass at the moment, I will just post things I disagree with.
And I think you people are being unfair to poor Rin. Sure, you will probably summon Azari once in your life if you are lucky, but even then Rin is still a 6 mana 3/6 with taunt. Yes she is a 1 mana overcosted Fen Creeper but is that really soo bad? She is certainly not good by any means, but I think a 5 (still getting used to the reversed scoring) is kinda harsh.
Tbh, i totally missed she has taunt! That will put her in 4 ranking, not 5 :)
Aluneth (3): This is basically a middle ground between Nourish and Sprint. Decent draw engine, that will provide huge advantage ... but its strength is also its weakness. You might not be able to play as many cards per turn and u might start discarding some (which might not be that big of a deal), but you will also get to fatigue 4 times faster and that is something to keep in mind. If you are unable to win the game fast with the advantage given, this card might just kill you.
Dragon Soul (5): Almost any other legendary will provide more immediate value than this. Playing 3 spells a turn is not impossible, but highly unlikely in arena. It can be a draft dependant card, but on average, this is a total garbage.
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.
Geosculptor Yip (4): This card's power level is off the charts, but in arena you very rarely end up with high amounts of armor ... if with any armor at all. Probably a good thing tho, this could have been one busted card, if u were able to consistently get like another 8-drop with this ... which is what will happen in constructed lol :p
Grumble, Worldshaker (2): Wow, thats a card. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
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.
Kathrena Winterwisp (1): This is one powerful legendary. Draft dependant for sure, tho it shouldnt be too much problem gettin some beasts as hunter and even if it pulls out a 2-drop it more than did its job. 6/6 + random 2-drop r ok stats for 8 mana in arena already. And upside is, that u will no longer have to draw that 2-drop and "deny" yourself a decent draw in the late game. #ValueOverload!
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
Kingsbane (3): This card alone might make a weapon rogue a thing, certainly could resurrect Oil rogue in Wild. Sadly, for arena this is just way too slow and inconsistent/draft dependant. There is a plenty of buffs you can get, but still. The cost makes it pretty damn good tho, so u would pick it instead of Cho and likes anyway.
Marin the Fox (Master Chest: Tolin's Goblet, Wondrous Wand, Zarog's Crown, Golden Kobold) (3): Playing a 6/6 "nothing" for 8 mana in arena is usually not something u can afford. In my eyes, this card would be a heavy win more card, but if u did manage to pop the trunk, basically any card you would get would almost win you the game.
Master Oakheart (3): I suppose he will be fine most of the time, not amazing, but fine.
Rhok'delar (5): You will never have a deck without minions in Arena. Only in fatigue, but thats beside the point. So 7 mana for 4/2 weapon is a horrible price.
Rin, the First Disciple (The First Seal, The Second Seal, The Third Seal, The Fourth Seal, The Final Seal: Azari, the Devourer) (4): Im not a fan of deck attacks and as slow as this is, im sad it exists. That being said, this card is idd way too slow for arena, you need to spend 41 mana to activate the ultimate effect (Destroy your opponent's deck) and that is just too much. It is so incredibly slow, you will most likely lose the game out of tempo loss from playin Seals alone. At least she is a taunt.
Skull of the Man'ari (5): Too conditional and expensive for arena standards. Its not even at the end of your turn, so u wont be able to attack with the summoned minion or get at least something out of this card before your opponent has a chance to Ooze it. Not that bad for constructed, but rly rly horrible for arena.
Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
Temporus (5): Too situational for arena standards. U will likely die before u can take advantage of this.
The Darkness (5): Card draw is not a thing in the most arena decks, so this is basically a 4 mana "do nothing". The tempo lost from playin this card can probably never be recovered. Do not pick.
The Runespear (3): Im gonna be sceptical about this one. It can most definitely provide some downright busted value, several AOEs, Evolve/Devolve effects etc. that wont require a target and will be beneficial for you, but there r also plenty of spells that do require target. So in the end, its still a super pricey RNG card, that will most likely help you, but might just not. It will be fun to play with The RNGspear for sure tho :)
Twig of the World Tree (3): This weapon is pretty interesting, lets u have 2 attack combined with your hero power, which is enough to clear some things ... but it is SUPER slow to use it that way. It might provide one BIG turn when it gets destroyed, but again ... a bit too slow for my taste, your opponent can prepare for that. One good thing about this is, that the Mana Crystals u get are permanent, meaning if your opponents destroys this with an Ooze, he just ramped u up to 10. In that case, be nice lad and say thanks! <3
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.
Woecleaver (3): I want to like it, but i cant. I mean even if u would pull three 2-drops, it would be worth 8 mana in the end and chances r u will pull something better at least once ... but the card is just so god damn slow. If u dont pull at least 5 or 6 drop on the first attack, the tempo loss will be pretty significant.
Zola the Gorgon (2): Very nice value card. Kinda like Shadowcaster. Probably a bit slower to play as well even tho it costs 2 less mana, since the minion u get aint discounted, but on the other hand u will get the full body, so it can be used in different situations. Overall a decent card that will generate value, albeit a bit slowly.
EPIC
Arcane Tyrant (3): Quite a draft dependant card. Similar tempo play as Nerubian Prophet, but only in later turns and with much more difficult condition to fulfil on average. The elemental tag is something to keep in mind tho, might make the card worth it alone in a right deck with just one or two 5+ cost spells.
Astral Tiger (3): Stats r fine for its cost, tho the deathrattle is kinda a downside more than not. Its not a bad card per se, but i dont think u would want to draw into it over and over. Might be good in combination with some Recruit cards, but im not holding my breath.
Bladed Gauntlet (3): Its a weapon, so that gives it some points. It makes your hero power not useless, so thats nice. But if u cant combo it with some of the new cards that give armor, it will be pretty price weapon to get goin, especially since once u attack with this, u get damaged and lose some Attack power for the next swing. Also its an epic so ... but a cool card to have in the mix.
Branching Paths (2): You pay one more mana over Arcane Intellect for a lot more versatility embedded into the card. Id say thats a pretty good deal. It can serve as a Savage Roar-ish finisher, Arcane Intellect-ish card draw or some armor gain to save your ass. And u can mix it any way u like. Pretty good card for arena id say.
Call to Arms (2): Pretty amazing arena card, technically Doppelgangster for 4 mana on average, which is already damn good value, on top of that it draws crap out of your deck that u would not want to draw into later on. The only problem is, that u dont want too many 2-drops total, so it might recruit just one or two minions later on, but with Hoarding Dragon being a thing, i suspect an early game part of the decks might shift to include a lot more 2-drops to guarantee yourself some board presence before T4 to be able to deal with the drake at all, so this card might be top notch when the meta stabilizes.
Carnivorous Cube (2): This card is totally insane. One of the biggest potential value generators we have seen. The best part about this card is its stats. Not only can it generate immense value, but it can also be played on a naked board for raw stats. Only bad time when you might have problem playin this card is when you r ahead and there r no minions you would want to eat with this, but at that point, that shouldnt rly matter anyway, so this card looks like it will be a big deal in arena. Thank god its an epic! Even tho that doesnt rly seemed to mean much in the past (Primordial Drake, Primordial Glyph, Meteor), at least right after the expansion launch.
Cataclysm (3): Im not totally sure about power level of this card. In arena ur out of cards relatively fast in most decks, tho WL has the hero power and thus built in draw engine, which makes him to have more cards in hand on average than most classes. But i suppose u can balance that, if u have this in your hand, u will purposely not draw cards, if u can avoid it. A Twisting Nether-ish for 4 mana is pretty cheap, but u cant rly set up a follow up, only thing u can do is to tap after and mby play what u got, if its cheap enough ... hmm, i rly dont know, this cards is looking worse and worse to me the more i think about it. Will have to see it in action to form a proper opinion.
Corridor Creeper (2): Nerubian Prophet-esque card. Should be fairly easy to get a couple of discounts, since enemy minions count as well.
Crushing Walls (3): This is a very powerful card and will make positioning vs hunter a nightmare, since you often want to play around Explosive Shot as well. I expect this card to perfrom far better than i give it credit, but 7 cost is no small price, even tho its very much justified. Hunter should usually have the board so he should be able to alter the board state to kill the two minions he wants to kill with this, but there is still a decently reasonable way to play around this card anyway. We shall see how is this card gonna perform after we play with it.
Deck of Wonders (Scroll of Wonder) (5): Pay 5 mana to do nothing for a chance to screw yourself later. Damn! What a bargain!
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.
Dragonhatcher (5): Man, whenever i think they cannot make a worse card anymore ... BAM!
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 nothing else than cause its an epic and there r certainly a lot better epics out there.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): One of the best cards released so far. 4/4 for 4 isnt amazing, but its good enough for the added effect - three free 4/4s down the line. It might never happen, sure, but the potential value is just so damn high and the downside being one less stat over Chillwind Yeti ... which is nothing in comparison. You would probably want Vilespine Slayer or some others over this still tho :)
Grand Archivist (5): it can be an interesting and honestly busted card in a deck, where u got screwed by the drafting process and have only some specific spell pool. But in an average situation, this is WAY worse than Tortollan Primalist and that guy is already pretty bad.
Level Up! (5): For this card to get good value, u would have to hit three Silver Hand Recruits with it (i suppose technically just two, since +4/+4 stats r worth 4 mana (Blessing of Kings) and the one extra mana can be argued for the taunts, but i dont think two would be enough for me to justify this card). If you can do that, chances r you r in a very good position already, so in that case its a win more card. If u cant hit at least three Silver Hand Recruits with it, the card is crap ... so the card is pretty bad pick up on average.
Psychic Scream (2): Decent enough board clear, most opponents will not have enough card draw in their deck to get any advantage out of this and if u add some shit minion in the mix, it might hurt them even more. But 7-cost is quite heavy price, u will basically spend your entire turn playin this, tho your opponent cant rly play around this as with Flamestrike for example, so ... i think this card will have much more impact indirectly, the sole existence of it will make u question your plays when faced against priest, which only adds to the frustration u already feel every time u are up against the class. YUCK!
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 ...
Rummaging Kobold (4): Super draft dependant and even then its mby not worth it. Since u cant rly play it for stats so u HAVE TO wait till u draw a weapon, till the weapon gets destroyed and then u pay 3 mana for this little crap to get the weapon back ... slow as hell, unreliable as hell. Im not too convinced with this one.
Shimmering Courser (4): Very understated 4-drop to make up for the powerful ability. Too bad the ability is basically non-factor in arena most of the time, cause it will not live long enough to take advantage of. Sure u can combo it later on, but such a play is generally a bad idea to begin with.
Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
To My Side! (5): Well, thats a card. A bad card. So, you know ... dont pick it ;-)
Twilight Acolyte (4): Aldor Peacekeeper 2.0 for dragon decks, a lot better actually, if u can activate this ... if u can activate this, that is the main problem. But priest does get a few dragons in KAC and there is a Hoarding Dragon and KFT dragons as well already in the mix, im honestly scared for a dragon synergy from priest in KAC, when it works it will be soul crushing.
Unstable Evolution (1): Pretty good, versatile card. Yeah, u would have to pay quite a lot of mana to get a high cost minion, but i think thats ok, since if u would do that, chances r its your best play anyway. You can evolve each of your minions to "heal" them. You can even evolve your HP totem, if u have nothing and topdeck this. Rly cool card.
Void Ripper (3): This one is pretty crazy actually. Can make for some seriously surprising finishers. Its kinda a missing link between Crazed Alchemist and Kooky Chemist (mana wise). Its not a bad minion at all, but it isnt that amazing either.
Voidlord (3): Little heavy for arena for what it does, nice synergy with Bloodreaver Gul'dan in constructed and also when u do get it from random effects and the three Voidwalkers can help to stall even more, but ultimately, they wont do much. I would probably rather have Giant Mastodon than this tho.
Windshear Stormcaller (3): Its a decent enough minion without the battlecry. The battlecry will most likely not trigger in arena, its very rare when u do have all the totems on the board. Could happen with combination of cards like Primal Talismans, but still. I would give it 2, if most other epic shaman cards werent more useful than this. In the end, i see it just as an average card, i will not be sad to get it, but i will hope for something better.
RARE
Crystal Lion (2): Ok, 3rd time is the charm :D At first i didnt notice divine shield and all this time i thought it had taunt :D Well, now that i was finally able to read the card text properly, its just a rly good card, but not a 1. The discounts will happen only on rare occasions, but even without them, the card is fine.
Duskbreaker (4): This is heavy draft dependent card, but if u can activate it, its value is off the charts, completely broken. Priest does have the easiest way to get the dragon synergy goin with now at least two class dragons, but it still isnt that easy ... thank god. Tho this card alone might just be worth it to yolo it, similar to Servant of Kalimos, its definitely worse play if u cannot activate it, but the strong AOE potential might be worth trying to get the dragon synergy work blindly.
Ebon Dragonsmith (4): I like it better than Blackwater Pirate cause of the stat distribution and the (probably) meaningless dragon tag for weapon classes, but in the end its about as bad. Another very obvious card that was made solely to support Legendary weapons in constructed.
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.
Explosive Runes (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
Feral Gibberer (4): Not the worst 1-drop ever, but its close. 1/1s r just rly rly bad stats for arena. It can be pinged, it wont trade with 3/2 ... it wont do anything most of the time. This card does have some potential vs non-ping classes, where it might generate at least one token and give u some crap to play to fill your curve, but chances r, that will not happen very often. It will probably be best in Rogue, since rogue does want to get a few 1-drops usually and if u can get at least one token back, it can act as a cheap combo activator, but thats about it.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so insane when u have an early curve. And good after to "heal" a minion or transform a token into a 6/6. Most ppl dismiss this card and i can totally understand that, but i just have a feeling, that it will be a little dark horse this one :)
Gather Your Party (4): Due to the fact how Recruit mechanic works, card like this will be almost useless in arena, since you have to draft quite a few low cost minions and very few high cost minions to do well. So this will on average be a lot worse Shadow Essence, since it might just pull your 2-drop or something, even most of your 5-drops arent gonna be 5/5s and you should have very little 6+ minions, so chances that this will be worth at least 6 mana r very very slim.
Gravelsnout Knight (5): Eh, about as bad as Hungry Dragon, worse actually. It has to be worse, since its a T1 play tho. Can be "recovered" in the same way, but then will u rly get value out of this and not lose even more, if u have to clear that 1-drop with something else? Meh, i think i ll pass.
Greedy Sprite (4): Replacement for Jade Blossom in non-jade decks in constructed, but most likely not a very good for arena. I mean it is still better than Jade Blossom for ramp purposes even in arena, but i dont think its worth a deck slot.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
Hooked Reaver (1): WOW thats a card! Pretty strong. Its a meh 4/4 when played on curve, but can become a 6/6 taunt when ur behind, pretty sick. Being a demon might have additional advantages as well. Pretty solid card for WL in general.
Hungry Ettin (3): I was way more excited about this card at first, but in the end, it just looks average. It will perform very well when ur ahead for sure and even when ur behind, its a solid taunt, no question about that, but it has too much baggage attached to it (in many ways) for it to be called a solid card unconditionally. Seems like a prime example of a minion made for the Recruit mechanic tho.
Kobold Barbarian (3): Oh boy, our good ol' Ogre Brute is back. It will basically act as him 99% of the time, tho u cannot hold off the attack, if u rly wanted to, so its kinda a bit worse than him, but only ever so slightly. It will be a strong on curve play, but when it keeps goin face like the Ogre Brute often did and u lose a game cause of it .. yeah, that will happen. I can guarantee that right now.
Kobold Illusionist (4): This card is pretty bad on average. At best u get a 4/4 worth of stats for 4 mana, but not all at once. Thats horrible. Only way this card can be remotely good is, if u have a lot of deathrattle minions where the 1/1 with deathrattle would be worth it. But even then, playing a 3/3 for 4 mana is a pretty big tempo loss and the deathrattle would rly have to make up for it. I dont see this card performing well on average. Not to metion, that you would reveal to your opponent, what minion you have in hand and that information might not be insignificant at all.
Kobold Monk (2): No that the ability will matter like in 99% of your games, but 3/6 for 4-mana is a very nice statline, so just take that and be happy :)
Lesser Amethyst Spellstone, Amethyst Spellstone, Greater Amethyst Spellstone (2): Good ol' Flame Lance that heals u, whats not to like? If Kobold Librarian and Vulgar Homunculus werent revealed together with this and we wouldnt know them for now, this spell would be a lot worse, tho u still draft things like Flame Imp and Hellfire, but those two minions makes this spell pretty damn good ... the only problem will be drawing it before u play them, which means keeping a bad 4-cost card in your hand most likely. At least its a removal, so its not completely useless, even if u dont mulligan into the Kobold or Vulgar.
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.
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 Jasper Spellstone, Jasper Spellstone, Greater Jasper Spellstone (1): Very nice 2-dmg ping, that druid can definitely use. The power up might take a while, if you r gonna do it via your hero power, but druids do generally use the hero power quite often, so it will get done, if you dont need the ping right away. Might give cards like Claw or Gnash a little bit more "power". You r never rly sad about gettin those cards, even tho they r not the best, but at least now they will have some extra synergy with other card(s).
Lesser Mithril Spellstone, Mithril Spellstone, Greater Mithril Spellstone (4): Very draft dependant. And even if u have bunch of weapons, u have to draw this before u play em. If u can upgrade the card even once, then it is a pretty powerful play for 7 mana, but in its core, its just a bit too much combo-y for arena purposes. Not the worst card ever, especially, if u already have few weapons, but i wouldnt rely on it too much.
Lesser Onyx Spellstone, Onyx Spellstone, Greater Onyx Spellstone (4): 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 (not rly, but kinda), 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 Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Lesser Sapphire Spellstone, Sapphire Spellstone, Greater Sapphire Spellstone (4): This card will be a heavy win more card and heavily draft dependant. In its first stage, it's rly weak and hardly worth it, but gettin 2-3 coppies of a minion makes the card quite potent. At that point you dont even have to target a big minion to get good value, getting three 4-drops would certainly be worth 7 mana, but to power it up, it will take a while and you need to have enough Overload cards in your deck in a first place.
Lone Champion (2): This seems like a rly nice card. Not much threatening, but it will be annyoing to get through. Certainly more than worth it for the cost, if u can get it to trigger, which shouldnt rly be that hard at all.
Murmuring Elemental (4): It can be pretty strong, but its basically a draft dependant combo card that cant rly be played alone, so ... not very amazing for arena standards. Not to mention its a card for one of the weakes classes as of right now and even tho shaman has some super strong battlecry minions, i cant just see it perform well on average.
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.
Primal Talismans (3): Id say this is heavily draft dependant, not so much on totem synergy, but on if u have any attack activators. If u dont, it will basically just lock your board slots, tho your opponent will still probably try to clear all that, cause its safer that way. Also since u can get multiple of the same totem, i totally see the +X Spell Damage wrecking my soul at least once :)
Scorp-o-matic (5): The battlecry will not kill anything 99% of the time. Not worth pickin for the battlecry and stats r abysmal without it, so just dont pick it.
Seeping Oozeling (4): This card seems pretty bad, even if it gets some rly good deathrattle .. Bone Drake has a powerful one and without extra condition and its a 6/5 for 6. This has -1/-1 over it and has to get some seriously sick deathrattle to be worth it. Mby if you could land one from Abominable Bowman or something, but thats unlikely.
Shrieking Shroom (3): About as good as Sewer Crawler on average, it does need to be answered to stop the value genration, shouldnt be too hard with that statline. It will be more of an annoyance than anything most of the time, but i guess there r worse cards.
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 ..
Unidentified Maul (Purifier's Maul, Sacred Maul, Champion's Maul, Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
Wandering Monster (2): This secret will be annoying AF to figure out, i can tell you that much right now. Usually you would want to trigger this with a minion, that would survive the trade with a 3-drop, but there r two poisonous minions in that pool, so it might not go as well as planned. Also you dont normally want to check for a Freezing Trap/Misdirection with your big minion first, so that makes it even more annyoing to check for. Also this card is relatively decent T2 play. If your opponent has a minion and goes face, he spawns a random 3-cost minion for you, that you paid 2 mana for ... and might not even trade 1for1 ... this might make possible to fake out Wandering Monster with any secret on T2 and try to get some tempo back, when you have bad mulligan. This card will certainly provide a lot of added value, far beyond 2 mana.
COMMON
Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
Barkskin (1): Oh boy, are we making druid into a priest? This shit is gonna be SO powerful. Honestly the armor part could have had been out and it would still be an amazing card, but since the Armor is there, the card is that much stronger. Also some bonus synergies with the armor for druid in this expansion beyond a bonus "health" for your hero.
Benevolent Djinn (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Boisterous Bard (3): Pretty much literally 3-cost Sunborne Val'kyr. Or shattered sun cleric, that changed the attack for health on another minion. I honestly dont know which of these three would i rather have. It will most likely depend on the draft at any given point i get this offered. Its a decent enough minion that can help your guys survive the trade and the stats r fine enough for this to be considered. So yeah, ok card, but situational.
Candleshot (2): Hell yeah, i will take a Light's Justice-like ping weapon that protects me from taking damage. It is actually better than Light's Justice, since u can ping big minions without worries.
Cave Hydra (3): Cute minion, if u play it with the base stats, chances r it will be very very underwhelming, if ur not ahead on the board. The ability can act as a semi-aoe and help u clear some crap from the board, tho if u would play it in that situation, the Hydra would probably never lived to attack in a first place. There r some hand buffs in hunter and some beast synergy etc. I think this minion's real potential has to be discovered first, then we can form a proper opinion.
Cavern Shinyfinder (3): Rogue's take on forge of souls, its better in terms of that it is a minion, not a spell, so it provides some value even when there is no weapon in your deck. 3/1 for 2 mana isnt end of the world, tho it does die to a ping. But i dont see this card drawing a weapon very often, u basically draft only Perdition's Blade or Shadowblade and both r rare. And if u do get them, u will have like just one in the entire deck. If this card can draw u the weapon, then it is definitely worth it, but i just dont see it happening very often. Its obviously a card that is supposed to make Kingsbane deck work.
Cheat Death (3): Seems like a decent value for 2 mana. Will probably get more value due to Sudden Betrayal being a thing than what this card actually does, but even then, its not bad. We shall see how this changes rogue plays with and against.
Corrosive Sludge (2): Wow, we certainly didnt need another ooze, that isnt even understated (ok by one point, but cmon :p). Decent 5-drop that will occasionally destroy a weapon. Tho u will probably not keep this in hand for the battlecry as u do with the other oozes.
Crushing Hand (3): The overload will suck, but this is a pretty strong tempo play as many other shaman removals with Overload attached. This card is definitely a boost for shaman arena. But it might be a bit too punishing playin this in the early turns after all that anyway :/
Cursed Disciple (4): This will most likely perform about as good as Arrogant Crusader most of the time. Probably even worse, since u can ping one or both forms. I mean it will require a response, but im not too convinced that this will get 4 mana worth of a response out of your opponent.
Dark Pact (4): Decent health gain which u do want as WL, but sacrificing one of your minions is not exactly what u would like to do, if it ain an egg. Not the best topdeck either, but it is definitely a good tool and WL might actually find use for it more often than not.
Dire Mole (4): This is a lot better in ping classes, but its still nothing exciting. Just another 1-drop. I would rather have a 2/1 most of the time.
Dragonslayer (1): Until the meta settles down, this will be a very high priority pick for one simple reason: Hoarding Dragon. Yeah, its not gonna be on curve play, but if u can remove him with this card, u basically played a 1-cost 4/3 that killed your opponents 4-drop. That seems like a preeeeeety good value, doesnt it? And it wont be just Hoarding Dragon, that will get killed by this, there will be a pretty good number of dragons u will see very often. This card will be totally disgusting, when played against you.
Drygulch Jailor (3): Mountain Giant pally, here we go! Ok ... not in arena :D This card is obviously a horrible 2-drop, but its not the worst card in the world. It gives you three 1/1s to play as you see fit and that is not such a useless thing to have, especially as paladin. Also with handbuff cards like Grimestreet Outfitter or Grimestreet Enforcer, this card might provide decent value. Definitely not a card you would want to prioritize in your draft, but you wont be too sad to get it.
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.
Fungal Enchanter (2): Wow, another old timer cries in a corner - Earthen Ring Farseer. Basically superior version, one less 1hp for the ability to heal your board. You usually heal minions with him anyway, so this is basically a heal for your hero more than the other way around. Very nice card.
Fungalmancer (4): This can be super strong, but its basically a win more card, since if u dont have board, u cant rly play this. It can help your minions to get HP above some AOE's thresholds or to trade up, which is nice, but i mean its not gonna perfom that well on average, i think id rather have Sunborne Val'kyr over this every time.
Gemstudded Golem (1): WOW pretty sick taunt for just 6 mana. 5 armor is a bit high for arena standards, but mby some of the new cards can help you with that. But even if u wont be able to attack with this, its a gigantic stat wall that is very much cost efficient. Premium taunt right there.
Gilded Gargoyle (4): This card looks like it was made for the priest legendary weapon - Dragon Soul. But for arena standards, paying mana to save mana in the future is a backwards thinking and will probably not pay off, tho i wouldnt be surprised if it did in a priest deck with Free From Amber, Psychic Scream or Mind Control. Still, i dont recommend picking this card.
Green Jelly (3): Its gonna be annoying more than anything most of the time. It is a taunt in the end, but its no Hogger. I think id rather have Silver Hand Knight over this most of the time, tho if it survies a turn, it will provide more value already. Not bad, but not amazing either.
Guild Recruiter (2): So for this card to be on par with Silver Hand Knight, u would need to get at least a 3-drop. 4-drop would be really good! 2-drop kinda sad, but still bearable, 1-drop pretty horrible (tho at least you wouldnt draw that later on, so at least some positive!). That being said, in an average deck, there is like one or none 1-drop, so that nightmare scenario is usually out. That makes this card a very decent card on average. The card might become worse or better depending on your draft, but on average, it should be at least a Silver Hand Knight (with different stat distribution).
Healing Rain (4): Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Hoarding Dragon (1+++): Well, i guess we found our Bonemare of KAC. Hoarding Dragon is gonna be such a shit to go up against when played on curve. This card alone might make u draft a lot more early game to have at least some board. Imagine if u actually dont have a 2 and/or 3 drop and your opponent does and then he drops this. The game is basically over at that point.
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.
Kobold Apprentice (3): As much as i HAAAAAAAAAAAAATE Mad Bomber, i would still probably take him over this. Even tho this can no longer target friendly characters, the stats for the cost r just horrible. U rly have to hit what ur aiming for, if this is ever to be worth it.
Kobold Hermit (4): Pretty bad. I mean u can choose, but still. Might be semi-decent in a right deck (Thing from Below and stuff), but thats about it. I suppose its Tainted Zealot-ish kind of card, so the Spell Damage could be relevant, so could the taunt, but still.
Kobold Librarian (1): Damn! I see value :o Half a price of Life Tap with a 2/1 body ... like, for real? I guess there could be too many of these at some point, but ... could it?:o
Oaken Summons (3): Pretty nice card to have in a mix, similar to some of the warrior ones. Not one u will be looking for, but ultimately not one u will be too sad about.
Plated Beetle (2): One of the better 2-drops for sure. Armor is more valuable than Health and can be a combo piece for some other cards. Vanilla 2-drop stats with an upside, whats not to like?:) Dont forget to light a candle (*wink wink*) for the poor River Crocolisk on your way out!
Potion of Heroism (1): That is one strong card. I will gladly pay 1 more mana over hand of protection to draw a card, hell yeah! I mean u already dont leave any minions on board for paladin, if u can avoid it, but this card is so good i wouldnt be even too worried just playing it on a minion i just slapped down, since it cycles itself. Very nice.
Psionic Probe (3): Id say better than Mind Vision, but i mean ur just trading a card for a random spell from your opponents deck. Arguably a removal, aoe or a buff since what else would they draft, right? I think it will perform just fine actually and will be super annoying, but i still give it just average rating, cause it is random in the end and who knows what can happen.
Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Shifting Scroll (4): Shifter Zerus but for spells. Problem with this will be pretty much the same as with Zerus, when u get something good, u will most likely not be able to play it or it wont be the time to play it.
Shroom Brewer (3): Decent card for what it does, i imagine it will actually make several archetypes playable in constructed, since its a decent amount of healing with not much tempo loss. But for arena standards, its about average value. U wont be sad to draft it, but u will hope for a better card.
Silver Vanguard (5): This one looks so far to be the worst card for Arena in this expansion. Not only the stats for cost are abysmal, its slow > cause deathrattle. And on top of that ... what 8-cost minion do u even draft in arena? Charged Devilsaur, Eldritch Horror, Ironbark Protector. Thats it. Nope, this card will not be played.
Sleepy Dragon (3): I suppose in any class but priest i would rather have Giant Mastodon cause he has a better stat distribution, but the Dragon tag will be super important in a priest draft. Overall, its just a big taunt, nothing amazing, but it gets the job done as well as it can.
Sneaky Devil (4): This card will be super annoying, if u cant draw a board clear, but with 2 health, basically almost any AOE will clear that. It will definitely cause me some headaches, i know that already, but until i see it in action, i will not be looking for it in my drafts (mby shaman, but thats about it :p).
Stoneskin Basilisk (2): Wow, pretty high value card. In absolutely very least it should be a less controlable (in terms of where u trade with it) Giant Wasp, but with potential to kill off two minions. Very nice card. SUPER annoying to deal with.
Sudden Betrayal (3): I mean anyone who plays arena should be already playin around Betrayal in a first place and in the worst case u can just not attack, until u can safely check for this, but its still probably a decent secret that will cause some awkward turns and plays out of the opponent for sure.
Toothy Chest (4): Validated Doomsayer of 3-drops. It would be an ok play on curve when there r no enemy minions. After that the value goes rapidly down. We will 100% see this card work, but i would imagine its not worth gambling on it. Its a good 3-drop if it works, but a "heal 4 hp for 3 mana" in every other situation.
Trogg Gloomeater (3): Probably better than venomancer, since u cant just ignore it. The one attack traded for taunt has 0 meaning, since poisonous, so ... yeah. Decent card for anyone who doesnt run into friggin Stampeding Kodos on T5 every other game like me :)
Unidentified Elixir (1): I already hate this card beyond measures ... for how good will it be. Some options (like Lifesteal or Divine Shield) will be better than others to gain tempo. It will be almost on par with Velen's Chosen, since you can play it on your 2-drop and that card rekt souls so hard, this will be worse or better, depending on the ability it gets, so overall, this card will be very powerful. Divine shield specifically is gonna bring back the horrible nightmates of Seal of Champions.
Unidentified Shield (Tower Shield +10, Serrated Shield, Runed Shield, Spiked Shield) (2): Although im a bit reserved when it comes to this card right now, i think it will perform very well. Amor might suck, but 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.
Violet Wurm (3): Pretty strong looking card with an amazing value. But its a tad slow for my taste. We shall see how this performs.
Wax Elemental (4): This will be pretty sick with handbuffs, but not in arena. It does barely stop two attacks, but thats about it. Not worth a deck slot.
Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
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Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
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Lesser Ruby Spellstone, Ruby Spellstone, Greater Ruby Spellstone (3): In an average deck, this card will give u just one random spell, definitely not worth it. But in an elemental deck, this card would be absolutely busted, 2-cost Cabalist's Tome basically, even the Ruby Spellstone is worth it already. Very much draft dependant card.
Lesser Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Fluffy fire rune (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
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King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
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Grumble, Worldshaker (2): Wow, thats a card. This alone will definitely push elemental shaman in constructed up a notch, since there r plenty of battlecry elementals u will be glad to replay. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
Fluffy Genie (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Temporus (5): I understand why this card works like this, gettin two turns is powerful AF, so your opponent gets it first and u can manage the danger by choosing when to play it, but in arena passing a turn doing nothing would usually equal losing the game. You could try and setup something, like that you would be able to play minions and attack with em right away, but your opponent could do that first. Sure, you would be able to set up better, since you know its comming, but its just too risky to attempt this, i think it would backfire 99/100 times. Also, since its a priest card, no shenanigans with Savage Roars/Bloodlusts and such. But i am looking forward to seeing someone play this for sure.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
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Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Unidentified Maul (Purifier's Maul/Sacred Maul/Champion's Maul/Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
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Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
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LEGENDARY
Aluneth (3): This is basically a middle ground between Nourish and Sprint. Decent draw engine, that will provide huge advantage ... but its strength is also its weakness. You might not be able to play as many cards per turn and u might start discarding some (which might not be that big of a deal), but you will also get to fatigue 4 times faster and that is something to keep in mind. If you are unable to win the game fast with the advantage given, this card might just kill you.
Dragon Soul (5): Almost any other legendary will provide more immediate value than this. Playing 3 spells a turn is not impossible, but highly unlikely in arena. It can be a draft dependant card, but on average, this is a total garbage.
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.
Geosculptor Yip (4): This card's power level is off the charts, but in arena you very rarely end up with high amounts of armor ... if with any armor at all. Probably a good thing tho, this could have been one busted card, if u were able to consistently get like another 8-drop with this ... which is what will happen in constructed lol :p
Grumble, Worldshaker (2): Wow, thats a card. In arena, its a very solid body for a 6-drop and the effect will be good for u most of the time, but it can hurt u, if ur behind and want to keep some - any - minions on the board, even damaged ones. But this will for sure be bouncing back Bonemares and Fire Elementals and will crush souls of your opponents more times than not. I wont give it 1, cause shaman is a crap class right now and he will be behind more often than other classes, so thats gonna be a bit of a problem for this card, but this card alone can very much easilly solidify your victory.
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.
Kathrena Winterwisp (1): This is one powerful legendary. Draft dependant for sure, tho it shouldnt be too much problem gettin some beasts as hunter and even if it pulls out a 2-drop it more than did its job. 6/6 + random 2-drop r ok stats for 8 mana in arena already. And upside is, that u will no longer have to draw that 2-drop and "deny" yourself a decent draw in the late game. #ValueOverload!
King Togwaggle (5): Buff to all shitty classes :D Even if u want to draft a bad deck and troll your opponent, how r u gonna survive to turn 8? ... that is if u even draw the card in time :D No rly, just dont draft this :D
Kingsbane (3): This card alone might make a weapon rogue a thing, certainly could resurrect Oil rogue in Wild. Sadly, for arena this is just way too slow and inconsistent/draft dependant. There is a plenty of buffs you can get, but still. The cost makes it pretty damn good tho, so u would pick it instead of Cho and likes anyway.
Marin the Fox (Master Chest: Tolin's Goblet, Wondrous Wand, Zarog's Crown, Golden Kobold) (3): Playing a 6/6 "nothing" for 8 mana in arena is usually not something u can afford. In my eyes, this card would be a heavy win more card, but if u did manage to pop the trunk, basically any card you would get would almost win you the game.
Lynessa Sunsorrow (4): Heavy draft dependant card. Prime silence/poly target. But if u can get Blessing of Kings and Spikeridged Steed on her, thats a solid 7-drop right there :D Yeah ... if :)
Master Oakheart (3): I suppose he will be fine most of the time, not amazing, but fine.
Rhok'delar (5): You will never have a deck without minions in Arena. Only in fatigue, but thats beside the point. So 7 mana for 4/2 weapon is a horrible price.
Rin, the First Disciple (The First Seal, The Second Seal, The Third Seal, The Fourth Seal, The Final Seal: Azari, the Devourer) (4): Im not a fan of deck attacks and as slow as this is, im sad it exists. That being said, this card is idd way too slow for arena, you need to spend 41 mana to activate the ultimate effect (Destroy your opponent's deck) and that is just too much. It is so incredibly slow, you will most likely lose the game out of tempo loss from playin Seals alone. At least she is a taunt.
Skull of the Man'ari (5): Too conditional and expensive for arena standards. Its not even at the end of your turn, so u wont be able to attack with the summoned minion or get at least something out of this card before your opponent has a chance to Ooze it. Not that bad for constructed, but rly rly horrible for arena.
Sonya Shadowdancer (3): Kinda draft dependant and obviously combo-y, but thats how i like my rogue hehe, the scrappy rogue decks always gets me furtherst. You will most likely have plenty of minions that will provide value even as 1/1s, deathrattle, combo, battlecry ... rogue has plenty of this. She is a slow play, but when u get them SI:7 Agents, Vilespine Slayers or Bonemares, thats where the fun begins.
Temporus (5): Too situational for arena standards. U will likely die before u can take advantage of this.
The Darkness (5): Card draw is not a thing in the most arena decks, so this is basically a 4 mana "do nothing". The tempo lost from playin this card can probably never be recovered. Do not pick.
The Runespear (3): Im gonna be sceptical about this one. It can most definitely provide some downright busted value, several AOEs, Evolve/Devolve effects etc. that wont require a target and will be beneficial for you, but there r also plenty of spells that do require target. So in the end, its still a super pricey RNG card, that will most likely help you, but might just not. It will be fun to play with The RNGspear for sure tho :)
Twig of the World Tree (3): This weapon is pretty interesting, lets u have 2 attack combined with your hero power, which is enough to clear some things ... but it is SUPER slow to use it that way. It might provide one BIG turn when it gets destroyed, but again ... a bit too slow for my taste, your opponent can prepare for that. One good thing about this is, that the Mana Crystals u get are permanent, meaning if your opponents destroys this with an Ooze, he just ramped u up to 10. In that case, be nice lad and say thanks! <3
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.
Woecleaver (3): I want to like it, but i cant. I mean even if u would pull three 2-drops, it would be worth 8 mana in the end and chances r u will pull something better at least once ... but the card is just so god damn slow. If u dont pull at least 5 or 6 drop on the first attack, the tempo loss will be pretty significant.
Zola the Gorgon (2): Very nice value card. Kinda like Shadowcaster. Probably a bit slower to play as well even tho it costs 2 less mana, since the minion u get aint discounted, but on the other hand u will get the full body, so it can be used in different situations. Overall a decent card that will generate value, albeit a bit slowly.
EPIC
Arcane Tyrant (3): Quite a draft dependant card. Similar tempo play as Nerubian Prophet, but only in later turns and with much more difficult condition to fulfil on average. The elemental tag is something to keep in mind tho, might make the card worth it alone in a right deck with just one or two 5+ cost spells.
Astral Tiger (3): Stats r fine for its cost, tho the deathrattle is kinda a downside more than not. Its not a bad card per se, but i dont think u would want to draw into it over and over. Might be good in combination with some Recruit cards, but im not holding my breath.
Bladed Gauntlet (3): Its a weapon, so that gives it some points. It makes your hero power not useless, so thats nice. But if u cant combo it with some of the new cards that give armor, it will be pretty price weapon to get goin, especially since once u attack with this, u get damaged and lose some Attack power for the next swing. Also its an epic so ... but a cool card to have in the mix.
Branching Paths (2): You pay one more mana over Arcane Intellect for a lot more versatility embedded into the card. Id say thats a pretty good deal. It can serve as a Savage Roar-ish finisher, Arcane Intellect-ish card draw or some armor gain to save your ass. And u can mix it any way u like. Pretty good card for arena id say.
Call to Arms (2): Pretty amazing arena card, technically Doppelgangster for 4 mana on average, which is already damn good value, on top of that it draws crap out of your deck that u would not want to draw into later on. The only problem is, that u dont want too many 2-drops total, so it might recruit just one or two minions later on, but with Hoarding Dragon being a thing, i suspect an early game part of the decks might shift to include a lot more 2-drops to guarantee yourself some board presence before T4 to be able to deal with the drake at all, so this card might be top notch when the meta stabilizes.
Carnivorous Cube (2): This card is totally insane. One of the biggest potential value generators we have seen. The best part about this card is its stats. Not only can it generate immense value, but it can also be played on a naked board for raw stats. Only bad time when you might have problem playin this card is when you r ahead and there r no minions you would want to eat with this, but at that point, that shouldnt rly matter anyway, so this card looks like it will be a big deal in arena. Thank god its an epic! Even tho that doesnt rly seemed to mean much in the past (Primordial Drake, Primordial Glyph, Meteor), at least right after the expansion launch.
Cataclysm (3): Im not totally sure about power level of this card. In arena ur out of cards relatively fast in most decks, tho WL has the hero power and thus built in draw engine, which makes him to have more cards in hand on average than most classes. But i suppose u can balance that, if u have this in your hand, u will purposely not draw cards, if u can avoid it. A Twisting Nether-ish for 4 mana is pretty cheap, but u cant rly set up a follow up, only thing u can do is to tap after and mby play what u got, if its cheap enough ... hmm, i rly dont know, this cards is looking worse and worse to me the more i think about it. Will have to see it in action to form a proper opinion.
Corridor Creeper (2): Nerubian Prophet-esque card. Should be fairly easy to get a couple of discounts, since enemy minions count as well.
Crushing Walls (3): This is a very powerful card and will make positioning vs hunter a nightmare, since you often want to play around Explosive Shot as well. I expect this card to perfrom far better than i give it credit, but 7 cost is no small price, even tho its very much justified. Hunter should usually have the board so he should be able to alter the board state to kill the two minions he wants to kill with this, but there is still a decently reasonable way to play around this card anyway. We shall see how is this card gonna perform after we play with it.
Deck of Wonders (Scroll of Wonder) (5): Pay 5 mana to do nothing for a chance to screw yourself later. Damn! What a bargain!
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.
Dragonhatcher (5): Man, whenever i think they cannot make a worse card anymore ... BAM!
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 nothing else than cause its an epic and there r certainly a lot better epics out there.
Fal'dorei Strider (Spider Ambush!: Leyline Spider) (1): One of the best cards released so far. 4/4 for 4 isnt amazing, but its good enough for the added effect - three free 4/4s down the line. It might never happen, sure, but the potential value is just so damn high and the downside being one less stat over Chillwind Yeti ... which is nothing in comparison. You would probably want Vilespine Slayer or some others over this still tho :)
Grand Archivist (5): it can be an interesting and honestly busted card in a deck, where u got screwed by the drafting process and have only some specific spell pool. But in an average situation, this is WAY worse than Tortollan Primalist and that guy is already pretty bad.
Level Up! (5): For this card to get good value, u would have to hit three Silver Hand Recruits with it (i suppose technically just two, since +4/+4 stats r worth 4 mana (Blessing of Kings) and the one extra mana can be argued for the taunts, but i dont think two would be enough for me to justify this card). If you can do that, chances r you r in a very good position already, so in that case its a win more card. If u cant hit at least three Silver Hand Recruits with it, the card is crap ... so the card is pretty bad pick up on average.
Psychic Scream (2): Decent enough board clear, most opponents will not have enough card draw in their deck to get any advantage out of this and if u add some shit minion in the mix, it might hurt them even more. But 7-cost is quite heavy price, u will basically spend your entire turn playin this, tho your opponent cant rly play around this as with Flamestrike for example, so ... i think this card will have much more impact indirectly, the sole existence of it will make u question your plays when faced against priest, which only adds to the frustration u already feel every time u are up against the class. YUCK!
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 ...
Rummaging Kobold (4): Super draft dependant and even then its mby not worth it. Since u cant rly play it for stats so u HAVE TO wait till u draw a weapon, till the weapon gets destroyed and then u pay 3 mana for this little crap to get the weapon back ... slow as hell, unreliable as hell. Im not too convinced with this one.
Shimmering Courser (4): Very understated 4-drop to make up for the powerful ability. Too bad the ability is basically non-factor in arena most of the time, cause it will not live long enough to take advantage of. Sure u can combo it later on, but such a play is generally a bad idea to begin with.
Spiteful Summoner (2): Slightly draft dependant. If u get at least a 2-cost minion, this card is very much ok (unless u get f*** by Doomsayer. I mean u know that will happen :D). If u get 3+ cost minion this card is very good to absolutely busted the higher the cost of the spell. The biggest factor for this card will probably be the amount of spells in the deck total rather than their cost, so there is always at least some spell to trigger off of. Faceless Summoner is the card that comes to mind, i suspect this will be about as good on average.
To My Side! (5): Well, thats a card. A bad card. So, you know ... dont pick it ;-)
Twilight Acolyte (4): Aldor Peacekeeper 2.0 for dragon decks, a lot better actually, if u can activate this ... if u can activate this, that is the main problem. But priest does get a few dragons in KAC and there is a Hoarding Dragon and KFT dragons as well already in the mix, im honestly scared for a dragon synergy from priest in KAC, when it works it will be soul crushing.
Unstable Evolution (1): Pretty good, versatile card. Yeah, u would have to pay quite a lot of mana to get a high cost minion, but i think thats ok, since if u would do that, chances r its your best play anyway. You can evolve each of your minions to "heal" them. You can even evolve your HP totem, if u have nothing and topdeck this. Rly cool card.
Void Ripper (3): This one is pretty crazy actually. Can make for some seriously surprising finishers. Its kinda a missing link between Crazed Alchemist and Kooky Chemist (mana wise). Its not a bad minion at all, but it isnt that amazing either.
Voidlord (3): Little heavy for arena for what it does, nice synergy with Bloodreaver Gul'dan in constructed and also when u do get it from random effects and the three Voidwalkers can help to stall even more, but ultimately, they wont do much. I would probably rather have Giant Mastodon than this tho.
Windshear Stormcaller (3): Its a decent enough minion without the battlecry. The battlecry will most likely not trigger in arena, its very rare when u do have all the totems on the board. Could happen with combination of cards like Primal Talismans, but still. I would give it 2, if most other epic shaman cards werent more useful than this. In the end, i see it just as an average card, i will not be sad to get it, but i will hope for something better.
RARE
Crystal Lion (2): Ok, 3rd time is the charm :D At first i didnt notice divine shield and all this time i thought it had taunt :D Well, now that i was finally able to read the card text properly, its just a rly good card, but not a 1. The discounts will happen only on rare occasions, but even without them, the card is fine.
Duskbreaker (4): This is heavy draft dependent card, but if u can activate it, its value is off the charts, completely broken. Priest does have the easiest way to get the dragon synergy goin with now at least two class dragons, but it still isnt that easy ... thank god. Tho this card alone might just be worth it to yolo it, similar to Servant of Kalimos, its definitely worse play if u cannot activate it, but the strong AOE potential might be worth trying to get the dragon synergy work blindly.
Ebon Dragonsmith (4): I like it better than Blackwater Pirate cause of the stat distribution and the (probably) meaningless dragon tag for weapon classes, but in the end its about as bad. Another very obvious card that was made solely to support Legendary weapons in constructed.
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.
Explosive Runes (3): I personally liked Snipe a lot, u could usually play it on T2 and trade with it for opponent's 2 or even 3 drop. This will be even more snowbally in the early, if it trades for a 4-drop, but due to its cost, if it misses (your opponent plays a Fire Fly into it etc), it will be a pretty big tempo loss, as with any mage secret. Obviously the longer the game goes on, the easier is to play around this and u would basically play around this same as Mirror Entity, but just its existence is gonna be very annoying ... and dont forget those times where it might actually kill you, if you're low on hp and play a little shit first, it will happen, i can guarantee that :)
Feral Gibberer (4): Not the worst 1-drop ever, but its close. 1/1s r just rly rly bad stats for arena. It can be pinged, it wont trade with 3/2 ... it wont do anything most of the time. This card does have some potential vs non-ping classes, where it might generate at least one token and give u some crap to play to fill your curve, but chances r, that will not happen very often. It will probably be best in Rogue, since rogue does want to get a few 1-drops usually and if u can get at least one token back, it can act as a cheap combo activator, but thats about it.
Furbolg Mossbinder (2): Situational, very much board dependant ... but DAMN! This card will be so insane when u have an early curve. And good after to "heal" a minion or transform a token into a 6/6. Most ppl dismiss this card and i can totally understand that, but i just have a feeling, that it will be a little dark horse this one :)
Gather Your Party (4): Due to the fact how Recruit mechanic works, card like this will be almost useless in arena, since you have to draft quite a few low cost minions and very few high cost minions to do well. So this will on average be a lot worse Shadow Essence, since it might just pull your 2-drop or something, even most of your 5-drops arent gonna be 5/5s and you should have very little 6+ minions, so chances that this will be worth at least 6 mana r very very slim.
Gravelsnout Knight (5): Eh, about as bad as Hungry Dragon, worse actually. It has to be worse, since its a T1 play tho. Can be "recovered" in the same way, but then will u rly get value out of this and not lose even more, if u have to clear that 1-drop with something else? Meh, i think i ll pass.
Greedy Sprite (4): Replacement for Jade Blossom in non-jade decks in constructed, but most likely not a very good for arena. I mean it is still better than Jade Blossom for ramp purposes even in arena, but i dont think its worth a deck slot.
Grizzled Guardian (3): i think this card will be pretty decent, but im always a bit sceptical towards rly good polymorpg/silence targets, which this certainly is. If it pulls even two 2-drops, this will be ok. Obviously we want 4 drops. It honestly hard to judge this card, it might actually be harder to clear everything up than to just kill an Ironbark Protector, so this card might be at least about as good of a card for that mana. We shall see how this performs.
Hooked Reaver (1): WOW thats a card! Pretty strong. Its a meh 4/4 when played on curve, but can become a 6/6 taunt when ur behind, pretty sick. Being a demon might have additional advantages as well. Pretty solid card for WL in general.
Hungry Ettin (3): I was way more excited about this card at first, but in the end, it just looks average. It will perform very well when ur ahead for sure and even when ur behind, its a solid taunt, no question about that, but it has too much baggage attached to it (in many ways) for it to be called a solid card unconditionally. Seems like a prime example of a minion made for the Recruit mechanic tho.
Kobold Barbarian (3): Oh boy, our good ol' Ogre Brute is back. It will basically act as him 99% of the time, tho u cannot hold off the attack, if u rly wanted to, so its kinda a bit worse than him, but only ever so slightly. It will be a strong on curve play, but when it keeps goin face like the Ogre Brute often did and u lose a game cause of it .. yeah, that will happen. I can guarantee that right now.
Kobold Illusionist (4): This card is pretty bad on average. At best u get a 4/4 worth of stats for 4 mana, but not all at once. Thats horrible. Only way this card can be remotely good is, if u have a lot of deathrattle minions where the 1/1 with deathrattle would be worth it. But even then, playing a 3/3 for 4 mana is a pretty big tempo loss and the deathrattle would rly have to make up for it. I dont see this card performing well on average. Not to metion, that you would reveal to your opponent, what minion you have in hand and that information might not be insignificant at all.
Kobold Monk (2): No that the ability will matter like in 99% of your games, but 3/6 for 4-mana is a very nice statline, so just take that and be happy :)
Lesser Amethyst Spellstone, Amethyst Spellstone, Greater Amethyst Spellstone (2): Good ol' Flame Lance that heals u, whats not to like? If Kobold Librarian and Vulgar Homunculus werent revealed together with this and we wouldnt know them for now, this spell would be a lot worse, tho u still draft things like Flame Imp and Hellfire, but those two minions makes this spell pretty damn good ... the only problem will be drawing it before u play them, which means keeping a bad 4-cost card in your hand most likely. At least its a removal, so its not completely useless, even if u dont mulligan into the Kobold or Vulgar.
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.
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 Jasper Spellstone, Jasper Spellstone, Greater Jasper Spellstone (1): Very nice 2-dmg ping, that druid can definitely use. The power up might take a while, if you r gonna do it via your hero power, but druids do generally use the hero power quite often, so it will get done, if you dont need the ping right away. Might give cards like Claw or Gnash a little bit more "power". You r never rly sad about gettin those cards, even tho they r not the best, but at least now they will have some extra synergy with other card(s).
Lesser Mithril Spellstone, Mithril Spellstone, Greater Mithril Spellstone (4): Very draft dependant. And even if u have bunch of weapons, u have to draw this before u play em. If u can upgrade the card even once, then it is a pretty powerful play for 7 mana, but in its core, its just a bit too much combo-y for arena purposes. Not the worst card ever, especially, if u already have few weapons, but i wouldnt rely on it too much.
Lesser Onyx Spellstone, Onyx Spellstone, Greater Onyx Spellstone (4): 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 (not rly, but kinda), 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 Pearl Spellstone, Pearl Spellstone, Greater Pearl Spellstone (2): Another very much draft dependant spellstone, it should be relatively easy to upgrade this once, even the basic spell is already ok for arena purposes, not amazing, but ok. Higher versions r obviously very good.
Lesser Ruby Spellstone, Ruby Spellstone, Greater Ruby Spellstone (3): In an average deck, this card will give u just one random spell, definitely not worth it. But in an elemental deck, this card would be absolutely busted, 2-cost Cabalist's Tome basically, even the Ruby Spellstone is worth it already. Very much draft dependant card.
Lesser Sapphire Spellstone, Sapphire Spellstone, Greater Sapphire Spellstone (4): This card will be a heavy win more card and heavily draft dependant. In its first stage, it's rly weak and hardly worth it, but gettin 2-3 coppies of a minion makes the card quite potent. At that point you dont even have to target a big minion to get good value, getting three 4-drops would certainly be worth 7 mana, but to power it up, it will take a while and you need to have enough Overload cards in your deck in a first place.
Leyline Manipulator (1): Chillwind Yeti, with an elemental tag that reduces the cost of a BS u RNG out of your ass? Hell yeah!
Lone Champion (2): This seems like a rly nice card. Not much threatening, but it will be annyoing to get through. Certainly more than worth it for the cost, if u can get it to trigger, which shouldnt rly be that hard at all.
Murmuring Elemental (4): It can be pretty strong, but its basically a draft dependant combo card that cant rly be played alone, so ... not very amazing for arena standards. Not to mention its a card for one of the weakes classes as of right now and even tho shaman has some super strong battlecry minions, i cant just see it perform well on average.
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.
Primal Talismans (3): Id say this is heavily draft dependant, not so much on totem synergy, but on if u have any attack activators. If u dont, it will basically just lock your board slots, tho your opponent will still probably try to clear all that, cause its safer that way. Also since u can get multiple of the same totem, i totally see the +X Spell Damage wrecking my soul at least once :)
Scorp-o-matic (5): The battlecry will not kill anything 99% of the time. Not worth pickin for the battlecry and stats r abysmal without it, so just dont pick it.
Seeping Oozeling (4): This card seems pretty bad, even if it gets some rly good deathrattle .. Bone Drake has a powerful one and without extra condition and its a 6/5 for 6. This has -1/-1 over it and has to get some seriously sick deathrattle to be worth it. Mby if you could land one from Abominable Bowman or something, but thats unlikely.
Shrieking Shroom (3): About as good as Sewer Crawler on average, it does need to be answered to stop the value genration, shouldnt be too hard with that statline. It will be more of an annoyance than anything most of the time, but i guess there r worse cards.
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 ..
Unidentified Maul (Purifier's Maul, Sacred Maul, Champion's Maul, Blessed Maul) (1): Damn! B-b-b-buuuusteeeed! Yeah, ok, mby im exaggerating, but i cant help but feel this card is gonna be huge. It will be a kind of RNGfiesta for sure, but all effects r good, so in the end the weapon WILL get very good value, just sometimes it can get "just" good value and sometims it can get game winning value.
Wandering Monster (2): This secret will be annoying AF to figure out, i can tell you that much right now. Usually you would want to trigger this with a minion, that would survive the trade with a 3-drop, but there r two poisonous minions in that pool, so it might not go as well as planned. Also you dont normally want to check for a Freezing Trap/Misdirection with your big minion first, so that makes it even more annyoing to check for. Also this card is relatively decent T2 play. If your opponent has a minion and goes face, he spawns a random 3-cost minion for you, that you paid 2 mana for ... and might not even trade 1for1 ... this might make possible to fake out Wandering Monster with any secret on T2 and try to get some tempo back, when you have bad mulligan. This card will certainly provide a lot of added value, far beyond 2 mana.
COMMON
Arcane Artificer(4): Pretty bad card for arena purposes, yes, the Armor would be definitely nice to get, but its a bad combo card and shit on its own. The elemental tag saves this card that it can be at least considered in the draft, but thats about it.
Barkskin (1): Oh boy, are we making druid into a priest? This shit is gonna be SO powerful. Honestly the armor part could have had been out and it would still be an amazing card, but since the Armor is there, the card is that much stronger. Also some bonus synergies with the armor for druid in this expansion beyond a bonus "health" for your hero.
Benevolent Djinn (3): Very nice card to have in the pool. Nothing too amazing, but its an elemental and it heals you, both of which r nice to have - or rather have an option to draft it, if appropriate - so yeah, im fine with this card existing. Also another decent combo card for Blackguard, which is nice :)
Boisterous Bard (3): Pretty much literally 3-cost Sunborne Val'kyr. Or shattered sun cleric, that changed the attack for health on another minion. I honestly dont know which of these three would i rather have. It will most likely depend on the draft at any given point i get this offered. Its a decent enough minion that can help your guys survive the trade and the stats r fine enough for this to be considered. So yeah, ok card, but situational.
Candleshot (2): Hell yeah, i will take a Light's Justice-like ping weapon that protects me from taking damage. It is actually better than Light's Justice, since u can ping big minions without worries.
Cave Hydra (3): Cute minion, if u play it with the base stats, chances r it will be very very underwhelming, if ur not ahead on the board. The ability can act as a semi-aoe and help u clear some crap from the board, tho if u would play it in that situation, the Hydra would probably never lived to attack in a first place. There r some hand buffs in hunter and some beast synergy etc. I think this minion's real potential has to be discovered first, then we can form a proper opinion.
Cavern Shinyfinder (3): Rogue's take on forge of souls, its better in terms of that it is a minion, not a spell, so it provides some value even when there is no weapon in your deck. 3/1 for 2 mana isnt end of the world, tho it does die to a ping. But i dont see this card drawing a weapon very often, u basically draft only Perdition's Blade or Shadowblade and both r rare. And if u do get them, u will have like just one in the entire deck. If this card can draw u the weapon, then it is definitely worth it, but i just dont see it happening very often. Its obviously a card that is supposed to make Kingsbane deck work.
Cheat Death (3): Seems like a decent value for 2 mana. Will probably get more value due to Sudden Betrayal being a thing than what this card actually does, but even then, its not bad. We shall see how this changes rogue plays with and against.
Corrosive Sludge (2): Wow, we certainly didnt need another ooze, that isnt even understated (ok by one point, but cmon :p). Decent 5-drop that will occasionally destroy a weapon. Tho u will probably not keep this in hand for the battlecry as u do with the other oozes.
Crushing Hand (3): The overload will suck, but this is a pretty strong tempo play as many other shaman removals with Overload attached. This card is definitely a boost for shaman arena. But it might be a bit too punishing playin this in the early turns after all that anyway :/
Cursed Disciple (4): This will most likely perform about as good as Arrogant Crusader most of the time. Probably even worse, since u can ping one or both forms. I mean it will require a response, but im not too convinced that this will get 4 mana worth of a response out of your opponent.
Dark Pact (4): Decent health gain which u do want as WL, but sacrificing one of your minions is not exactly what u would like to do, if it ain an egg. Not the best topdeck either, but it is definitely a good tool and WL might actually find use for it more often than not.
Dire Mole (4): This is a lot better in ping classes, but its still nothing exciting. Just another 1-drop. I would rather have a 2/1 most of the time.
Dragonslayer (1): Until the meta settles down, this will be a very high priority pick for one simple reason: Hoarding Dragon. Yeah, its not gonna be on curve play, but if u can remove him with this card, u basically played a 1-cost 4/3 that killed your opponents 4-drop. That seems like a preeeeeety good value, doesnt it? And it wont be just Hoarding Dragon, that will get killed by this, there will be a pretty good number of dragons u will see very often. This card will be totally disgusting, when played against you.
Drygulch Jailor (3): Mountain Giant pally, here we go! Ok ... not in arena :D This card is obviously a horrible 2-drop, but its not the worst card in the world. It gives you three 1/1s to play as you see fit and that is not such a useless thing to have, especially as paladin. Also with handbuff cards like Grimestreet Outfitter or Grimestreet Enforcer, this card might provide decent value. Definitely not a card you would want to prioritize in your draft, but you wont be too sad to get it.
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.
Flanking Strike (1): WOW. Fire Plume Phoenix that deals 3 damage and is a beast for hunter's beast synergies. Damn!
Fungal Enchanter (2): Wow, another old timer cries in a corner - Earthen Ring Farseer. Basically superior version, one less 1hp for the ability to heal your board. You usually heal minions with him anyway, so this is basically a heal for your hero more than the other way around. Very nice card.
Fungalmancer (4): This can be super strong, but its basically a win more card, since if u dont have board, u cant rly play this. It can help your minions to get HP above some AOE's thresholds or to trade up, which is nice, but i mean its not gonna perfom that well on average, i think id rather have Sunborne Val'kyr over this every time.
Gemstudded Golem (1): WOW pretty sick taunt for just 6 mana. 5 armor is a bit high for arena standards, but mby some of the new cards can help you with that. But even if u wont be able to attack with this, its a gigantic stat wall that is very much cost efficient. Premium taunt right there.
Gilded Gargoyle (4): This card looks like it was made for the priest legendary weapon - Dragon Soul. But for arena standards, paying mana to save mana in the future is a backwards thinking and will probably not pay off, tho i wouldnt be surprised if it did in a priest deck with Free From Amber, Psychic Scream or Mind Control. Still, i dont recommend picking this card.
Green Jelly (3): Its gonna be annoying more than anything most of the time. It is a taunt in the end, but its no Hogger. I think id rather have Silver Hand Knight over this most of the time, tho if it survies a turn, it will provide more value already. Not bad, but not amazing either.
Guild Recruiter (2): So for this card to be on par with Silver Hand Knight, u would need to get at least a 3-drop. 4-drop would be really good! 2-drop kinda sad, but still bearable, 1-drop pretty horrible (tho at least you wouldnt draw that later on, so at least some positive!). That being said, in an average deck, there is like one or none 1-drop, so that nightmare scenario is usually out. That makes this card a very decent card on average. The card might become worse or better depending on your draft, but on average, it should be at least a Silver Hand Knight (with different stat distribution).
Healing Rain (4): Potentially a 12 HP heal for 3 mana which is decent value consider it's a good amount for 1 card investment. Or a mass heal for your board. Probably draftable, but it's on the low end of the power scale.
Hoarding Dragon (1+++): Well, i guess we found our Bonemare of KAC. Hoarding Dragon is gonna be such a shit to go up against when played on curve. This card alone might make u draft a lot more early game to have at least some board. Imagine if u actually dont have a 2 and/or 3 drop and your opponent does and then he drops this. The game is basically over at that point.
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.
Kobold Apprentice (3): As much as i HAAAAAAAAAAAAATE Mad Bomber, i would still probably take him over this. Even tho this can no longer target friendly characters, the stats for the cost r just horrible. U rly have to hit what ur aiming for, if this is ever to be worth it.
Kobold Hermit (4): Pretty bad. I mean u can choose, but still. Might be semi-decent in a right deck (Thing from Below and stuff), but thats about it. I suppose its Tainted Zealot-ish kind of card, so the Spell Damage could be relevant, so could the taunt, but still.
Kobold Librarian (1): Damn! I see value :o Half a price of Life Tap with a 2/1 body ... like, for real? I guess there could be too many of these at some point, but ... could it?:o
Oaken Summons (3): Pretty nice card to have in a mix, similar to some of the warrior ones. Not one u will be looking for, but ultimately not one u will be too sad about.
Plated Beetle (2): One of the better 2-drops for sure. Armor is more valuable than Health and can be a combo piece for some other cards. Vanilla 2-drop stats with an upside, whats not to like?:) Dont forget to light a candle (*wink wink*) for the poor River Crocolisk on your way out!
Potion of Heroism (1): That is one strong card. I will gladly pay 1 more mana over hand of protection to draw a card, hell yeah! I mean u already dont leave any minions on board for paladin, if u can avoid it, but this card is so good i wouldnt be even too worried just playing it on a minion i just slapped down, since it cycles itself. Very nice.
Psionic Probe (3): Id say better than Mind Vision, but i mean ur just trading a card for a random spell from your opponents deck. Arguably a removal, aoe or a buff since what else would they draft, right? I think it will perform just fine actually and will be super annoying, but i still give it just average rating, cause it is random in the end and who knows what can happen.
Raven Familiar (3): This is a nice card. Not too amazing, but nice. This is how joust minions should have looked like. U wont be too sad when u lose the joust, but will be glad to win it for sure, as always. That being said, mage has better 2-drops than this and its kinda draft dependant, since u need to have spells ... but it could just perform a LOT better than im givin it credit right now, since u could pull flamestrike/meteor/pyro with this with relative ease, which would be a big deal. Im interested/affraid to see how will this one perform.
Sewer Crawler (3): Reversed Razorfen Hunter. Same value, average.
Shifting Scroll (4): Shifter Zerus but for spells. Problem with this will be pretty much the same as with Zerus, when u get something good, u will most likely not be able to play it or it wont be the time to play it.
Shroom Brewer (3): Decent card for what it does, i imagine it will actually make several archetypes playable in constructed, since its a decent amount of healing with not much tempo loss. But for arena standards, its about average value. U wont be sad to draft it, but u will hope for a better card.
Silver Vanguard (5): This one looks so far to be the worst card for Arena in this expansion. Not only the stats for cost are abysmal, its slow > cause deathrattle. And on top of that ... what 8-cost minion do u even draft in arena? Charged Devilsaur, Eldritch Horror, Ironbark Protector. Thats it. Nope, this card will not be played.
Sleepy Dragon (3): I suppose in any class but priest i would rather have Giant Mastodon cause he has a better stat distribution, but the Dragon tag will be super important in a priest draft. Overall, its just a big taunt, nothing amazing, but it gets the job done as well as it can.
Sneaky Devil (4): This card will be super annoying, if u cant draw a board clear, but with 2 health, basically almost any AOE will clear that. It will definitely cause me some headaches, i know that already, but until i see it in action, i will not be looking for it in my drafts (mby shaman, but thats about it :p).
Stoneskin Basilisk (2): Wow, pretty high value card. In absolutely very least it should be a less controlable (in terms of where u trade with it) Giant Wasp, but with potential to kill off two minions. Very nice card. SUPER annoying to deal with.
Sudden Betrayal (3): I mean anyone who plays arena should be already playin around Betrayal in a first place and in the worst case u can just not attack, until u can safely check for this, but its still probably a decent secret that will cause some awkward turns and plays out of the opponent for sure.
Toothy Chest (4): Validated Doomsayer of 3-drops. It would be an ok play on curve when there r no enemy minions. After that the value goes rapidly down. We will 100% see this card work, but i would imagine its not worth gambling on it. Its a good 3-drop if it works, but a "heal 4 hp for 3 mana" in every other situation.
Trogg Gloomeater (3): Probably better than venomancer, since u cant just ignore it. The one attack traded for taunt has 0 meaning, since poisonous, so ... yeah. Decent card for anyone who doesnt run into friggin Stampeding Kodos on T5 every other game like me :)
Unidentified Elixir (1): I already hate this card beyond measures ... for how good will it be. Some options (like Lifesteal or Divine Shield) will be better than others to gain tempo. It will be almost on par with Velen's Chosen, since you can play it on your 2-drop and that card rekt souls so hard, this will be worse or better, depending on the ability it gets, so overall, this card will be very powerful. Divine shield specifically is gonna bring back the horrible nightmates of Seal of Champions.
Unidentified Shield (Tower Shield +10, Serrated Shield, Runed Shield, Spiked Shield) (2): Although im a bit reserved when it comes to this card right now, i think it will perform very well. Amor might suck, but 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.
Violet Wurm (3): Pretty strong looking card with an amazing value. But its a tad slow for my taste. We shall see how this performs.
Vulgar Homunculus (1): 2-cost Squirming Tentacle ... with a little ouchy ouchy and a Demon tag. Pretty solid 2-drop.
Wax Elemental (4): This will be pretty sick with handbuffs, but not in arena. It does barely stop two attacks, but thats about it. Not worth a deck slot.
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