Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
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"To build or destroy...only you decide which joy." - Last Crack
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
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"To build or destroy...only you decide which joy." - Last Crack
Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
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"To build or destroy...only you decide which joy." - Last Crack
Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
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"To build or destroy...only you decide which joy." - Last Crack
Oh I see, that's cool. If I may give a suggestion, I think upgraded spellstone is better put into "tokens" section rather than the class card section. I think it would be tidier that way compared to seeing three version of the same card.
I wanted to keep them together so you could easily find the upgraded spells, rather than going to a different section. Thanks for the suggestion though.
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"To build or destroy...only you decide which joy." - Last Crack
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
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"To build or destroy...only you decide which joy." - Last Crack
Hi, that review format is awesome, is it available to everyone?
I'm glad you like it! I'm sorry, but I just made the headers for myself and the mods. DyingAtheist was the one exception because he snagged one of my original images. Since I replaced them all I figured I would reward his initiative and make him one too!
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"To build or destroy...only you decide which joy." - Last Crack
Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
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"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
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!
Great to see you back again, contributing awesome conversation and insight to the thread!
I put Feral Gibberer a little higher just because it can get out of control if ignored. Yes, it can easily be killed by most of the Hero Powers, but it still has to be dealt with. Wretched Tiller is pretty terrible too, but if you're facing it on your first turn you've still got to do something about it quickly before you've taken a ridiculous amount of damage from such a crappy minion.
If you put this out on turn 1 and your opponent misses their 2-drop, by the time they put something on the board at their 3rd turn you have FOUR Feral Gibberer on the board and as long as it's not a Taunt you'll have 7 damage on the board by your fourth turn (that's 14 damage in total so far). If they do put a Taunt on the board at this point you can just run all your guys into it and likely still have some left.
Yes, I realize this is a perfect scenario. Yes, I realize it fills your hand and makes other plays awkward. Yes, it's a crappy card, but it can get out of control with very little effort on your part.
I remember when Journey to Un'Goro was released and I rated Vicious Fledgling very high you didn't agree with me (later it turns out you misread the card), but it ends up we were both wrong on that one, cause it was WAY stronger than either of us anticipated.
At any rate, I look forward to more great debate in the upcoming weeks!
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"To build or destroy...only you decide which joy." - Last Crack
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
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.
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"To build or destroy...only you decide which joy." - Last Crack
Aluneth Rating 4(Poor): At first it seems like a really cool card, but when you're drawing 4 cards a turn you are going to deck yourself very quickly. I just see this doing more harm than good unless you're already about to win.
Dragoncaller Alanna Rating 5(Terrible): You could potentially get nothing except a 3/3 for nine mana, and that is an absolutely terrible deal.
Dragon Soul Rating 5(Terrible): The effect is really cool and Priest can get some really cheap spells, but how often are you going to be able to cast 3 spells in a single turn to get the 5/5 Dragon? Maybe once, if you're lucky.
Geosculptor Yip Rating 4(Poor): Armor gain typically isn't a huge thing in Arena, so I don't know that you'll be getting huge minions from this. You can probably get a steady chain of 2-drops, but is that really going to be worth it?
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
Ixlid, Fungal Lord Rating 4(Poor): This seems slow and is in very real danger of being killed outright after you play it. I'm sure it will have some great moments, but it's just going to be too situational.
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
Kingsbane Rating 4(Poor): Every once in awhile you'll get one that has a Deadly Poison or Envenom Weapon on it, but the rest of the time it's going to be a pretty lousy Legendary to have in your deck.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Lynessa Sunsorrow Rating 4(Poor): This is totally draft dependent and certainly not consistent enough to be given serious consideration unless you've already got several buffs in your deck.
Marin the Fox Rating 3(Average): I'm thinking that Marin may not even be availabe for Arena, due to the Treasure aspect. On his own he's an overcosted minion, but the potential to to get some amazing cards out of the Treasure Chest is pretty cool. I would rate him higher if he could break the chest by himself.
Master Oakheart Rating 3(Average): I'll think he'll just be alright most of the time, but if you did get one of each you would have (at the very least) 6/3 additional combined stats to your 5/5 body, giving you a total of 11/8 in combined stats. That's really not too bad and the Health stats are likely to be better than my example. If you don't get at least two minions from the Battlecry, then he's not worth it.
Rhok'delar Rating 4(Poor): Definitely a constructed card. I didn't rate it terrible because at the very least it's an overpriced 4/2 Weapon.
Rin, the First Disciple Rating 4(Poor): It's a more expensive Fen Creeper for Warlock. Even though it's true that you get value from the Seals, at 5 mana each, they really limit what you're able to cast each turn.
Skull of the Man'ari Rating 5(Terrible): I can see this being useful for Doomguard, but most of the time you don't want to miss the Battlecry on your Demons, like Abyssal Enforcer, Dread Infernal, and Lord Jaraxxus. It would also be nice if it triggered at the end of your turn, instead of at the start, but that still wouldn't make it good for Arena play anyway.
Sonya Shadowdancer Rating 4(Poor): You have to already have the board, and preferably some Battlecry or Deathrattle minions that will generate some card advantage for you. Otherwise, it's really nothing to get too excited about.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
The Darkness Rating 5(Terrible): This is a really cool card, but it has no place in Arena. It is highly likely that it would sit dormant the entire game and just be a waste of space.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Val'anyr Rating 1(Excellent): You can get some amazing value out of this Weapon with the buff and recursion aspect of it. The fact that the weapon equips automatically after the minion dies and you don't have to cast it again is really awesome too!
Woecleaver Rating 4(Poor): I'm not a fan of this card. It's really expensive with a completely unreliable Recruit effect. It sounds cool, but I got over that fairly quickly.
Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
EPIC:
Arcane Tyrant Rating 3(Average): This is going to be really good in the right deck, but even if you have to pay for it I'd say it's still okay.
Astral Tiger Rating 3(Average): This is a cool concept, but could prevent you getting to the cards you need in the late game. Few things will be more frustrating than digging for your removal or a Taunt, only to draw this again.
Bladed Gauntlet 4(Poor): This is really going to depend on your draft, but it's often going to cost you at least 4-mana total to make this a 2/2 Weapon that can't attack Heroes. Most of the time I'd say that is terrible, but with so many new cards that add Armor for Warrior it's possible to make this a large Weapon.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Call to Arms Rating 1(Excellent): I think this is great value and certainly better than Doppelgangster since it costs 1-mana less and can include 2/3 or 3/2 minions. This card allows you to thin your deck and get rid of all your low-cost minions, and even gives you one of them for free. I'd say it's a pretty good deal all the way around.
Carnivorous Cube Rating 2(Good): This card has good stats on its own and you can get some insane value from it by saving a minion that's about to die or using it on a Deathrattle minion like Crystalline Oracle, Eggnapper, and Bone Drake, to name a few.
Cataclysm Rating 4(Poor): I don't like this card. I'm not putting it at a 5, simply because of the cost and board impact, but discarding your hand is awful. Luckily, Warlock can easily get card advantage again by using their Hero Power, but unless your opponent's hand was empty you're probably going to be struggling to get ahead.
Corridor Creeper Rating 1(Excellent): It shouldn't be hard to get a discount on this minion because it doesn't have to be your minions that die, anything will work! You'll be seeing a lot of comparisons to this and Nerubian Prophet.
Crushing Walls Rating 2(Good): I think this could be really useful, considering it just outright kills the minions, regardless of Health. It's like a mega Deadly Shot, but positioning is going to matter for this one.
Deck of Wonders Rating 5(Terrible: I only like to use random effects when I'm desperately digging for a solution. With this card you never know when you'll draw the spells, what they'll be, and who you'll target. You could be ahead and either kill yourself or the main minion that's keeping you alive. If I'm doing something random I at least want to be able to control WHEN it's going to happen, and in that respect, be able to have some influence on the board state before it happens.
Dragonhatcher Rating 5(Terrible): It's another expensive card with awful stats that is definitely meant for constructed play.
Dragon's Fury Rating 4(Poor): This is really going to be draft dependent, because you could potentially draw nothing or hit for less than 3 (which would make this an overcosted Volcanic Potion). Unfortunately, it's going to be pretty unreliable for Arena most of the time.
Evasion Rating 3(Average): I'm undecided on this one, and although it's like a pseudo Ice Block you can still take fatal damage, depending on what your opponent attacks you with first. It will probably cause some problems if your opponent is testing for Sudden Betrayal, but I still don't know how good it's going to be.
Fal'dorei Strider Rating 1(Excellent): The value from this card is outstanding and there's no downside. You've got the potential to get 16/16 worth of stats after paying only four mana. Well, there is actually one downside to this card. You can expect to see it paired against Vilespine Slayer in your draft, and that decision is going to hurt!
Grand Archivist Rating 5(Terrible): Bad stats and bad effect. Every spell is precious in Arena and the last thing you want to do is to start casting them with random targets.
Psychic Scream Rating 2(Good): This is pretty astounding removal for Arena, but it's likely going to leave you with an empty board too, unless you have something cheap you can cast. This will definitely be the source of many, many screams, psychic or otherwise.
Reckless Flurry Rating 4(Poor): You can easily get a Consecration out of this for 5-mana, but you lose the Armor AND it deals the damage to all your minions too. It pairs really well with the other card revealed with it, Drywhisker Armorer, but neither are Common, so they're going to be more difficult to draft together. I think I would rather stick with Brawl if I had a choice between the two of them.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
Shimmering Courser Rating 4(Poor): This is another cool card that has way more potential in Constructed than in Arena.
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
To My Side! Rating 5(Terrible): This will never, ever, ever work in Arena. I'm sure there is some other unrevealed card(s) that may make this feasible in Constructed, but it's utter garbage for Arena.
Twilight Acolyte Rating 4(Poor): It definitely goes up in rating if you have drafted several dragons, otherwise it's a pretty 'meh' 3-drop.
Unstable Evolution Rating 1(Excellent): The fact that you can evolve one or several minions multiple times in one turn is pretty amazing and offers great value. If you play a 5-drop on the following turn you could potentially upgrade it to a 10-drop! It's very flexible in how it can be used and I would expect all sorts of crazy combinations and shenanigans with this card. Be prepared!
Voidlord Rating 3(Average): It's a huge Taunt that can easily delay your opponent, without including the three minions that spawn from his Deathrattle. Although he's quite expensive he may just give you a couple of extra turns to finish off your opponent.
Void Ripper Rating 3(Average): This seems decent enough and you could certainly get some value from early cards like Fire Fly. I guarantee this will make for some crazy plays in the late game too, by giving you the ability to topple some large Taunts.
Windshear Stormcaller Rating 4(Poor): I think there are better options for a 5-drop and it's unlikely that you'll get to summon Al'Akir the Windlord. Even if you do meet those conditions, I would be surprised if it had a huge impact on the game.
RARE:
Crystal Lion Rating 2(Good): I think it's fine by itself, but you could potentially reduce the mana cost quite a bit, especially with a Lost in the Jungle or Vinecleaver.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Ebon Dragonsmith Rating 4(Poor): His stats are bad and the effect will be unlikely to trigger, but I suppose he has some potential interaction with other cards since he is a Dragon.
Elven Minstrel Rating 2(Good): I really like this card and don't think you'll have a problem getting the Combo. I feel like it's a great way to thin your deck in the late game too.
Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Furbolg Mossbinder Rating 4(Poor): It seems alright, but you've still got to have a minion on the board for it to be worth anything. One thing to keep in mind is you're losing the stats from the minion you transform, so unless it was a 0/1 or 1/1 it's not as good as you might think.
Gather Your Party 4(Poor): I don't see getting a lot of mileage out of this one because you can't choose or Discover the minion you get. There will be way too many times you're paying 6 mana for a 2-drop.
Gravelsnout Knight Rating 4(Poor): Most of the time I don't think you'll be thrilled at the outcome and it's going to be super frustrating if you summon your opponent their own Gravelsnout Knight.
Greedy Sprite Rating 3(Average): It's a fragile minion, but I like the ramp effect that it offers. Anything that gets you a turn closer to Bonemare is a good thing, right?
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Hooked Reaver Rating 2(Good): If you don't get the Battlecry it's a decent enough minion, but if you're at 15 Health or less, then this easily moves up to an Excellent rating!
Hungry Ettin Rating 3(Average): This is a huge Taunt, but I can't help but feel like it's giving too much to your opponent. Of course, if they can't deal with it right away, things aren't going to be looking so good for them. Don't be surprised to see a Doomsayer pop up every once in awhile just to ruin your day.
Kobold Barbarian Rating 4(Poor): If you get this early he probably ranks a bit higher, but after that it's really a toss-up for how well he'll perform. There will be the occasional chance that he gets lethal for you, but it's not going to be a consistent minion at all.
Kobold Illusionist Rating 4(Poor): If its special ability was a Battlecry instead of a Deathrattle I think it would be slightly better. As it stands right now, the cost is just a little too much.
Kobold Monk Rating 3(Average): Most of the time the inability to use a Hero Power on an opponent won't be a huge factor, but the stats are good for the cost of this minion.
Lesser Amethyst Spellstone Rating 2(Good): There are several common cards that will help boost this card's value when K&C initially drops, but you've still got plenty of other cards that deal damage to you (Flame Imp, Abyssal Enforcer, Hellfire, etc.). The Lifesteal aspect is great, but this would really be awesome if you could target players instead of just minions. That would probably be a ridiculous upgrade, though.
Lesser Diamond Spellstone Rating 5(Terrible): You're paying 7 mana to possibly resurrect garbage. Well, technically 2-drops, but who wants those on turn seven? Not to mention, the upgrade is going to be quite difficult to pull off in Arena.
Lesser Emerald Spellstone Rating 2(Good): I think this is a good card by itself and if you do manage to upgrade it (which is not that difficult) then it easily bumps up to Excellent status.
Lesser Jasper Spellstone 1(Excellent): Cheap removal that can evolve to be even better looks pretty good to me. With Claw, Bite, Gnash, Feral Rage, and others, it really shouldn't be too hard to hit an upgrade on this one.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
Leyline Manipulator Rating 2(Good): At the worst it's a Chillwind Yeti, but has the potential to give you some cheap cards with its Battlecry.
Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Murmuring Elemental Rating 4(Poor) Most of the time it will be garbage, but there will be some Battlecry minions that will be worth it, like Fire Elemental and Bonemare. It's going to be hit or miss and may sit in your hand doing nothing.
Possessed Lackey Rating 5(Terrible): The cost and stats are terrible and the ability is a Deathrattle. You're also going to be really disappointed when you Recruit a Voidwalker from this.
Primal Talismans Rating 5(Terrible): It seems like trash for Arena. Sure, you may see those annoying moments where each minion your opponent kills spawns a Stoneclaw Totem, but most of the time I think it's just going to be a disappointment and a waste of a card slot in your deck.
Scorp-o-matic Rating 4(Poor): Most of the time it's going to be a crappy two-drop, but it can really come in handy when you're facing a Shaman or your opponent starts off with a Fire Fly. I was really surprised to see this lone Mech for the new set! This makes me think we'll definitely see more Mechs again in the next set or two down the road.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
Shrieking Shroom Rating 3(Average): If this pops out a Shieldbearer I think it becomes an annoyance, but I'm not sure it will live long enough to make a huge impact. I'm also not sure you want to leave it out there, filling your board with 1-cost minions. Unless you have a Bloodlust, they probably aren't going to win you the game.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
Wandering Monster Rating 3(Average): This could turn out to be okay for Hunter. It's like a Misdirection that you don't have to worry about hitting your face or one of your other minions. If it happens in the early game there's even a decent chance the summoned minion could survive.
COMMON:
Arcane Artificer Rating 3(Average): Normally I think this is going to be a mere annoyance, but if you manage to hang on to him with a Cabalist's Tome, then suddenly your initial Armor gain starts to get out of hand. Even getting one use from this minion, coupled with a Flamestrike, could be crucial in the late game.
Barkskin Rating 3(Average): There are a lot of 1 Health minions that could actually be a threat after getting this (like the Cursed Disciple, but I don't think it's going to break the game.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
Boisterous Bard Rating 3(Average): If you hit at least one other minion it's decent, giving you combined stats of 3/3 for three-mana.
Candleshot Rating 2(Good): Early ping ability with immunity? Yeah, that seems good to me!
Cave Hydra Rating 3(Average): I like it, but the 2 Attack is only so-so. If you're able to hit this with a Houndmaster or Bonemare, then it becomes insanely good!
Cavern Shinyfinder Rating 3(Average): It's a nice way to thin out your deck and get a Weapon in the process, but this guy is very fragile. You could definitely have fun drawing into a Perdition's Blade.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Corrosive Sludge Rating 3(Average): It's a bigger Acidic Swamp Ooze and I think the cost is just fine whether, you trigger the Battlecry or not.
Crushing Hand Rating 2(Good): The Overload sucks, but it's good, cheap removal for big minions in your way.
Cursed Disciple Rating 4(Poor): It's just so easy to kill, but it has the potential to be problematic and is a great answer to Tar Creeper.
Dark Pact Rating 4(Poor): It's a huge Health gain, but as we've always observed in the past, heals are not a priority card in Arena. Sure, it will come in handy in the right situation, but it won't consistently be something you want to draw.
Dire Mole Rating 3(Average): It seems okay for a one-drop and could have some benefit with the Beast tag, but it's definitely nothing to get too excited about.
Dragonslayer Rating 3(Average): If you trigger the Battlecry this easily moves up to a 1, but otherwise it's just an average three-drop.
Drywhisker Armorer Rating 4(Poor): I can see that Blizzard really, really wants Warriors to care about Armor in this expansion, but in Arena it's just not going to be that important. If you're getting ran over by an aggro deck this can help you gain your footing by all the Armor gain. Otherwise, I don't see much use for it.
Flanking Strike Rating 1(Excellent): Great removal and minion for the cost!
Fungal Enchanter Rating 2(Good): By itself this card is fine, but the healing effect would normally cost two more mana (see Darkscale Healer), so this is pretty good!
Fungalmancer Rating 4(Poor): If you've already got the board, then this is a great card. If you're only hitting one minion, then you're only getting 4/4 worth of combined stats for 5-mana...and that's not a good deal.
Gemstudded Golem Rating 2(Good): That is a really large Taunt for only 6 mana! I don't think it will be too difficult to get the Armor necessary to attack, but even if you don't, it's still a big wall for your opponent to break through.
Gilded Gargoyle Rating 4(Poor): Getting The Coin is probably not enough of a reason to draft this.
Green Jelly Rating 3(Average): It's like a mini Hogger, and it will often create problems for your opponent. It will at least add another hurdle for them to get through and it has to be killed or it will get out of hand.
Guild Recruiter Rating 3(Average): If you Recruit anything for 3-4 mana, then it's probably pretty good. Anything less and it's just going to be overcosted for the effect. Grim Necromancer already puts out 4/6 worth of combined stats for only 4 mana, so I think it needs to do better than that in order to be worth it.
Healing Rain Rating 3(Average): That is a lot of healing for your side of the board and could really help make some favorable trades and continue to stay alive.
Hoarding Dragon Rating 1(Excellent): Everyone will make the obvious comparison to Hungry Dragon, but because this one has a Deathrattle instead of a Battlecry, I think it is much better. Such a large minion on turn four is going to be difficult to deal with and I don't think giving your opponent two copies of The Coin are a huge downside.
Ironwood Golem Rating 4(Poor): This is a worse Sen'jin Shieldmasta and even though it can protect you, the inability to Attack is a real drawback. I think I'd rather just have a Tar Creeper.
Kobold Apprentice Rating 3(Average): I like that it only hits enemies, but the stats are really terrible. I think I'd rather go for Mad Bomber and risk hitting myself.
Kobold Hermit Rating 3(Average): The stats are terrible, but I don't know how many times I've prayed to the gods of HS when using my Hero Power to get a Stoneclaw Totem or Wrath of Air Totem because it was absolutely crucial in my particular situation. This can get you exactly the totem you need for the same cost as your Hero Power, except now you've got a 1/1 body on the board too.
Kobold Librarian Rating 1(Excellent): You're getting the effect of your Hero Power and a 2/1 body for only 1 mana! This is truly an amazing card for Warlock - and it's Common!
Plated Beetle Rating 3(Average): I think it's fine for a two-drop and has some benefits for Warrior and Druid.
Potion of Heroism Rating 2(Good): It's an improved Hand of Protection and replaces itself, since you're drawing a card. Looks pretty good to me!
Psionic Probe Rating 3(Average): You will be disappointed if your opponent has no remaining spells in his/her deck, but most of the time this might as well be a a Mind Vision and you never know what you'll get. At the very least, you know you won't draw The Coin.
Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Sewer Crawler Rating 3(Average) It's been pointed out this is basically a reverse Razorfen Hunter, and I have to agree.
Shroom Brewer Rating 3(Average): It's seems like there are a lot of Common heals appearing in this set, and while they're nice, it doesn't really add much value to this minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
Sleepy Dragon Rating 3(Average): This guy is huge and won't be easy for your opponent to get rid of, but I think I'd rather take the extra Attack and less Health from the Giant Mastodon.
Sneaky Devil Rating 3(Average): This has the potential to be truly annoying, as it is a Stealthed Raid Leader. You may be able to force your opponent into a less than optimal AoE just to get rid of it, because they really can't leave it on the board indefinitely.
Stoneskin Basilisk Rating 2(Good): If your opponent can't use their Hero Power to pop its shield, you're going to be able to get some really good value and huge annoyance factor out of this minion.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
Toothy Chest Rating 3(Average): I know this is easier to kill outright over its brother, Validated Doomsayer, but I think it will surprise us how often it is still a big, early threat.
Trogg Gloomeater Rating 2(Good): This will definitely cause problems, since it has Taunt, and the Attack power is irrelevant due to being a Poisonous minion.
Unidentified Elixir Rating 2(Good): All the variations of the Elixirs look pretty good and give a chance for some fun moments in game.
Unidentified Shield Rating 3(Average): No one cares about the Armor gain, so the important thing is what you're getting in addition to that. When you look at it, none of them are really overwhelming and the Tower Shield +10 definitely rates lower on the chart.
Violet Wurm Rating 2(Good): As long as it doesn't get hit with Polymorph you're looking at 14/14 worth of combined stats for only eight mana!
Wax Elemental Rating 4(Poor): This will buy you a couple of turns, but it's still pretty crappy.
Vulgar Homunculus Rating 1(Excellent): This is another awesome card for Warlock! I absolutely do not care about the damage it does to you. It has outstanding stats for the 2-mana price tag and Common rarity.
Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
"To build or destroy...only you decide which joy." - Last Crack
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
"To build or destroy...only you decide which joy." - Last Crack
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
"To build or destroy...only you decide which joy." - Last Crack
Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
"To build or destroy...only you decide which joy." - Last Crack
Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
"To build or destroy...only you decide which joy." - Last Crack
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Level Up! Rating 5(Terrible): This is a really expensive card for a specific type of deck. If you've got a ton of Lost in the Jungle, Stand Against Darkness, or Vinecleaver, then maybe you can make a convincing case for it.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
"To build or destroy...only you decide which joy." - Last Crack
"To build or destroy...only you decide which joy." - Last Crack
LEGENDARY:
Aluneth Rating 4(Poor): At first it seems like a really cool card, but when you're drawing 4 cards a turn you are going to deck yourself very quickly. I just see this doing more harm than good unless you're already about to win.
Dragoncaller Alanna Rating 5(Terrible): You could potentially get nothing except a 3/3 for nine mana, and that is an absolutely terrible deal.
Dragon Soul Rating 5(Terrible): The effect is really cool and Priest can get some really cheap spells, but how often are you going to be able to cast 3 spells in a single turn to get the 5/5 Dragon? Maybe once, if you're lucky.
Geosculptor Yip Rating 4(Poor): Armor gain typically isn't a huge thing in Arena, so I don't know that you'll be getting huge minions from this. You can probably get a steady chain of 2-drops, but is that really going to be worth it?
Grumble, Worldshaker Rating 3(Average): I like the stats, but returning everything to your hand could be the wrong move. There are times this could work out really well, allowing you to make favorable trades, then returning your minions to be cast again. The rest of the time it's going to be a little awkward. This and Bonemare will get ridiculous.
Ixlid, Fungal Lord Rating 4(Poor): This seems slow and is in very real danger of being killed outright after you play it. I'm sure it will have some great moments, but it's just going to be too situational.
Kathrena Winterwisp Rating 3(Average): This is really going to be draft dependent, but even at the worst, if you're getting a free River Crocolisk on the Battlecry and Deathrattle it's not a bad deal.
Kingsbane Rating 4(Poor): Every once in awhile you'll get one that has a Deadly Poison or Envenom Weapon on it, but the rest of the time it's going to be a pretty lousy Legendary to have in your deck.
King Togwaggle Rating 5(Terrible): This is definitely not an Arena card and I can't even begin to imagine a scenario which would cause me to draft this kind of trash.
Lynessa Sunsorrow Rating 4(Poor): This is totally draft dependent and certainly not consistent enough to be given serious consideration unless you've already got several buffs in your deck.
Marin the Fox Rating 3(Average): I'm thinking that Marin may not even be availabe for Arena, due to the Treasure aspect. On his own he's an overcosted minion, but the potential to to get some amazing cards out of the Treasure Chest is pretty cool. I would rate him higher if he could break the chest by himself.
Master Oakheart Rating 3(Average): I'll think he'll just be alright most of the time, but if you did get one of each you would have (at the very least) 6/3 additional combined stats to your 5/5 body, giving you a total of 11/8 in combined stats. That's really not too bad and the Health stats are likely to be better than my example. If you don't get at least two minions from the Battlecry, then he's not worth it.
Rhok'delar Rating 4(Poor): Definitely a constructed card. I didn't rate it terrible because at the very least it's an overpriced 4/2 Weapon.
Rin, the First Disciple Rating 4(Poor): It's a more expensive Fen Creeper for Warlock. Even though it's true that you get value from the Seals, at 5 mana each, they really limit what you're able to cast each turn.
Skull of the Man'ari Rating 5(Terrible): I can see this being useful for Doomguard, but most of the time you don't want to miss the Battlecry on your Demons, like Abyssal Enforcer, Dread Infernal, and Lord Jaraxxus. It would also be nice if it triggered at the end of your turn, instead of at the start, but that still wouldn't make it good for Arena play anyway.
Sonya Shadowdancer Rating 4(Poor): You have to already have the board, and preferably some Battlecry or Deathrattle minions that will generate some card advantage for you. Otherwise, it's really nothing to get too excited about.
Temporus Rating 5(Terrible): So far this minion and King Togwaggle are tied for worst Arena card ever. Why could you possibly want to give your opponent an extra turn, especially 7-mana late in the game? When so many games come down to one turn you do not want to be giving your opponent any kind of edge.
The Darkness Rating 5(Terrible): This is a really cool card, but it has no place in Arena. It is highly likely that it would sit dormant the entire game and just be a waste of space.
The Runespear Rating 4(Poor): It's like a weapon-infused Tortollan Primalist, which is already a mixed-bag. It's a big mana investment for something that's wildly inconsistent, so I would probably pass most of the time.
Twig of the World Tree Rating 2 (Good): It gives a boost to your Hero Power, allowing you to have +2 Attack for 5 turns and offers the potential for a VERY big turn 8 by giving you a total of 18 mana to play with.
Val'anyr Rating 1(Excellent): You can get some amazing value out of this Weapon with the buff and recursion aspect of it. The fact that the weapon equips automatically after the minion dies and you don't have to cast it again is really awesome too!
Woecleaver Rating 4(Poor): I'm not a fan of this card. It's really expensive with a completely unreliable Recruit effect. It sounds cool, but I got over that fairly quickly.
Zola the Gorgon Rating 2(Good): This could really come in handy, especially in late game and you've just played your Bonemare or dropped a Primordial Drake a turn earlier. The golden version is irrelevant, but it sure will look pretty!
EPIC:
Arcane Tyrant Rating 3(Average): This is going to be really good in the right deck, but even if you have to pay for it I'd say it's still okay.
Astral Tiger Rating 3(Average): This is a cool concept, but could prevent you getting to the cards you need in the late game. Few things will be more frustrating than digging for your removal or a Taunt, only to draw this again.
Bladed Gauntlet 4(Poor): This is really going to depend on your draft, but it's often going to cost you at least 4-mana total to make this a 2/2 Weapon that can't attack Heroes. Most of the time I'd say that is terrible, but with so many new cards that add Armor for Warrior it's possible to make this a large Weapon.
Branching Paths Rating 2(Good): I love the flexibility of the card, and it could replace Savage Roar in a pinch. On the flip side, gaining 12 Armor in a single turn can be the difference in the outcome of a game, especially when only one turn matters, and it usually does.
Call to Arms Rating 1(Excellent): I think this is great value and certainly better than Doppelgangster since it costs 1-mana less and can include 2/3 or 3/2 minions. This card allows you to thin your deck and get rid of all your low-cost minions, and even gives you one of them for free. I'd say it's a pretty good deal all the way around.
Carnivorous Cube Rating 2(Good): This card has good stats on its own and you can get some insane value from it by saving a minion that's about to die or using it on a Deathrattle minion like Crystalline Oracle, Eggnapper, and Bone Drake, to name a few.
Cataclysm Rating 4(Poor): I don't like this card. I'm not putting it at a 5, simply because of the cost and board impact, but discarding your hand is awful. Luckily, Warlock can easily get card advantage again by using their Hero Power, but unless your opponent's hand was empty you're probably going to be struggling to get ahead.
Corridor Creeper Rating 1(Excellent): It shouldn't be hard to get a discount on this minion because it doesn't have to be your minions that die, anything will work! You'll be seeing a lot of comparisons to this and Nerubian Prophet.
Crushing Walls Rating 2(Good): I think this could be really useful, considering it just outright kills the minions, regardless of Health. It's like a mega Deadly Shot, but positioning is going to matter for this one.
Deck of Wonders Rating 5(Terrible: I only like to use random effects when I'm desperately digging for a solution. With this card you never know when you'll draw the spells, what they'll be, and who you'll target. You could be ahead and either kill yourself or the main minion that's keeping you alive. If I'm doing something random I at least want to be able to control WHEN it's going to happen, and in that respect, be able to have some influence on the board state before it happens.
Dragonhatcher Rating 5(Terrible): It's another expensive card with awful stats that is definitely meant for constructed play.
Dragon's Fury Rating 4(Poor): This is really going to be draft dependent, because you could potentially draw nothing or hit for less than 3 (which would make this an overcosted Volcanic Potion). Unfortunately, it's going to be pretty unreliable for Arena most of the time.
Evasion Rating 3(Average): I'm undecided on this one, and although it's like a pseudo Ice Block you can still take fatal damage, depending on what your opponent attacks you with first. It will probably cause some problems if your opponent is testing for Sudden Betrayal, but I still don't know how good it's going to be.
Fal'dorei Strider Rating 1(Excellent): The value from this card is outstanding and there's no downside. You've got the potential to get 16/16 worth of stats after paying only four mana. Well, there is actually one downside to this card. You can expect to see it paired against Vilespine Slayer in your draft, and that decision is going to hurt!
Grand Archivist Rating 5(Terrible): Bad stats and bad effect. Every spell is precious in Arena and the last thing you want to do is to start casting them with random targets.
Level Up! Rating 5(Terrible): This is a really expensive card for a specific type of deck. If you've got a ton of Lost in the Jungle, Stand Against Darkness, or Vinecleaver, then maybe you can make a convincing case for it.
Psychic Scream Rating 2(Good): This is pretty astounding removal for Arena, but it's likely going to leave you with an empty board too, unless you have something cheap you can cast. This will definitely be the source of many, many screams, psychic or otherwise.
Reckless Flurry Rating 4(Poor): You can easily get a Consecration out of this for 5-mana, but you lose the Armor AND it deals the damage to all your minions too. It pairs really well with the other card revealed with it, Drywhisker Armorer, but neither are Common, so they're going to be more difficult to draft together. I think I would rather stick with Brawl if I had a choice between the two of them.
Rummaging Kobold Rating 4(Poor): Most of the classes won't be able to use this (I know they all have the Legendary Weapons now, but consider a typical draft). It will be totally draft dependent, even with a Weapon-wielding class.
Shimmering Courser Rating 4(Poor): This is another cool card that has way more potential in Constructed than in Arena.
Spiteful Summoner Rating 4(Poor): It's difficult to decide where this one is gonna land, but I feel like it's definitely better for constructed where you can build your deck with high-cost spells. In Arena I think often times you're going to have cheaper removal that gets revealed and it may not be worth the cost. If you only have a couple of expensive spells, then that would certainly bump it up in value.
To My Side! Rating 5(Terrible): This will never, ever, ever work in Arena. I'm sure there is some other unrevealed card(s) that may make this feasible in Constructed, but it's utter garbage for Arena.
Twilight Acolyte Rating 4(Poor): It definitely goes up in rating if you have drafted several dragons, otherwise it's a pretty 'meh' 3-drop.
Unstable Evolution Rating 1(Excellent): The fact that you can evolve one or several minions multiple times in one turn is pretty amazing and offers great value. If you play a 5-drop on the following turn you could potentially upgrade it to a 10-drop! It's very flexible in how it can be used and I would expect all sorts of crazy combinations and shenanigans with this card. Be prepared!
Voidlord Rating 3(Average): It's a huge Taunt that can easily delay your opponent, without including the three minions that spawn from his Deathrattle. Although he's quite expensive he may just give you a couple of extra turns to finish off your opponent.
Void Ripper Rating 3(Average): This seems decent enough and you could certainly get some value from early cards like Fire Fly. I guarantee this will make for some crazy plays in the late game too, by giving you the ability to topple some large Taunts.
Windshear Stormcaller Rating 4(Poor): I think there are better options for a 5-drop and it's unlikely that you'll get to summon Al'Akir the Windlord. Even if you do meet those conditions, I would be surprised if it had a huge impact on the game.
RARE:
Crystal Lion Rating 2(Good): I think it's fine by itself, but you could potentially reduce the mana cost quite a bit, especially with a Lost in the Jungle or Vinecleaver.
Duskbreaker Rating 4(Poor): This is one of those cards that requires several things to happen before it can be used effectively. You've got to have another Dragon in your hand AND you need to have a clear board (unless you want to kill your minions too). For Arena I feel it's just too conditional and tricky to draft.
Ebon Dragonsmith Rating 4(Poor): His stats are bad and the effect will be unlikely to trigger, but I suppose he has some potential interaction with other cards since he is a Dragon.
Elven Minstrel Rating 2(Good): I really like this card and don't think you'll have a problem getting the Combo. I feel like it's a great way to thin your deck in the late game too.
Explosive Runes Rating 3(Average): It's a Snipe for Mage that punishes your opponent for trying to play around it. I'm not crazy about it, but I think it's alright. This could be tricky to play around in the late game when life totals are dwindling.
Feral Gibberer Rating 3(Average): If you drop this first turn, your opponent may have a difficult time coping unless they have AOE or a Taunt they can throw in front of it. This is a card that must be dealt with, and thankfully it can easily be killed. You don't want it to leave it unchecked or it will snowball out of control.
Furbolg Mossbinder Rating 4(Poor): It seems alright, but you've still got to have a minion on the board for it to be worth anything. One thing to keep in mind is you're losing the stats from the minion you transform, so unless it was a 0/1 or 1/1 it's not as good as you might think.
Gather Your Party 4(Poor): I don't see getting a lot of mileage out of this one because you can't choose or Discover the minion you get. There will be way too many times you're paying 6 mana for a 2-drop.
Gravelsnout Knight Rating 4(Poor): Most of the time I don't think you'll be thrilled at the outcome and it's going to be super frustrating if you summon your opponent their own Gravelsnout Knight.
Greedy Sprite Rating 3(Average): It's a fragile minion, but I like the ramp effect that it offers. Anything that gets you a turn closer to Bonemare is a good thing, right?
Grizzled Guardian 3(Average): It's probably going to be hit or miss, but you should get at least 2 two-drops out of it and that should cover the overall cost of this minion. This one really hurts if your opponent Silences or steals it.
Hooked Reaver Rating 2(Good): If you don't get the Battlecry it's a decent enough minion, but if you're at 15 Health or less, then this easily moves up to an Excellent rating!
Hungry Ettin Rating 3(Average): This is a huge Taunt, but I can't help but feel like it's giving too much to your opponent. Of course, if they can't deal with it right away, things aren't going to be looking so good for them. Don't be surprised to see a Doomsayer pop up every once in awhile just to ruin your day.
Kobold Barbarian Rating 4(Poor): If you get this early he probably ranks a bit higher, but after that it's really a toss-up for how well he'll perform. There will be the occasional chance that he gets lethal for you, but it's not going to be a consistent minion at all.
Kobold Illusionist Rating 4(Poor): If its special ability was a Battlecry instead of a Deathrattle I think it would be slightly better. As it stands right now, the cost is just a little too much.
Kobold Monk Rating 3(Average): Most of the time the inability to use a Hero Power on an opponent won't be a huge factor, but the stats are good for the cost of this minion.
Lesser Amethyst Spellstone Rating 2(Good): There are several common cards that will help boost this card's value when K&C initially drops, but you've still got plenty of other cards that deal damage to you (Flame Imp, Abyssal Enforcer, Hellfire, etc.). The Lifesteal aspect is great, but this would really be awesome if you could target players instead of just minions. That would probably be a ridiculous upgrade, though.
Lesser Diamond Spellstone Rating 5(Terrible): You're paying 7 mana to possibly resurrect garbage. Well, technically 2-drops, but who wants those on turn seven? Not to mention, the upgrade is going to be quite difficult to pull off in Arena.
Lesser Emerald Spellstone Rating 2(Good): I think this is a good card by itself and if you do manage to upgrade it (which is not that difficult) then it easily bumps up to Excellent status.
Lesser Jasper Spellstone 1(Excellent): Cheap removal that can evolve to be even better looks pretty good to me. With Claw, Bite, Gnash, Feral Rage, and others, it really shouldn't be too hard to hit an upgrade on this one.
Lesser Mithril Spellstone Rating 5(Terrible): Although the amount of weapons offered in Arena have increased it's still no guarantee to get an upgrade on this spell. Don't forget, you've got to have this in your hand when you play the weapon in order to get the upgrade. If you consider the worst-case scenario and you're just getting a 5/5 minion, then it isn't worth the mana cost at all.
Lesser Onyx Spellstone Rating 4(Poor): This is really situational, so I think I'd rather have an Assassinate instead.
Lesser Pearl Spellstone Rating 3(Average): Obviously they didn't want this to work with Truesilver Champion, but it would go great with the Benevolent Djinn. Of course it needs to be in your hand to get the upgrade, so most of the time it's just going to be mediocre.
Lesser Ruby Spellstone Rating 4(Poor): Most of the time I would rather have a Shimmering Tempest, but in the right deck this would definitely bump up in rating.
Lesser Sapphire Spellstone 5(Terrible): Molten Reflection for Mage already does the same thing at 3 mana cheaper. It's just too expensive to really be effective, but could turn out to be insane with something like Earth Elemental or Flamewreathed Faceless.
Leyline Manipulator Rating 2(Good): At the worst it's a Chillwind Yeti, but has the potential to give you some cheap cards with its Battlecry.
Lone Champion Rating 3(Average): It could be awkward if you draw it later in the game, but if you've got it from the start you could either Coin it out or play it after trading 2-drops with your opponent. I would rather have a Tar Creeper, so I would expect a little more out of a Rare minion.
Murmuring Elemental Rating 4(Poor) Most of the time it will be garbage, but there will be some Battlecry minions that will be worth it, like Fire Elemental and Bonemare. It's going to be hit or miss and may sit in your hand doing nothing.
Possessed Lackey Rating 5(Terrible): The cost and stats are terrible and the ability is a Deathrattle. You're also going to be really disappointed when you Recruit a Voidwalker from this.
Primal Talismans Rating 5(Terrible): It seems like trash for Arena. Sure, you may see those annoying moments where each minion your opponent kills spawns a Stoneclaw Totem, but most of the time I think it's just going to be a disappointment and a waste of a card slot in your deck.
Scorp-o-matic Rating 4(Poor): Most of the time it's going to be a crappy two-drop, but it can really come in handy when you're facing a Shaman or your opponent starts off with a Fire Fly. I was really surprised to see this lone Mech for the new set! This makes me think we'll definitely see more Mechs again in the next set or two down the road.
Seeping Oozeling Rating 4(Poor): Most of the time the result is going to be decent, unless you get extremely unlucky with a Bomb Squad in your deck. It still seems a little overcosted to me, since the stats match other 4-cost minions. The Deathrattle you get would need to be pretty good to make up for that.
Shrieking Shroom Rating 3(Average): If this pops out a Shieldbearer I think it becomes an annoyance, but I'm not sure it will live long enough to make a huge impact. I'm also not sure you want to leave it out there, filling your board with 1-cost minions. Unless you have a Bloodlust, they probably aren't going to win you the game.
Twilight's Call Rating 4(Poor): You need a Deathrattle heavy deck to make this work, but you could get some real value with Crystalline Oracle, Shifting Shade, or Obsidian Statue.
Unidentified Maul Rating 2(Good): This is a solid weapon with immediate board impact (as long as you don't play it on the turn you draw it). I like all of the different versions (Purifier's Maul, Sacred Maul, Champion's Maul, and Blessed Maul) and it's going to have the ability to turn some games for you, depending on which one you get.
Wandering Monster Rating 3(Average): This could turn out to be okay for Hunter. It's like a Misdirection that you don't have to worry about hitting your face or one of your other minions. If it happens in the early game there's even a decent chance the summoned minion could survive.
COMMON:
Arcane Artificer Rating 3(Average): Normally I think this is going to be a mere annoyance, but if you manage to hang on to him with a Cabalist's Tome, then suddenly your initial Armor gain starts to get out of hand. Even getting one use from this minion, coupled with a Flamestrike, could be crucial in the late game.
Barkskin Rating 3(Average): There are a lot of 1 Health minions that could actually be a threat after getting this (like the Cursed Disciple, but I don't think it's going to break the game.
Benevolent Djinn Rating 3(Average): Healing is usually not a major factor in drafting for Arena, but 3 Health a turn is a pretty large amount and you're guaranteed to get at least one heal since it hits at the end of your turn. The stats are alright, and it's an Elemental, so it could help to trigger some of your other minions.
Boisterous Bard Rating 3(Average): If you hit at least one other minion it's decent, giving you combined stats of 3/3 for three-mana.
Candleshot Rating 2(Good): Early ping ability with immunity? Yeah, that seems good to me!
Cave Hydra Rating 3(Average): I like it, but the 2 Attack is only so-so. If you're able to hit this with a Houndmaster or Bonemare, then it becomes insanely good!
Cavern Shinyfinder Rating 3(Average): It's a nice way to thin out your deck and get a Weapon in the process, but this guy is very fragile. You could definitely have fun drawing into a Perdition's Blade.
Cheat Death Rating 3(Average): Rogues are going to have 3 Secrets in this expansion and here's one of them. It's like a Shadowstep that you have less control over. I think it could be alright, but I'm not sure how to evaluate it yet. With so few Secrets to start with, it's going to be pretty easy to play around this too.
Corrosive Sludge Rating 3(Average): It's a bigger Acidic Swamp Ooze and I think the cost is just fine whether, you trigger the Battlecry or not.
Crushing Hand Rating 2(Good): The Overload sucks, but it's good, cheap removal for big minions in your way.
Cursed Disciple Rating 4(Poor): It's just so easy to kill, but it has the potential to be problematic and is a great answer to Tar Creeper.
Dark Pact Rating 4(Poor): It's a huge Health gain, but as we've always observed in the past, heals are not a priority card in Arena. Sure, it will come in handy in the right situation, but it won't consistently be something you want to draw.
Dire Mole Rating 3(Average): It seems okay for a one-drop and could have some benefit with the Beast tag, but it's definitely nothing to get too excited about.
Dragonslayer Rating 3(Average): If you trigger the Battlecry this easily moves up to a 1, but otherwise it's just an average three-drop.
Drygulch Jailor Rating 3(Average): It's a decent card that fills your hand and allows you to put out a lot of small minions. This could be a lot of fun with Twilight Drake, Lightfused Stegodon, and Frostwolf Warlord.
Drywhisker Armorer Rating 4(Poor): I can see that Blizzard really, really wants Warriors to care about Armor in this expansion, but in Arena it's just not going to be that important. If you're getting ran over by an aggro deck this can help you gain your footing by all the Armor gain. Otherwise, I don't see much use for it.
Flanking Strike Rating 1(Excellent): Great removal and minion for the cost!
Fungal Enchanter Rating 2(Good): By itself this card is fine, but the healing effect would normally cost two more mana (see Darkscale Healer), so this is pretty good!
Fungalmancer Rating 4(Poor): If you've already got the board, then this is a great card. If you're only hitting one minion, then you're only getting 4/4 worth of combined stats for 5-mana...and that's not a good deal.
Gemstudded Golem Rating 2(Good): That is a really large Taunt for only 6 mana! I don't think it will be too difficult to get the Armor necessary to attack, but even if you don't, it's still a big wall for your opponent to break through.
Gilded Gargoyle Rating 4(Poor): Getting The Coin is probably not enough of a reason to draft this.
Green Jelly Rating 3(Average): It's like a mini Hogger, and it will often create problems for your opponent. It will at least add another hurdle for them to get through and it has to be killed or it will get out of hand.
Guild Recruiter Rating 3(Average): If you Recruit anything for 3-4 mana, then it's probably pretty good. Anything less and it's just going to be overcosted for the effect. Grim Necromancer already puts out 4/6 worth of combined stats for only 4 mana, so I think it needs to do better than that in order to be worth it.
Healing Rain Rating 3(Average): That is a lot of healing for your side of the board and could really help make some favorable trades and continue to stay alive.
Hoarding Dragon Rating 1(Excellent): Everyone will make the obvious comparison to Hungry Dragon, but because this one has a Deathrattle instead of a Battlecry, I think it is much better. Such a large minion on turn four is going to be difficult to deal with and I don't think giving your opponent two copies of The Coin are a huge downside.
Ironwood Golem Rating 4(Poor): This is a worse Sen'jin Shieldmasta and even though it can protect you, the inability to Attack is a real drawback. I think I'd rather just have a Tar Creeper.
Kobold Apprentice Rating 3(Average): I like that it only hits enemies, but the stats are really terrible. I think I'd rather go for Mad Bomber and risk hitting myself.
Kobold Hermit Rating 3(Average): The stats are terrible, but I don't know how many times I've prayed to the gods of HS when using my Hero Power to get a Stoneclaw Totem or Wrath of Air Totem because it was absolutely crucial in my particular situation. This can get you exactly the totem you need for the same cost as your Hero Power, except now you've got a 1/1 body on the board too.
Kobold Librarian Rating 1(Excellent): You're getting the effect of your Hero Power and a 2/1 body for only 1 mana! This is truly an amazing card for Warlock - and it's Common!
Oaken Summons Rating 4(Poor): It pairs nicely with the Ironwood Golem but is going to be pretty unreliable.
Plated Beetle Rating 3(Average): I think it's fine for a two-drop and has some benefits for Warrior and Druid.
Potion of Heroism Rating 2(Good): It's an improved Hand of Protection and replaces itself, since you're drawing a card. Looks pretty good to me!
Psionic Probe Rating 3(Average): You will be disappointed if your opponent has no remaining spells in his/her deck, but most of the time this might as well be a a Mind Vision and you never know what you'll get. At the very least, you know you won't draw The Coin.
Raven Familiar Rating 3(Average): It's cool to see the Joust mechanic making a return and this seems like a decent card. The downside is that your opponent sees the spell you draw, so it's much easier to play around.
Sewer Crawler Rating 3(Average) It's been pointed out this is basically a reverse Razorfen Hunter, and I have to agree.
Shifting Scroll Rating 3(Average): It's like a Shifter Zerus or Molten Blade for Spells, but I'm not crazy about either one of those.
Shroom Brewer Rating 3(Average): It's seems like there are a lot of Common heals appearing in this set, and while they're nice, it doesn't really add much value to this minion.
Silver Vanguard Rating 5(Terrible): The stats are terrible, the effect is a Deathrattle, and you need an 8-cost minion in your deck to get anything. I think I'll pass on this one.
Sleepy Dragon Rating 3(Average): This guy is huge and won't be easy for your opponent to get rid of, but I think I'd rather take the extra Attack and less Health from the Giant Mastodon.
Sneaky Devil Rating 3(Average): This has the potential to be truly annoying, as it is a Stealthed Raid Leader. You may be able to force your opponent into a less than optimal AoE just to get rid of it, because they really can't leave it on the board indefinitely.
Stoneskin Basilisk Rating 2(Good): If your opponent can't use their Hero Power to pop its shield, you're going to be able to get some really good value and huge annoyance factor out of this minion.
Sudden Betrayal Rating 2(Good): This is another one of the new Rogue Secrets and I can see this causing a lot of trouble. It's strictly a better Misdirection, because it will only redirect to another enemy minion. This will be harder to play around, depending on the board state, and it could absolutely devastate your opponent.
Toothy Chest Rating 3(Average): I know this is easier to kill outright over its brother, Validated Doomsayer, but I think it will surprise us how often it is still a big, early threat.
Trogg Gloomeater Rating 2(Good): This will definitely cause problems, since it has Taunt, and the Attack power is irrelevant due to being a Poisonous minion.
Unidentified Elixir Rating 2(Good): All the variations of the Elixirs look pretty good and give a chance for some fun moments in game.
Unidentified Shield Rating 3(Average): No one cares about the Armor gain, so the important thing is what you're getting in addition to that. When you look at it, none of them are really overwhelming and the Tower Shield +10 definitely rates lower on the chart.
Violet Wurm Rating 2(Good): As long as it doesn't get hit with Polymorph you're looking at 14/14 worth of combined stats for only eight mana!
Wax Elemental Rating 4(Poor): This will buy you a couple of turns, but it's still pretty crappy.
Vulgar Homunculus Rating 1(Excellent): This is another awesome card for Warlock! I absolutely do not care about the damage it does to you. It has outstanding stats for the 2-mana price tag and Common rarity.
"To build or destroy...only you decide which joy." - Last Crack
TOKENS/BUFFS
"To build or destroy...only you decide which joy." - Last Crack