We didn'd get a offical ''arena impact'' thread for this expansion on this site (you can find it HERE), but we can still discuss some of the best and biggest cards of ROS.
5 - Hench-Clan Shadequill - While healing is more valuable nowadays (or we will see exactly how much with the big rotation), you are still more than happy to give your opponent 5 health if you can put down a minion with such nice stats. If this was for any other class it probably woudn't get the number 5 spot, but since this is priest we are talking about. if you can play this on curve you will gain a big advantage, and can be still annoying later in the game.
4 - Hagatha's Scheme - There is no doubt that this card can (will) fail pretty hard sometimes, and can be a bit of a pain to really use it's full potential. However, AOE effects have always been a very important thing in arena and the chance to clear the entire board for 5 mana with no overload is certainly a nice thing. Plus the shaman will need some AOE for this set.
3 - Power of Creation - Pure, simple value. You might be really unlucky sometimes, but even getting two 5/5 vanilla minions is decent, and there are allot of other way better options.
2 - Convincing Infiltrator - Annoying and dangerous at the same time. While there are times you would want to instantly kill a minion, the fact that this has taunt means that your opponent will need to spend resources (or attacks) and lose a minion along the way unless he has a silence which is not all that often.
1 - Unidentified Contract - I don't think giving more removal options to classes that already have good options is a great idea, but rogues can now have fun with arguably the best removal in the arena. Even the ''worst'' bonus of getting 2 coins can still be (really) useful and the other bonuses are pretty crazy. You either get a guaranteed Holy Water, a better Meteor (since most of the time you will kill something with more than 3 attack, plus you don't need to worry about divine shield) or a poisionus that will further mess up your opponent's plays.
NEUTRAL
Man, these sure are some of the most middle of the road cards we got in quite a while. Most of them range from meh - good, and very few of them are awful or amazing (atleast compared to other expansions). There are some worthwile cards to talk about though.
5 - Dalaran Crusader - For non-ping classes this can be quite a big mid-game threat.
4 - Eccentric Scribe - This might not be on the level of Violet Wurm but that is kinda hard to acheive anyway. It has enough attack to be a decent threat, and still annoying enough with the 1/1 minions even if he is killed by a low-cost minion.
3 - Violet Warden - Taund and spell damage might not be the best combination, but we know Nesting Roc can be a big turnaround with taunt. Having taunt for sure, and spell damage that will come quite handy every once in a while for 1 more mana is a very reasonable price.
2 - Burly Shovelfist - I might be overrating this a bit, but this can kill the majority of minions and still stay on the board as a 9 damage threat. For a neutral card that is most impressive.
1 - Hench-Clan Hag - The stats are distributed perfectly and that makes all the difference when you play a minion like this.
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We didn'd get a offical ''arena impact'' thread for this expansion on this site (you can find it HERE), but we can still discuss some of the best and biggest cards of ROS.
CLASS
Honorable mention: Omega Devastator, The Forest's Aid, Marked Shot
5 - Hench-Clan Shadequill - While healing is more valuable nowadays (or we will see exactly how much with the big rotation), you are still more than happy to give your opponent 5 health if you can put down a minion with such nice stats. If this was for any other class it probably woudn't get the number 5 spot, but since this is priest we are talking about. if you can play this on curve you will gain a big advantage, and can be still annoying later in the game.
4 - Hagatha's Scheme - There is no doubt that this card can (will) fail pretty hard sometimes, and can be a bit of a pain to really use it's full potential. However, AOE effects have always been a very important thing in arena and the chance to clear the entire board for 5 mana with no overload is certainly a nice thing. Plus the shaman will need some AOE for this set.
3 - Power of Creation - Pure, simple value. You might be really unlucky sometimes, but even getting two 5/5 vanilla minions is decent, and there are allot of other way better options.
2 - Convincing Infiltrator - Annoying and dangerous at the same time. While there are times you would want to instantly kill a minion, the fact that this has taunt means that your opponent will need to spend resources (or attacks) and lose a minion along the way unless he has a silence which is not all that often.
1 - Unidentified Contract - I don't think giving more removal options to classes that already have good options is a great idea, but rogues can now have fun with arguably the best removal in the arena. Even the ''worst'' bonus of getting 2 coins can still be (really) useful and the other bonuses are pretty crazy. You either get a guaranteed Holy Water, a better Meteor (since most of the time you will kill something with more than 3 attack, plus you don't need to worry about divine shield) or a poisionus that will further mess up your opponent's plays.
NEUTRAL
Man, these sure are some of the most middle of the road cards we got in quite a while. Most of them range from meh - good, and very few of them are awful or amazing (atleast compared to other expansions). There are some worthwile cards to talk about though.
5 - Dalaran Crusader - For non-ping classes this can be quite a big mid-game threat.
4 - Eccentric Scribe - This might not be on the level of Violet Wurm but that is kinda hard to acheive anyway. It has enough attack to be a decent threat, and still annoying enough with the 1/1 minions even if he is killed by a low-cost minion.
3 - Violet Warden - Taund and spell damage might not be the best combination, but we know Nesting Roc can be a big turnaround with taunt. Having taunt for sure, and spell damage that will come quite handy every once in a while for 1 more mana is a very reasonable price.
2 - Burly Shovelfist - I might be overrating this a bit, but this can kill the majority of minions and still stay on the board as a 9 damage threat. For a neutral card that is most impressive.
1 - Hench-Clan Hag - The stats are distributed perfectly and that makes all the difference when you play a minion like this.