Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
Versatility is pretty good though because it can also be played as a 3 mana 2/2 and Deathrattle: Destroy a random enemy minion. Druid Choose One cards show that versatility can be really good. I think if there's a midrange Mech deck this would fit in amazingly.
I would not think that Consider the Past is a premium card. On average you get 2 playable cards from it. And generally randomly generated cards are worse then ones you draft. It's about right. I'd rather take Tome since it narrows your choices to a class instead of being able to get Confuse for example.
I wouldn't call Consider the Past a premium card exactly and wouldn't pick it unless I had a deck that justified the tempo loss but it is amazing value. I don't think Tome is better in the slightest, mainly because although your're narrowing down the card pool you're not necessarily increasing the quality of potential cards. There are 34 Mage spells in Standard and 15 of them (46%) range from trash to okayish , the other 17 (54%) range from good to great. So you've got about a little more than a 50/50 chance of getting something at least good. There are 145 wild spells. 80 (55%) of them range from trash to okayish and 65 (45%) of them range from good to great. So you've got a little under a 50/50 chance of getting something at least good. There are a lot of trash cards in Wild but for every Confuse, there's a Dragonfire Potion. I still think Conisder the Past is way better than Cabalist Tome though. The Wild spell cardpool is worse than the mage one but only ever so slightly. A 1 mana discount is definitely worth the slightly worse cardpool you pull from imo
So I've seen people hyping up Hunter and Shaman as the expected best arena classes but from the games I've played: Three 12 win runs on Mage yesterday, on Shaman I got one 7 wins and one 6 wins. I haven't tried hunter yet but I've played against quite a few and tbh their exclusives are good but it doesn't seem to be that insane. Let me explain why I think these classes aren't as good as people thought and why Mage is top dog IMO.
Hunter: Chronoshot and Infinite Wolf are insanely powerful standalone cards both 5 star cards for sure. The problem is that Hunter in general isn't that amazing in Arena. Having a hero power that doesn't affect the board and very little card draw/aoe generally means if you fall behind you just lose. Sure Chronoshot and Infinite Wolf make it harder to fall behind but it's still relatively easy for classes with aoe to clear the board and after that they just win.
Shaman: Stasis Elemental is pretty strong for sure but after you kill it, whatever it froze can immediately attack which makes it a lot worse than I initially thought. In practice I found I'd play it on 4 and freeze their 3 drop and have a pretty good tempo lead but if they had removal later on, them being able to attack immediately with the frozen minion really hurt.
Master of Realities on the other hand is really powerful and I think it singlehandedly brings Shaman up to the 2nd best class behind mage which I'll get to in a second. Just playing it flat on 6 with no combo piece is fine. a 5/7 for 6 is reasonable stats and it's pretty likely to stick around for your turn 7. Even if you just hero power and play a 5 drop you're getting a lot of value. Not to mention combos with cards like Saronite Chain Gang etc.
Mage: Cavern Dreamer is busted. That's it. That's the sole reason I think Mage is far and away the best class. I'm trying to wrap my head around why most people on here rated Cavern Dreamer as "pretty good" instead of batshit bonkers. It's basically Mana Tide Totem but with +1 attack and -1 Mana. I know what you're thinking, "Yeah but Mana Tide draws a card which is better than adding a random low cost spell to your hand." Arguably drawing a low cost spell is better in the early game than drawing a card from your deck because you're far more likely to get a card you can immediately play rather than draw a high cost card from your deck. There are 129 spells that cost 1-2 mana. Out of those, about 47 range from bad to useless (36%). The other 82 range from pretty good to insane (64%) So if you play this card on turn 2 you're getting a 1/3 and a 64% chance to draw a pretty good card that is most likely going to be useful especially in the early game. If your opponent doesn't immediately kill it then every single turn after that you're generating insane value. So many times I've played it on turn 2 and had my opponent play a 3/2 or a 2/3 into it but I use a card generated by Cavern Dreamer to kill it. 46/129 possible spells he generates are either buffs or early game removal that can be used to keep him alive if they don't have an immediate answer. Not to mention the card has insane synergy with cards like Mana Wyrm, Sorcerer's Apprentice, Leyline Manipulator, Vex Crow etc. If you just play it and they immediately remove it your opponent had to waste a card to deal with it and you lost no card advantage. Rarely ever does that happen because they'd need to a have a 2 mana deal 3 damage on turn 2 which isn't very likely. So nearly in every game that you have it on turn 2 you get at least 2 draws out of it. I've ran away with so many games because I've gotten 2-3 draws off Cavern Dreamer and forced the opponent to waste so many resources to get rid of it that by the time they do they're too behind in tempo and card advantage to win. Cavern Dreamer also has really good synergy with Possibility Seeker because even though the low cost spells are arguably better than cards from your deck in the early turns, by turn 4 they're not as useful and it's really good to be able to shuffle them back into the deck to draw higher cost cards.
Consider the Past is really an amazing card even if it gets completely overshadowed by the brokenness that is Cavern Dreamer. Consider the Past is basically as good as a Cabalist Tome with a 1 mana discount. Cabalist Tome was a reasonably good card. Putting a 1 mana discount on it makes it really good. Not much else to say other than the fact that your hand can get a bit cloggy with Consider the Past + Cavern Dreamer.
Mage as a class also has pretty good synergy with quite a few of the new Neutrals.
Timebound Giant is a much better card in classes with card draw and with Arcane Intellect and Book of Specters, Mage isn't lacking in that department.
Temporal Anomaly is a really good card in general but Mage in particular has a lot of spell synergy.
Timeway Wanderer works best if you hit a spell that costs 5 or more and oh boy does mage have quite a few really good high cost spells.
Not only do I think Cavern Dreamer is the best arena exclusive, I think Cavern Dreamer is literally the best single card in any class in arena right now and that, coupled mage getting a pretty good card in Consider The Past and the fact that mage has natural synergies with a lot of the neutrals and has always been a really solid arena class makes mage the best class in this new arena meta. This is just my opinion though.
Lackey seems iffy. As does spiteful. Likely it will be too strong until new 10 drops come in. Delaying one turn might not mean you pull your big spells before your pull a summoner consistently enough to balance out the free 12/12 or 8/8.
Was hoping for a change to Doomguard, as even if it is less likely, it will still feel bad to lose to
Turn 6 Lackey, Turn 7 - kill the lackey, pull the doomguard, cube it, dark pact for 15 damage. If dark pact cost 2 it would at least give you one or two more turns...
Turn 6 Lackey, Turn 7 - kill the lackey, pull the doomguard, cube it, dark pact for 15 damage. If dark pact cost 2 it would at least give you one or two more turns...
Even if dark pact cost 2 they could still do this combo... Turn 6 Lackey, turn 7 pull doomguard and 5 mana cube + 2 mana pact on 7.
So I got Coldarra Drake off Unstable Portal and you can just infinitely start your turn over until you get whatever result you want. Yeah it's kinda tedious and you could just win by playing it out normally but there's something really satisfying about winning with blingtron by reseting until it gives your opponent cursed blade and gives you a weapon with enough attack to kill them.
The problem with a full control deck nowadays is surviving long enough to play jaina. Once you play jaina and survive a turn you generally win the game. Baku's 2 damage helps you clear the enemy board much more consistently against aggro which (in meta without ice block) is pretty necessary.
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Amazing potential if Shaman gets some good spells this set. With what Shaman has now it's pretty meh.
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Seems amazing in Big Ramp Druid
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Versatility is pretty good though because it can also be played as a 3 mana 2/2 and Deathrattle: Destroy a random enemy minion. Druid Choose One cards show that versatility can be really good. I think if there's a midrange Mech deck this would fit in amazingly.
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Holy shit that's insane. 12 wins I'd imagine?
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I wouldn't call Consider the Past a premium card exactly and wouldn't pick it unless I had a deck that justified the tempo loss but it is amazing value. I don't think Tome is better in the slightest, mainly because although your're narrowing down the card pool you're not necessarily increasing the quality of potential cards. There are 34 Mage spells in Standard and 15 of them (46%) range from trash to okayish , the other 17 (54%) range from good to great. So you've got about a little more than a 50/50 chance of getting something at least good. There are 145 wild spells. 80 (55%) of them range from trash to okayish and 65 (45%) of them range from good to great. So you've got a little under a 50/50 chance of getting something at least good. There are a lot of trash cards in Wild but for every Confuse, there's a Dragonfire Potion. I still think Conisder the Past is way better than Cabalist Tome though. The Wild spell cardpool is worse than the mage one but only ever so slightly. A 1 mana discount is definitely worth the slightly worse cardpool you pull from imo
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So I've seen people hyping up Hunter and Shaman as the expected best arena classes but from the games I've played: Three 12 win runs on Mage yesterday, on Shaman I got one 7 wins and one 6 wins. I haven't tried hunter yet but I've played against quite a few and tbh their exclusives are good but it doesn't seem to be that insane. Let me explain why I think these classes aren't as good as people thought and why Mage is top dog IMO.
Hunter:
Chronoshot and Infinite Wolf are insanely powerful standalone cards both 5 star cards for sure. The problem is that Hunter in general isn't that amazing in Arena. Having a hero power that doesn't affect the board and very little card draw/aoe generally means if you fall behind you just lose. Sure Chronoshot and Infinite Wolf make it harder to fall behind but it's still relatively easy for classes with aoe to clear the board and after that they just win.
Shaman:
Stasis Elemental is pretty strong for sure but after you kill it, whatever it froze can immediately attack which makes it a lot worse than I initially thought. In practice I found I'd play it on 4 and freeze their 3 drop and have a pretty good tempo lead but if they had removal later on, them being able to attack immediately with the frozen minion really hurt.
Master of Realities on the other hand is really powerful and I think it singlehandedly brings Shaman up to the 2nd best class behind mage which I'll get to in a second. Just playing it flat on 6 with no combo piece is fine. a 5/7 for 6 is reasonable stats and it's pretty likely to stick around for your turn 7. Even if you just hero power and play a 5 drop you're getting a lot of value. Not to mention combos with cards like Saronite Chain Gang etc.
Mage:
Cavern Dreamer is busted. That's it. That's the sole reason I think Mage is far and away the best class. I'm trying to wrap my head around why most people on here rated Cavern Dreamer as "pretty good" instead of batshit bonkers. It's basically Mana Tide Totem but with +1 attack and -1 Mana. I know what you're thinking, "Yeah but Mana Tide draws a card which is better than adding a random low cost spell to your hand." Arguably drawing a low cost spell is better in the early game than drawing a card from your deck because you're far more likely to get a card you can immediately play rather than draw a high cost card from your deck. There are 129 spells that cost 1-2 mana. Out of those, about 47 range from bad to useless (36%). The other 82 range from pretty good to insane (64%) So if you play this card on turn 2 you're getting a 1/3 and a 64% chance to draw a pretty good card that is most likely going to be useful especially in the early game. If your opponent doesn't immediately kill it then every single turn after that you're generating insane value. So many times I've played it on turn 2 and had my opponent play a 3/2 or a 2/3 into it but I use a card generated by Cavern Dreamer to kill it. 46/129 possible spells he generates are either buffs or early game removal that can be used to keep him alive if they don't have an immediate answer. Not to mention the card has insane synergy with cards like Mana Wyrm, Sorcerer's Apprentice, Leyline Manipulator, Vex Crow etc. If you just play it and they immediately remove it your opponent had to waste a card to deal with it and you lost no card advantage. Rarely ever does that happen because they'd need to a have a 2 mana deal 3 damage on turn 2 which isn't very likely. So nearly in every game that you have it on turn 2 you get at least 2 draws out of it. I've ran away with so many games because I've gotten 2-3 draws off Cavern Dreamer and forced the opponent to waste so many resources to get rid of it that by the time they do they're too behind in tempo and card advantage to win. Cavern Dreamer also has really good synergy with Possibility Seeker because even though the low cost spells are arguably better than cards from your deck in the early turns, by turn 4 they're not as useful and it's really good to be able to shuffle them back into the deck to draw higher cost cards.
Consider the Past is really an amazing card even if it gets completely overshadowed by the brokenness that is Cavern Dreamer. Consider the Past is basically as good as a Cabalist Tome with a 1 mana discount. Cabalist Tome was a reasonably good card. Putting a 1 mana discount on it makes it really good. Not much else to say other than the fact that your hand can get a bit cloggy with Consider the Past + Cavern Dreamer.
Mage as a class also has pretty good synergy with quite a few of the new Neutrals.
Timebound Giant is a much better card in classes with card draw and with Arcane Intellect and Book of Specters, Mage isn't lacking in that department.
Temporal Anomaly is a really good card in general but Mage in particular has a lot of spell synergy.
Timeway Wanderer works best if you hit a spell that costs 5 or more and oh boy does mage have quite a few really good high cost spells.
Not only do I think Cavern Dreamer is the best arena exclusive, I think Cavern Dreamer is literally the best single card in any class in arena right now and that, coupled mage getting a pretty good card in Consider The Past and the fact that mage has natural synergies with a lot of the neutrals and has always been a really solid arena class makes mage the best class in this new arena meta. This is just my opinion though.
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Dude this thread is like 2 years old lol
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If dark pact cost
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So I got Coldarra Drake off Unstable Portal and you can just infinitely start your turn over until you get whatever result you want. Yeah it's kinda tedious and you could just win by playing it out normally but there's something really satisfying about winning with blingtron by reseting until it gives your opponent cursed blade and gives you a weapon with enough attack to kill them.
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The problem with a full control deck nowadays is surviving long enough to play jaina. Once you play jaina and survive a turn you generally win the game. Baku's 2 damage helps you clear the enemy board much more consistently against aggro which (in meta without ice block) is pretty necessary.
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Got it as my login... feelsbadman
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Do you think you could include a link to Jambre's list?
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3 mana summon 1/1 Obsidian Statue+Cairne
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Deathrattle Priest OP confirmed.
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