Once again the community of Hearthpwn has come out en masse to vote on the new cards of the upcoming expansion. Based on the results of those polls we have assigned a final score to each card. Below we have summarized a compendium of the most interesting and powerful cards in "Journey to Un'Goro"!
Top 10 Rated Cards
Storm, Earth & Fire, Heed My Call!
Magma Rager Award
nurgling13 - Card Design ChampionThis is a great example of how a simple card can still be a great design, with lots of synergies. Two 1-Cost minions from the same card means it’s going to be auto-include in any Hunter Quest deck, and can trigger Ravasaur Runt and Nesting Roc by itself. It also should work well in Zoo, and might even push out Possessed Villager. It’s also the most plausible way to get a big Ozruk, although I’m not sure that will see much play.
SanderNightsite - ModeratorThis is one of my favorite cards from Un'Goro. Hunter will have access to a lot of powerful 1-Cost beasts this expansion which makes Stampede incredibly powerful. It's also playable if you only have one beast in your hand because every beast you play recycles itself. It's a fun card and I can't wait to experiment with it.
Asylum_Rhapsody - Card Design ChampionI think Tortollan Primalist will surprise you despite its high cost and randomness. Most Mage spells, for example, have no target and can't backfire, including Blizzard, Cabalist's Tome, and all of those juicy Secrets. Plus, it reminds me of one of my favorite HearthPwn mods.
FrostyFeetEU - ModeratorI’ve really liked Mana Bind ever since I first saw it as it has great art coupled with an awesome effect. Forcing your opponent to play around it will generally work in your favor. The spells you’re getting will also help you with the Mage quest. I expect the card to see a lot of play, at least in my Mage decks.
CheeseEtc - Card Design ChampionSpikeridged Steed combines a great effect with great flavor. Worst case scenario, it's a (8) mana 3/7 Taunt that summons a 2/6 Taunt when it dies, which doesn't strike me as awfully bad (at least not in all matchups). Best case scenario you have a minion to play this on on turn 6 and you get a huge wall. Sadly I don't think it will make Paladin great again, but it's nonetheless a cool card with a cool effect that fits the class very well which, for me, is what matters the most. Also, turtles riding dinosaurs? Yes please.