Saviors of Uldum: Arena Impact
Saviors of Uldum is Hearthstone's twelfth expansion and is set to release on August 6, 2019.
New Keyword: Reborn - After a minion with Reborn dies for the first time, it gets resurrected at 1 Health.
Quests Are Back: - These Quests change your Hero Power. They will be removed from Arena drafting pool! Question is, if cards interacting with them will be too.
Plague Cards: The five villain classes (Priest, Rogue, Shaman, Warlock and Warrior) all get a special plague card that can clear the board.
Arena: The cardpool availability will change to include the following sets:
- Basic
- Classic
- League of Explorers
- Journey to Un'Goro
- Kobolds and Catacombs
- Rastakhan's Rumble
- Saviors of Uldum
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how each of the Arena Mods rated the cards revealed so far!
You can read each Mod's detailed card evaluation by clicking on the links below.
Below you will find links for all of the cards that have been revealed so far.
This is a work in progress!
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Saviors of Uldum is Hearthstone's twelfth expansion and is set to release on August 6, 2019.
New Keyword: Reborn - After a minion with Reborn dies for the first time, it gets resurrected at 1 Health.
Quests Are Back: - These Quests change your Hero Power. They will be removed from Arena drafting pool! Question is, if cards interacting with them will be too.
Plague Cards: The five villain classes (Priest, Rogue, Shaman, Warlock and Warrior) all get a special plague card that can clear the board.
Arena: The cardpool availability will change to include the following sets:
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how each of the Arena Mods rated the cards revealed so far!
You can read each Mod's detailed card evaluation by clicking on the links below.
Below you will find links for all of the cards that have been revealed so far.
This is a work in progress!
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* = non-draftable cards
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Druid
Tokens
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Hunter
Tokens
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Mage
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Paladin
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Priest
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Rogue
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Shaman
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Warlock
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Warrior
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Neutrals
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Legendary:
Epic:
Rare:
Common:
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Epic:
Rare:
Common:
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Legendary:
Anka, the Buried - 4 - The 5/5 for 5 is ok but the ability is more likely to be a burden than a gain. This is 100% constructed material that will have to be in terrible company to be the best choice of 3 legendary cards in a draft.
Armagedillo - 3 - I still use the "2x casting cost" rule when considering stats. This gives you 11 instead of the premium 12 stat points so it has to buff a minion to be top flight stats. Still, that 7 health is a very beefy health total. Bucket placement will make a huge difference in how often you see this. If it's scored low and lands alongside scrubs it's an auto-pick. Put it next to Darius Crowley or Grommash Hellscream and it's not making the cut. If there's enough support in your draft this will play like a 2 or even a 1.
Colossus of the Moon - 2 - A massive finisher that is sticky and takes a minimum of 4 hits/removal pieces. Reasonable guess we're looking at this set's North Sea Kraken / Bog Creeper.
Dark Pharaoh Tekahn - 4 - A very powerful ability but it needs a few lackey generators to be useful. With most of the lackey cards being cheap, I'd be concerned they'll be played prior to this, as well.
Dinotamer Brann - 4 - Drafting for a highlander card is very unlikely to work out for you. The cost/effect/value here is tremendous if you can trigger it, though. If you can pull it off it'll be a soul crushing victory. The more likely scenario is you drop a 7 mana 2/4. Equally soul crushing.
Elise the Enlightened - 3 - She's solid as a vanilla 5/5 for 5. Highlander strategy is not likely to work out when drafting.
High Priest Amet - 1 - Priest is the only class you can accept the low attack value as a trade off for the game changing ability. Turning 1 or 2 low cost minions into high health traders that preist can continually heal will be soul crushing for opponents.
King Phaoris - 4 - Very limited card that needs at least a few spells in hand to regain the lost value of a 10 mana 5/5. Spells are not abundant in arena so this is likely undraftable unless it's one of the last cards in your draft and you know you have lots of spells.
Octosari - 1 - You could certainly burn a few cards but it's an 8/8 body and a full hand. Yes, please.
Reno the Relicologist - 4 - Mediocre stats for a 6 drop and that's what he'll be more often than not.
Siamat - 1 - Mega stud that adjusts to your needs when played. 'nuff said.
Sir Finley of the Sands - 3 - The stats make him a good vanilla 2/3 for 2. Highlander strategy is not likely to work out when drafting.
Vessina - 2 - Good stats with an ability that can help you trade more favorably. Being overloaded shouldn't be too difficult but there will be timing/consistency issues so it gets a 2. It'll play like a 1 if you have good luck in your draft.
Zephrys the Great - 3 - Really cool card but highlander strategy doesn't work in arena. Ok as a 3/2 for 2, though.
Epic:
Anubisath Defender - 4 - A build around card similar to Arcane Tyrant that is a great tempo play but only if you can trigger it. In arena, there's no way to guarantee you can, so it's only a viable pick as late-draft option when you've already got the proper support. Otherwise, it's a very poor tempo play.
Blatant Decoy - 3 - An interesting card to build around in constructed but much trickier to use in arena. This is a sleeper pick to be a really broken card, though. It could fix a lot of bad situations if you can set up pulling a big minion from your hand.
Bloodsworn Mercenary - 2 - Really strong card, especially mid-to-late game. The value could be tremendous as the game wears on and warrior is very good at pinging things to ensure this has a target. The only thing preventing the score from being a 1 is the fact that you could, concievably, have no target and a dire need to play this anyway so it's a vanilla 3/3 for 3.
Body Wrapper - 3 - Mostly a 4/4 for 4. Vanilla minion, vanilla score. With so many tokens being spawned you could be shuffling a garbage top-deck in. Pass.
Crystal Merchant - 2 - Druid has better draw options but this one is inexpensive and recurring if your opponent doesn't deal with it. I'm not itching to test it, but think it will be enough of a nuisance with upside to make it a decent card.
Desert Obelisk - 5 - Constructed only card. This card screams OTK or bust. In arena, that's a bust.
Diseased Vulture - 1 - The only way this card isn't a stud is if you are forced to play it on-curve and don't get to trigger its ability. Chances are slim that you can't hold until T6 to get the HP trigger, and there are other ways to do self-damage, anyway. Great card.
Dwarven Archaeologist - 3 - A very powerful card if your draft supports it. Too draft dependent to score better but it'll definitely play better for those that get a bit lucky drafting.
History Buff - 1 - Solid on curve minion that's tough to remove and can snowball quickly. If you get him late you can play him then another minion or two for immediate gains.
Livewire Lance - 1 - We have seen the strength of a lackey already. They're quite good. This is tied to a weapon that can attack immediately, giving you initiative and some extra options in you hand.
Micro Mummy - 2 - The stat math says it is a stud, giving you 2 bodies (1/2, 1/1) and 2x +1 atk buffs. Pretty solid, but still a poor tempo play as a 2 mana 1/2. In a meta with lots of mechs this could easily be a 1 score card since you can potentially magnetize to it and make it a more long-term minion buffing pain in the ass.
Mischief Maker - 3 - RNGesus doesn't like me enough to make this draftable. Do you feel lucky?
Mortuary Machine - 3 - We've seen variants of this in the past with Fel Reaver and Bittertide Hydra but this is the worst of that group. Reborn will do much more for your opponent than the threat of burned cards or 3 point pings. Still, these massive-stat-drawback minions can run away with a game.
Mogu Cultist - 4 - We haven't seen the copy mechanic that has to be coming with the set so it's possible we'll have to revisit this card. As a 1/1 for 1, it's not something you ever want to draft.
Plague of Death - 2 - It's an insanely good clear but very expensive. Priest has better board wipes but you'll be happy to have this as an option.
Plague of Murlocs - 1 - Wow. This will wreck a board quick. It will do wonders as a big-board removal piece. The downside of hitting your own minions is more than fair with a low cost to cast. You could conceivable play a board burn like Lightning Storm AND another small minion in the same turn. Talk about a board flip!
Psychopomp - 2 - It looks like a pretty solid deal for 4 mana. You get the 3/1 plus the rez'd minion and reborn will make one more copy by the time all is said and done. Even if it's a vanilla 2/3 you rez you're getting 3/1 + 2/3 + 2/1 for 4 mana. If you get a little lucky with a value minion (deathrattle, taunt, etc.) with the first rez this card's value is bonkers. The vulnerability to pings is the only thing preventing me from giving it a 1 but that's likely a silly concern.
Puzzle Box of Yogg-Saron - 3 - Straight Casino Mage packed up into one, turn-eating card. Win games you had no business winning... praise Yogg!
Riftcleaver - 1 - All hail our new Demon Overlord! Removal tied to a huge body is incredible. The damage will hurt and you could be forced into hari-kari, but this card will flip lots of boards.
Scarlet Webweaver - 2 - It's conditional with sub-par stats so I really want to give it a 3 but the condition is that you have a beast. In a hunter draft that's not a tough condition to meet.
Shadow of Death - 4 - Huge tempo loss but I can see this being a game changer in games that go long. If the arena meta slows and shifts towards control games this card could be incredible.
Splitting Axe - 4 - It's overpriced as a stand alone weapon and you won't make up the value by copying basic totems. You'll need a ton of support in the draft for this to feel like a good card. Until we see more cards, I'd say there isn't really enough good totems and/or buffs to make the basic totems worth copying.
Tip the Scales - 4 - Tough to give it a score of 5 when it *could* be a high value play for 8 mana. It's just so unlikely you'll have the murloc support required to pull that off.
Tortollan Pilgrim - 2 - Discover, copy, and cast a spell is crazy strong. It's conditional and that usually pushes my scoring towards a 3 in this case but I think it'll be rare that you don't get the spells you need to make this a really strong play. Copy that secret for some synergy with the incoming SoU minions.
Vulpera Scoundrel - 3 - Discover is strong. Discovering a spell is even stronger. Now you get a 4th option if the 3 spells you're looking at aren't great. Should be a great card in arena.
Whirlkick Master - 2 - Definitely a card that could play as a 1-score card. Really high potential value but again it's draft dependent. If you get a lot of combo cards this could easily be a quick hand-fill card with big value.
Wild Bloodstinger - 1 - The downside is so minimal because of the high health stat. The chances are good that this trades at least 2 for 1 with the potential for more than that. Late game you could drop this without pulling something from your opponent's hand, completely negating the downside. There will certainly be times when RNGesus frowns upon you and pulls a poison minion but this monster will be well worth drafting.
Rare:
Arcane Flakmage - 1 - Secrets aren't always the best option in drafts but this guy is so powerful it has to bump secret value up, especially as a common. Getting Explosive Runes back in the draft pool makes it very likely you won't mind drafting for secret synergy.
Bazaar Mugger - 1 - The fact that you are guaranteed a minion is huge. Class minions are better value than their neutral counterparts and you avoid the useless spells that don't carry their value from one class to another. Looking at you, Totemic Might.
Brazen Zealot - 2 - It's a good threat as far as 1 drops go. Paladin thrives on tempo and flood and will have no trouble triggering this early. It's not a disaster as a late draw since you'll likely have at least some buff spells as a paladin.
Conjured Mirage - 5 - 4 mana to stall one turn isn't likely to fix the problems you're facing.
Dune Sculptor - 1 - Recurring effect makes this a soft taunt. The lower spell count in drafts could hurt the value a bit and make it inconsistent but it's cheap at 3 mana and can hang out in your hand until you find the support you need.
Earthquake - 1 - Suck it, Flamestrike! Shaman needs so much more to be viable in arena, though. Let's see some strong tempo cards and then we'll talk about maybe, just maybe thinking about choosing Thrall to start a run.
Expired Merchant - 1 - High value with a small downside of 1 health on a 2 drop. As long as the next arena meta doesn't include a ton of priests there's little to worry about with this card.
Garden Gnome - 4 - Druid does have good spells at 5+ mana but the conditions are still pretty steep and the gain is in the form of small bodies.
Generous Mummy - 5 - This is way too much benefit to give away. Reducing the cost of every card in your opponent's hand is a good way to die fast.
Grandmummy - 4 - The deathrattle and likely "free kill" stats make it too easy for your opponent to work around the board and kill this without the buff hitting a minion. Pass.
Hidden Oasis - 3 - I like the versatility here and am tempted to give this a 2. 6/6 taunt for 6 is good and the likely choice nearly every time you play this.
Holy Ripple - 2 - Solid ping AoE that heals your side, making trading more favorable for you.
Hyena Alpha - 3 - Realistically, this is a 6 drop with a secret first. It's a very good turn 6 but the conditions are tough to meet so you'd have to see this late in the draft and know you've got the secrets to support it.
Impbalming - 2 - Removal is always useful in arena. Hard removal even more so, and this is a wipeout for 4 mana. The downside is mitigated by Life Tap and plenty of sacrifice and/or demon synergy so this looks quite strong.
Infested Goblin - 3 - Decent face protection that will be better in rogue/mage/hunter where taunts are not plentiful. Ultimately, 1/1 speedbumps are mediocre and you still have to pay to cast them.
Into the Fray - 4 - More of a constructed card but Warrior looks to be getting lots of taunt so this could be a high value play. That small glimmer of hope is what prevents me from scoring it a 5.
Khartut Defender - 2 - There's a lot packed into this card. Taunt is important in arena and this takes 2 swings to kill it while you gain 6 along the way. Bucket placement matters here, and I have the feeling this may be scored a bit low and become an easy pick.
Mogu Fleshshaper - 3 - Cost reduction cards have generally been strong in arena so this may perform better than a 3 score card. There's lots of tokens, too. Ultimately, though, you need 4 minions on board to make him a really good 3/4 for 3. Chances are, by the time the board looks like that, a 3/4 for 3 isn't so great anymore.
Naga Sand Witch - 3 - It will suck when your opponent discounts that Pyroblast but most of the time it'll probably make a Frostbolt cost more. 5/5 for 5 that you have to be careful about dropping... pass.
Neferset Ritualist - 1 - Top notch 2 drop stats with a battlecry that can have a huge impact on the game. This will have to be scored pretty high by Blizzard to not be an auto-draft in its bucket.
Overflow - 2 - A very interesting card. The art is weird, right? A dam breaks and somehow that heals everything for 5? Anywho... Draw 5 is excellent. The restore is likely to be tricky but you get to work out the best value trades and then heal up the minions you have remaining so this should be a really strong play in most scenarios.
Pharaoh's Blessing - 1 - Paladin PTSD is kicking in already. Team 5 obviously didn't consider the arena set rotation when adding this. Spikeridged Steed is back in at set launch. I may just concede when I see a Paladin to save my electronics from rage injuries.
Plague of Flames - 2 - This has board clear potential for 1 mana. That's bonkers. Warlock has the minion genertion required to pull it off and create massive swing turns where they wipe the board and drop a few minions in the same turn. This card is downright scary.
Plague of Madness - 2 - A very interesting card for Rogue. It is a combo trigger and spot removal rolled into a super cheap spell. It does have the drawback of giving your opponent the same removal option, but you're almost always playing tempo if you're an arena rogue. I think this will quickly be a 1 score card once we get to test it.
Plague of Wrath - 3 - It's a solid board clear but only when you can combine it with a whirlwind effect. Too conditional to get much better than a 3.
Questing Explorer - 3 - Solid 2/3 for 2 mana but with no quests in the arena it's a Crocolisk.
Quicksand Elemental - 1 - Solid, aggressive stats and a very powerful impact on the board. Trade more favorably and it's got an elemental tag which may come in handy.
Ramkahen Wildtamer - 2 - You'll probably have no trouble meeting the 'beast in hand' condition as hunter so you get a top stat 3 drop and an extra card in hand. Love it. It probably deserves a 1 score but there's always the chance you can't copy something.
Sahket Sapper - 2 - Powerful ability and a decent 4/4 for 4. It'll be a decent tempo swing but will depend on the meta a bit. Wide boards nullify it, tall boards make it great.
Salhet's Pride - 4 - Sure looks like a constructed card to me. Think of all the ragers you could draw! :D Overall, it's always good to draw and thin your deck of the terrible top-deck draws so this card isn't terrible. Still, you don't want an abundance of 1 health minions in your deck so the tempo loss is not worth it. However, if the 1 health theme carries through this expac (possibly tied to new Pal quest?) then this could be more dangerous.
Sunstruck Henchman - 2 - It'll be annoying as hell but a 6/5 for 4 is a seriously strong tempo play. This has the potential to be a bucket buster if it's scored too low.
Swarm of Locusts - 1 - This is basically removal for hunter. Beast tags on all of them and you can trade favorably and end up with a few remaining on the board. Great card.
Tomb Warden - 2 - Solid twin walls for the price. There's already plenty of taunt support for Warrior so this could be a nightmare in the next meta.
Weaponized Wasp - 3 - I doubt we'll see a big influx of lackey generators for Thrall, so this is likely to be a 3/3 for 3. Those who enjoy the blessings of RNGesus should have fun with stacked lackey decks, though.
Wrapped Golem - 1 - Very cool card. It's strong but fair, with health stats that make it fairly easy to kill by T7 or T8. The taunt weenies give it that extra bit of protection it needs. Another candidate for the Kraken of the set.
Wretched Reclaimer - 1 - Basically a "heal to full health" for a minion on the board at worst. Trigger a deathrattle in the process and you're getting crazy value.
Common:
Ancestral Guardian - 2 - Seems a bit too fragile with that 2 health stat line. If you can hide him behind a taunt it becomes a very strong card that can trade well and come back with reborn, all while healing your face. If you can't hide him he could easily be killed, reborn, and killed again same turn by weak minions. Still, restore 8 while potentially removing 2 minions is nothing to sneeze at in arena.
Ancient Mysteries - 4 - Again, I'm predicting secret mage will have enough support to be a viable strategy in the upcoming meta. It's still tough to like this card taking up 1 of your precious 30 deck slots.
Anubisath Warbringer - 3 - Solid potential but late in the game you need to have a hand that makes the deathrattle matter. Otherwise, you'll have a single-drop turn paying 9 mana for this and the 6 health makes it fairly easy to handle. We've already seen a few cards that kick minion to your hand so this definitely could get the support needed to have a big impact.
Armored Goon - 1 - Boulderfist Ogre with an upside. What's not to love? Even if you never get armor out of it you'll be happy with the stats.
Beaming Sidekick - 2 - It's not a 1 drop but it's solid as a way to improve your trading and makes a nice combo activator.
BEEEES!!! - 1 - In classes with decent removal it'd probably be a 2 but Druid's lack of removal makes this a 1. The comparison to shadow bolt makes is a good one but there's upside to using this on smaller minions (pending "Blizz-Coding" realities) so it looks like a really strong addition.
Bone Wraith - 1 - The stats should be able to handle the minions on board for T4. Another really strong reborn minion. Get ready for boards that never, ever go away.
Bug Collector - 2 - A slight twist on the Hench-Clan Hogsteed that should be equally effective.
Candletaker - 2 - We're probably going to get sick of reborn really quickly next week. :D
Clever Disguise - 2 - Rogue has plenty of 'holding cards from another class' interactions and this nets 2 spells which is strong. Just hope Shaman doesn't rise up so there's no Totemic Might or Totemic Surge to worry about.
Cloud Prince - 2 - Kind of predicting secret mage drafting will be a viable strategy when the rotation brings back Explosive Runes and (to a much lessor extent) Splitting Image. It's also very likely SoU brings a new secret to the draft pool.
Desert Hare - 3 - 3/3 for 3 with 3 bodies. Not great but can certainly can prove useful. Seems more like a constructed card to go with the new quest.
Desert Spear - 2 - Weapons are strong in arena and the ability to generate a beast makes it pretty solid despite the 3 cost for 1 point per swing. Ping is important in arena.
Embalming Ritual - 2 - Cheap way to bring back something that's a pain in the arse.
EVIL Recruiter - 3 - Too draft dependent to get a higher score but clearly a game changer if you've got the lackey support for it.
EVIL Totem - 4 - We already know the lackey squad is pretty boss in arena. Unfortunately, attaching one to a 0/2 speed bump is not very appealing.
Faceless Lurker - 3 - Not quite as good a Sen'jin Shieldmasta and an obvious inclusion for hand buff decks that likely doesn't work out in arena.
Fishflinger - 3 - Decent stat line and effect but RNG could burn you, especially if you're playing vs. a class with strong murlocs in their pool.
Flame Ward - 2 - We knew Mage would get a secret and this one is very good. Secret Mage will be a thing in arena.
Frightened Flunky - 1 - Shaggy's pretty awesome. 2/2 taunt that lets you discover another taunt. Zoinks!
Golden Scarab - 2 - We know discover is awesome and this one gets a beast tag. On curve you give up some tempo but ensure you stay on curve. Later in the game it's even better.
Hooked Scimitar - 2 - Mulligan hard for it if you've got the coin. Really strong weapon if you can trigger the combo.
Hunter's Pack - 1 - Card draw (or generation, in this case) is a weakness for Hunter and this is really solid value even if RNGesus hates you. The weapon pool is solid, the secrets are generally good, and the fact that you get a class-card beast means you're likely getting something decent there, too. Highrolling beasts will make this card bonkers and it's common so expect your hunter opponent's to have several and never run out of steam. Go FACE! Replenish. Go MOAR FACE!!
Injured Tol'vir - 2 - 2/3 taunt for 2 is good. Clearly better in a priest deck but still really strong if you can heal him right away. The 2 mana cost makes it fairly easy to combo with a healer of some kind.
Jar Dealer - 3 - It's decent. That's about the best you can say for a 1/1 for 1. Infinite Jar Dealer will make for amusing video clips, though. :D
Kobold Sandtrooper - 3 - Neo-leper that still isn't a card you want to draft.
Living Monument - 3 - It's big and taunt. Decent if you've got little in the deck as finishers but it soaks up your whole turn.
Murmy - 2 - A great option as a 1 drop but drafting 1 drops in arena isn't a top priority.
Neferset Thrasher - 3 - It could snowball a game for you in the right conditions so I won't discount it. Still, 3 points every time you attack makes it look like Venture Co. Mercenary - ignore it and let the downside work in your favor when your opponent plays it.
Oasis Surger - 1 - Versatile rush minion(s) that will be very strong in arena.
Penance - 2 - A solid spot removal option with lifesteal.
Phalanx Commander - 3 - Taunt minions die first by design so you probably need to be ahead on board to get this benefit. Later in the game playing this with a few small taunts could work out well but it seems like it's a constructed piece that's too situational in arena.
Pharaoh Cat - 1 - Zero downside and adorable. Here kitty kitty kitty.
Pit Crocolisk - 1 - Solid card that, for the third time with the set, makes me mention North Sea Kraken. Not quite that level (9 mana for 16 stats + 4 dmg vs. 8 mana for 11 stats + 5 dmg) but still something we're likely to see tons of at set launch.
Pressure Plate - 2 - The RNG factor keeps this from being OP. The meta will have a big impact on the effectiveness of this trap. Lots of swarms will make it weak. More big minion tactics will make it much stronger. There's also the concern that spells are far less plentiful in arena decks. I'm pretty curious to see this in action.
Restless Mummy - 2 - This is a really strong card. At 2 health with a 4 mana prices, it's tough to give it a score of 1 but it could play well enough to earn that score. Rush can have a huge impact and this is a removal piece that can take down a pretty beefy minion.
Sandhoof Waterbearer - 1 - Another very strong, recurring ability. 5/5 for 5 and you will likely be able to time it with favorable trading for maximum impact.
Sandstorm Elemental - 1 - The elemental tag puts this over the top. This is a really nice way to clean up the leftovers from a Lightning Storm.
Sandwasp Queen - 2 - This will fit nicely with the tempo/swarm style of play for Paladin. They are all ping-able minions but keeping pressure up is a big key to success for Paladin in arena and this minion will be great for that purpose.
Serpent Egg - 4 - Eggs are rarely a good strategy in arena because you can't reliably crack them.
Sinister Deal - 1 - We already know how good lackeys are and now you can discover the one you need. Excellent card.
Spitting Camel - 4 - 2/4 for 2 is ok but you're unlikely to gain any advantage from the spitting. Constructed enrage deck? lol
Subdue - 2 - Inexpensive way to cut down any big minion. Paladins are going to be horrible with cards like this, Pharaoh's Blessing and the return of Spikeridged Steed.
Temple Berserker - 4 - It's a 1/2 for 2. It'll be dead on the first swing so the enrage ability is totally irrelevant.
Totemic Surge - 4 - Building a deck based on totems has never even been good in constructed.
Vilefiend - 3 - 2/2 for 2 with a decent ability. Nothing special, though.
Wasteland Assassin - 2 - Stealth is strong in arena and reborn is going to be strong in arena. This will be strong in arena. It will be especially good for classes like paladin/druid where removal is tough to come by and buffs are plentiful.
Wasteland Scorpid - 2 - This is one obnoxious poison minion. And it's a common.
Worthy Expedition - 1 - Here's the upcoming cardpool for druid's choose mechanic: Cenarius, Ancient of War, Ancient of Lore, Nourish, Hidden Oasis, Druid of the Claw, Starfall, Oasis Surger, Keeper of the Grove, Branching Paths, Mark of the Loa, Shellshifter, Mark of Nature, Wardruid Loti, Wrath, Power of the Wild, Raven Idol. So be ready for the infinite Expedition/Idol loop. :D
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
Hello and welcome to our Saviors of Uldum Arena Impact thread guys :) Feel free to share your thoughts!
Also, how do you feel about change in targeting with Multi-Shot, Dark Bargain, Cleave and Forked Lightning? I feel like this is important for arena more than any other play mode. You could play around these cards to an extent before or know that these were not a danger, if you had a single minion. Not anymore. Which also mean that they gained in value, since they can now be a poor Holy Smite or Darkbomb or a really really bad Assassinate, but bad is better then nothing and can save your life.
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I think cleave is the only card worth playing of that list, and it's a considerable buff to the card but it won't make the card suddenly good.. it's just too random.
Are you sure quests won't be draftable? I mean the 2 quests that we saw can be completed in arena.. if all the quests are of similar fashion (completed by doing something any deck can do) they might be included in arena.
I'm not a big Arena player, but if I may, it feels a bit strange for 1 to the highest rating, and 5 to be the lowest. In most cases, you expect the other way around.
It is how we've always rated the cards in Arena Impact threads for years now. I suppose it might be confusing in regard to voting on cards, where 5 starts is the max, but we do write the scoring (1=excellent etc.) in few places to make ppl aware and if you followed us in at least one thread in the past, you should be familiar with how we score cards. So i hope it wont be a big problem overall for most :
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Actually all those cards were very very playable, not just Cleave, even before the buff. Im not saying that the buff made them jump a tier, but they are still good arena cards that got a little bit better :)
About Quests, there was not official info on it yet. But i really cannot imagine they would be draftable.
Look at WL quest, you need to waste a deck slot, then a mulligan slot and then wait 20 (or less with hero power, but you dont want to hero power) turns to get the reward. That is insanity for arena standards, no one would draft that card. And by the time the reward kicks in, you most likely already lost or won, so it wouldnt matter. Id rather have Wisp instead.
And Druid quest isnt much better. It is easier to finish, but you would be losing tempo in the early game, definitely not something you want to do, even less so as a druid, where your win condition is to get on the board and stay on the board. You cant afford to waste a card and then play suboptimally. And again, the reward is not that great. How many choose one cards do you actually draft on average? And even then, i think most of the time you would rather have the "ping".
So with that said, i really cant see Blizzard make these draftable cause no one would pick em (or no one who would want to get a decent number of wins). What im more interested about is minions/cards that interact with Quests, like Questing Explorer, these might get the Cthun followers treatment.
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I was also confused first time I saw it. You'll get use to it.
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Impbalming - 2 - Removal is always useful in arena. Hard removal even more so, and this is a wipeout for 4 mana. The downside is mitigated by Life Tap and plenty of sacrifice and/or demon synergy so this looks quite strong.
Earthquake - 1 - Suck it, Flamestrike! Shaman needs so much more to be viable in arena, though. Let's see some strong tempo cards and then we'll talk about maybe, just maybe thinking about choosing Thrall to start a run.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Impbalming (2): Blastcrystal Potion was a premium removal in arena. This is pretty much the same, but with a different downside. Worse one, but not an immediate one. Id expect this card to perform well.
Earthquake (1): Super premium board clear. Volcano was amazing and it wiped your board as well, so the duality does not mean much (would be beyond insane, if it didnt touch your board lolo). The fact that the damage is split in two waves makes it so you can clear tokens like for example after you kill Eccentric Scribe, which is amazing.
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- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
BEEEES!!! (1): Basically Shadow Bolt, but can be better. Also druids dont have much decent removal, so this is a big deal for druid in arena.
Weaponized Wasp (3): If you can activate it then its basically Fire Elemental level broken, probably more. But the condition is quite hard for arena, so it will most likely be just an understated 3-drop. Maybe we will get more Lackey generators for shaman or neutral ones, then this could rise in value.
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BEEEES!!! - 1 - In classes with decent removal it'd probably be a 2 but Druid's lack of removal makes this a 1. The comparison to shadow bolt makes is a good one but there's upside to using this on smaller minions (pending "Blizz-Coding" realities) so it looks like a really strong addition.
Weaponized Wasp - 3 - I doubt we'll see a big influx of lackey generators for Thrall, so this is likely to be a 3/3 for 3. Those who enjoy the blessings of RNGesus should have fun with stacked lackey decks, though.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
Impbalming (1): Not much competition for Warlock hard removals, and if bucketed "low" it should be a snap pick. The prevalence of this card might depend on how Demonbolt is bucketed. The draw back is irrelevant if you never draw it, but it's worth noting that the 1/1s can be horrible draws.
Earthquake (2): Expensive double sided AOE. Not convinced it works for Shaman as a control class in the upcoming rotation. As a card, it's fair and can deal with a tricky minion, or allow you to make some cheeky plays. For example, Sunwalker would survive the AOE, or having small minions with Deathrattles that summon large minions.
BEEEES!!! (1): Pretty interesting card, and should perform well due to it's flexibility and synergy in a class that can enhance cards that spread out. It'd put this card ahead of Wrath actually.
Weaponized Wasp (3): Feels conditional for now, albeit a strong effect. Based on the current lackey generation pool, this needs more support to be better.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Plague of Madness (2): I am not sure how will this card perform, but at first glance this looks like super strong tempo card. Yes, you are giving your opponent a way to kill off two of your minions, but can he really afford the face hits? If you are playing fast tempo rogue as you should, i think this should give you more advantage than it gives to your opponent, more so cause you are the one dictating when the weapons come into play.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Psychopomp (1): This card is probably gonna be as good as Onyx Bishop. Yes, its stats are complete crap, but it is cheaper and will bring the resurrected minion back one more time. This will make for one sticky board.
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Plague of Madness - 2 - A very interesting card for Rogue. It is a combo trigger and spot removal rolled into a super cheap spell. It does have the drawback of giving your opponent the same removal option, but you're almost always playing tempo if you're an arena rogue. I think this will quickly be a 1 score card once we get to test it.
Psychopomp - 2 - It looks like a pretty solid deal for 4 mana. You get the 3/1 plus the rez'd minion and reborn will make one more copy by the time all is said and done. Even if it's a vanilla 2/3 you rez you're getting 3/1 + 2/3 + 2/1 for 4 mana. If you get a little lucky with a value minion (deathrattle, taunt, etc.) with the first rez this card's value is bonkers. The vulnerability to pings is the only thing preventing me from giving it a 1 but that's likely a silly concern.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Brazen Zealot (3): Decent 1-drop, but nothing special.
Salhet's Pride (4): Very draft dependant and even then it is kinda slow. It can work in some decks and paladins dont have that much card draw, but i dont think this will perform well in arena on average.
Sandwasp Queen (2): Pretty bad stats for a 2-drop, but the token generation saves it. Drygulch Jailor was a playable card, this is better in terms of temp and vs non-ping classes. Should perform rather ok. Even forcing 3 pings out of your opponent might just be worth it.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Plague of Murlocs (3): This card is interesting for arena and it will be hard to learn how to use it properly maybe. Probably best use is when your opponent has just one big minion; or more. Bad if he is just swarming, but can also be used to further your own board, most importantly to transform your totems that sometimes just lay there do nothing and just take up board space. Im rly interested to see how his card performs.
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Brazen Zealot - 2 - It's a good threat as far as 1 drops go. Paladin thrives on tempo and flood and will have no trouble triggering this early. It's not a disaster as a late draw since you'll likely have at least some buff spells as a paladin.
Salhet's Pride - 4 - Sure looks like a constructed card to me. Think of all the ragers you could draw! :D Overall, it's always good to draw and thin your deck of the terrible top-deck draws so this card isn't terrible. Still, you don't want an abundance of 1 health minions in your deck so the tempo loss is not worth it. However, if the 1 health theme carries through this expac (possibly tied to new Pal quest?) then this could be more dangerous.
Sandwasp Queen - 2 - This will fit nicely with the tempo/swarm style of play for Paladin. They are all ping-able minions but keeping pressure up is a big key to success for Paladin in arena and this minion will be great for that purpose.
Plague of Murlocs - 1 - Wow. This will wreck a board quick. It will do wonders as a big-board removal piece. The downside of hitting your own minions is more than fair with a low cost to cast. You could conceivable play a board burn like Lightning Storm AND another small minion in the same turn. Talk about a board flip!
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
Plague of Madness (1): Insane tempo swing on the turn you play this. It's a 1 mana Envenom weapon, or doubles as 1 mana 2 damage weapon. You will always have the initiative when you play this which should make it more valuable to you then your opponent.
Psychopomp (1): Extremely high value card. It's essentially a Resurrect with Reborn plus a bad 2 drop body. That's a lot of value rolled into 1 card. It's situational, but has some flexibility in it's mana cost.
Brazen Zealot (2): Think this card can get out of hand pretty easily. It's a summon effect so it's +1 attack with your hero power, or any kind of X summons Y type minion. For 1 mana - it's a good threat.
Salhet's Pride (4): 3 mana 3/1s are awful. A conditional delayed draw doesn't make it that much better.
Sandwasp Queen (2): Stats are weak for a 2 drop but the battlecry gives it flexibility to fill curve later. It's also playable as a 4 drop as well. Overall seems to fit Paladin's board centric playstyle.
Plague of Murlocs (3): The average Murloc in the current pool is on the weak side, probably around 3/3. High rolls include Murloc Knight and Scargill. So using this as a pseudo Hex or Devolve isn't the worst play. There is some flexibility where you can use this spell offensively as well, transforming a weak board into one with more stats and potential reach/charge.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Armagedillo (2): Very decent taunt with a very powerful ability. Obviously the ability will not proc that often or on that many minions, but even just one hit is good enough. And even zero hits the stats on the card alone with a taunt are good enough. So it can only get better.
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Armagedillo - 3 - I still use the "2x casting cost" rule when considering stats. This gives you 11 instead of the premium 12 stat points so it has to buff a minion to be top flight stats. Still, that 7 health is a very beefy health total. Bucket placement will make a huge difference in how often you see this. If it's scored low and lands alongside scrubs it's an auto-pick. Put it next to Darius Crowley or Grommash Hellscream and it's not making the cut. If there's enough support in your draft this will play like a 2 or even a 1.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Dinotamer Brann (4): Literally unplayable card without the battlecry goin off. It could happen, you could aim for it, if you draft it early and could become your win condition, but that aint gonna happen often. Also Hunter does not have that many good cards to choose from, so you def want to get duplicates.
Elise the Enlightened (3): Ok stats for the cost, so even without the ability she is playable. You probably wont be building your deck around her, but could be a nice value boost in a longer game, where you might have already drawn all them duplicates you had.
Reno the Relicologist (4): Barely playable stats for the cost, but better than Brann. Mage could definitely try going highlander route, there is a lot of cards to pick from and playing Reno will always net you a powerful tempo turn, could be worth it, but who knows.
Sir Finley of the Sands (3): Vanilla 2-drop with an upside, there are worse legendaries. Murloc tribe can come in handy as well.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Expired Merchant (1): Pretty much does not matter what you discard, you will get good value back. Only problem is that it is a really crappy stat line, so you cant be really happy playing it on curve. There arent that many silence/transform effects and if your opponent is spending those resources on a 2/1 minion, id say the discard was already worth it.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Murmy (3): Basically murloc Mecharoo. Pretty good.
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- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Scarlet Webweaver (2): A bit understated 6-drop, but very powerful effect, which could very well let you play another minion on the same turn. The only problem is, you have to have a beast in your hand, which might or might not be a problem. Even if you draft plenty of them, as a hunter, you generally go through your cards very fast, so this card might misfire sometimes. I still thing that it will be a very powerful play most of the time tho.
Wild Bloodstinger (3): Huge statline, but after the battlecry, you might not even be left with Boulderfist Ogre. It can deny some battlecries, but this is still way too RNG for my taste. You are not getting anything that amazing where the cost might be you put yourself into a worse position; or even lose the game outright. The card is playable, but just way too risky for my taste.
Hidden Oasis (1): Incredibly strong card thanks to its versatility. You can choose to play a good taunt minion, or you can heal. Premium stuff.
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Dinotamer Brann - 4 - Drafting for a highlander card is very unlikely to work out for you. The cost/effect/value here is tremendous if you can trigger it, though. If you can pull it off it'll be a soul crushing victory. The more likely scenario is you drop a 7 mana 2/4. Equally soul crushing.
Elise the Enlightened - 3 - She's solid as a vanilla 5/5 for 5. Highlander strategy is not likely to work out when drafting.
Reno the Relicologist - 4 - Mediocre stats for a 6 drop and that's what he'll be more often than not.
Sir Finley of the Sands - 3 - The stats make him a good vanilla 2/3 for 2. Highlander strategy is not likely to work out when drafting.
Wild Bloodstinger - 1 - The downside is so minimal because of the high health stat. The chances are good that this trades at least 2 for 1 with the potential for more than that. Late game you could drop this without pulling something from your opponent's hand, completely negating the downside. There will certainly be times when RNGesus frowns upon you and pulls a poison minion but this monster will be well worth drafting.
Scarlet Webweaver - 2 - It's conditional with sub-par stats so I really want to give it a 3 but the condition is that you have a beast. In a hunter draft that's not a tough condition to meet.
Expired Merchant - 1 - High value with a small downside of 1 health on a 2 drop. As long as the next arena meta doesn't include a ton of priests there's little to worry about with this card.
Hidden Oasis - 3 - I like the versatility here and am tempted to give this a 2. 6/6 taunt for 6 is good and the likely choice nearly every time you play this.
Murmy - 2 - A great option as a 1 drop but drafting 1 drops in arena isn't a top priority.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
I like we have kinda very different view of this card :) I guess i didnt count the top deck war scenario where it would be amazing, but the argument about trading 2 for 1 is what i dont consider a factor, cause technically you are trading for 2 cards, yes, but your opponent is not losing tempo for that, since he didnt have to spend mana playing that minion Bloodstinger summoned. Look at it this way, would we draft 6 mana 6/4 Battlecry: Discard a minion from your opponent's hand? Yes, probably. But the chance to summon something like Burly Shovelfist makes me worried and do i really want to test my luck?
I mean this is a card that only playtesting will tell us how good or bad it is. Looking forward testing it :)
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Armagedillo (2): Decent stats for a 6 - although not premium. The effect is insane, and has game winning capabilities if it goes off more then once. Keep it mind it's an "all" effect, not just one, so it can be quite devastating with multiple hits in hand.
Dinotamer Brann (4): Probably unplayable in Hunter, but there's an outside chance of this working, and the 7 mana King Krush is just insane.
Elise the Enlightened (3): Fine stats with an upside that's good but not as game breaking for it's requirement.
Reno the Relicologist (4): Below average stat line for the the mana cost, but has an insane AOE effect if you can work the high lander build.
Sir Finley of the Sands (2): Tribe 2 drop with fair stats. The effect is again quite good for Arena but the requirement is stiff.
Expired Merchant (2): Pretty nice value card for Warlock. It's a small investment and with 1hp probably comes back immediately. It's similar to Loot Hoarder.
Murmy (2): Good alternative to Mecharoo and Possessed Villager. The lack of deathrattle tag hurts in some spots - but it also has a relevent Tag to make it up a bit.
Scarlet Webweaver (2): Potentially a 5/5 for 1 mana swing for Hunter. It's similar to Menagerie Warden, but better since the minion doesn't have to be in play and can still be in your hand.
Wild Bloodstinger (3): It's a disruptive card that has huge upside. Anything less then 3 attack being pulled out will make this card a bargain since it essentially delivers a 6/6 for 6, while removing a card from your opponents hand. The up coming Arena meta rotation will bring a lot of poisonous minions so this could be a huge risk for this card, not to mention some really strong larger minions like Violet Wurm.
Hidden Oasis (2): 6 mana 6/6 Taunt is solid - the heal option is over priced, but the flexibility is there so it does give the card added value.
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Bazaar Mugger (1): Feels like a premium card. It's going to often be a 2 for 1 card, maybe more. 5hp means it's likely to survive a small kill. The random class minion is likely better quality then random all minion.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Bazaar Mugger (1): Lots of value in this card. Removal and card advantage. Often it will be able to survive the trade and even if it didnt, you get an extra minion out of it. Wow.
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- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Desert Obelisk (5): Unplayable card. You will never have 3 of these in arena. And if you by some miracle do, you already won anyway.
Riftcleaver (1): Wow. That is one insane card. Obliterate on a stick, literally. Demon tag matters too for bonus synergy. Just wow.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
EVIL Recruiter (3): Without Lackeys, its just an average 3-drop. With Lackeys, this is a complete insanity. Definitely draft dependent, but can carry decks alone. Will be scary.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Hunter's Pack (1): Very good gard generator for just 3 mana. Looks very strong. The lucky King Krush will happen.
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Bloodsworn Mercenary - 2 - Really strong card, especially mid-to-late game. The value could be tremendous as the game wears on and warrior is very good at pinging things to ensure this has a target. The only thing preventing the score from being a 1 is the fact that you could, concievably, have no target and a dire need to play this anyway so it's a vanilla 3/3 for 3.
Desert Obelisk - 5 - Constructed only card. This card screams OTK or bust. In arena, that's a bust.
Riftcleaver - 1 - All hail our new Demon Overlord! Removal tied to a huge body is incredible. The damage will hurt and you could be forced into hari-kari, but this card will flip lots of boards.
Bazaar Mugger - 1 - The fact that you are guaranteed a minion is huge. Class minions are better value than their neutral counterparts and you avoid the useless spells that don't carry their value from one class to another. Looking at you, Totemic Might.
EVIL Recruiter - 3 - Too draft dependent to get a higher score but clearly a game changer if you've got the lackey support for it.
Hunter's Pack - 1 - Card draw (or generation, in this case) is a weakness for Hunter and this is really solid value even if RNGesus hates you. The weapon pool is solid, the secrets are generally good, and the fact that you get a class-card beast means you're likely getting something decent there, too. Highrolling beasts will make this card bonkers and it's common so expect your hunter opponent's to have several and never run out of steam. Go FACE! Replenish. Go MOAR FACE!!
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Tip the Scales (5): This card is just unrealistic to provide good value in arena. You would need more than 7 murlocs for this to consistently be worth playing and often times you dont even get the 7. Nope, purely constructed card.
Fishflinger (3): Average 2-drop that can provide some value. I never like cards that give any kind of advantage to your opponent. I guess you should have slightly upper hand, since you are the one deciding when to play this and the random murloc can even have some synergy with the one already in play, but still, i think if there will be only a slightly better card, you will happily take that one instead.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
I forgot to add this one hehe :)
Bloodsworn Mercenary (1): Yes, you need to have a board and yes, the minion has to be damaged, but that shouldnt be too hard most of the time. The potential value you can get out of a 3-cost card looks insane for the cost. Can be something along the lines of Faceless Summoner, not quite, but probably close.
Anka, the Buried (3): Ok statline for the cost and an effect. The ability can be good or can be bad, probably mostly bad, i would assume that you might want the bodies of those deathrattle minions in arena. Not always, but most of the time. Still, the ability will most likely not trigger very often or on many minions, so its just a decent 5-drop, but nothing amazing.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Arcane Flakmage (1): Vanilla 2-drop with an insane upside. Maybe for the first time ever, you actually have incentive to draft secrets in arena, damn.
Cloud Prince (3): Super strong effect for the cost, but the requirement might be tricky. You generally dont want to draft secrets in a first place and then the secret has to stay up. If you can trigger the battlecry, then damn, otherwise meh.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Splitting Axe (3): Interesting card, weapon is always good, but this is a kinda bad weapon just for the stats. The battlecry can be a an advantage or a disadvantage. Dream scenario is to copy something like Nightmare Amalgam on curve or Flametongue Totem, but copying your basic totems might not be what you want to do, if you dont have ways to increase their attack, they might just clog your board space. We shall see. Could make some insane combos with EVIL Totem to generate lots of lackeys, but probably not very often.
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- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Whirlkick Master (2): This card might look like crap at first glance, but it can became a game winning value generator. Only just one card from it is good enough, any more and ur set. Not to mention that the card pool with Combo is extremely small, even smaller when certain sets are out of the rotation, so you can consistently get very good cards out of it. I will admit, that it could potentially be anti-tempo play, but you could as well just get a card that can save your ass, and 2 mana "combo activator" that will keep the combo chain goin is not that expensive. Definitely not an early game card tho, that is for sure.
Hooked Scimitar (1): Amazing weapon for rogue. Shouldnt be hard to proc the combo most of the time. Can actually be a real scary to push 8 face dmg for just 3 mana in certain situations.
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- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Tortollan Pilgrim (3): Interesting card. Very (solely?) draft dependent. Can be amazing and act as another aoe on a stick, or can be bad, if you have plenty of burn spells. Discover part might make it actually insane, so maybe im undervaluing the card, tho you do need to have spells (left) in a deck in a first place, so we shall see.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Mogu Cultist (5): Bad 1-drop and ability that will never trigger. Pass.
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Unless you're playing against Kripparrian.
I honestly dont believe this will ever happen in arena, it just will not. You dont even get offered enough tools to have enough of them in a first place. Only way is with Togwaggle's Scheme, but your opponent would have to let you do it :)
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Desert Obelisk (5): Pure garbage for Arena.
Riftcleaver (1): Has some limitations since you're obligated to kill something when you play this. Otherwise it's insane.
EVIL Recruiter (3): Without ROS lackey support, the new set needs to show me more lackeys before I give this the disgusting (1) rating it most certainly will warrant.
Hunter's Pack (1): Draw 3 for 3. 1 card is guaranteed reach (weapon). Hunter beasts are also better then random neutrals. Secret is a bit of a crap shoot, but can still be good. Scary card.
Tip the Scales (5): Another pure garbage Arena card.
Fishflinger (2): This is better then a generic 3/2 for 2 mana. You have initiative with both minions most likely and since Murlocs can buff each other, this potentially is quite beneficial with the initiative.
Bloodsworn Mercenary (1): Playable 3 drop with insane late game value. Really good card.
Anka, the Buried (3): Fair stat line with a slight negative battlecry. Deathrattles are delayed, so tempoing 1/1s won't be as effective on the immediate turn. The minion bodies might be more valuable then the 1/1s as well.
Arcane Flakmage (2): It's a 2 drop with upside. How often does Medivh's Valet go off ? Ya, it's not often.
Cloud Prince (3): Under statted drop with upside, but setting up and keeping the secret is difficult unless you plan to play this for 9 mana with a secret. Again, how often do you see secret synergy pulled off in Arena ? Not often.
Splitting Axe (3): Overpriced weapon for Shaman. Upside is weak as well unless we see better totems released this expansion.
Whirlkick Master (3): Cheap value card for Rogue. Not a big fan of the stat line but a 2 mana minion that cycles itself and is used as a combo activator can find a spot in some drafts.
Hooked Scimitar (1): Great tempo play, similar to Perditions the turn you play it, but stronger over 2 turns. Will be a great coin turn 2 against opposing 3 drops.
Tortollan Pilgrim (4): The oriignal 8 mana 5/4 turtle was a bit better since it doesn't require the spell condition and can dig spells outside your deck. If you played or drew your spells before playing this - it's a 8 mana 5/5.
Mogu Cultist (5): Another garbage Arena card.
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- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Diseased Vulture (1): Good 4-drop on its own with a sick effect. Even as a "6 drop" with your hero power to guarantee one proc is a pretty good play. This card will provide some serious value.
Neferset Ritualist (2): Regular 2-drop with a great effect. Healing your minions makes it that your opponent has to spend even more resources to deal with them, generating value for you. Just imagine how many times did Hozen Healer make your life miserable, this is even better.
Anubisath Warbringer (3): The effect is super powerful, but it comes pretty late in the game and playing this minion is a pretty big tempo loss. It just might be worth it in the end, but only time will tell.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Into the Fray (5): One time effect of Armagedillo. Problem is, this can be a dead card for most of the game. If you draft a lot of taunts, this could be worth considering, but id argue most of the time the other two options will serve you better.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Pressure Plate (3): Conditional Deadly Shot for one less mana. Secret aspect adds some value too, but it can be played around arguably easily enough, so i dont think this will perform very well. But it should trade for a card most of the time, so yeah.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Infested Goblin (3): It is a taunt, so there is that. And it generates more taunts, even tho shitty ones. Could be ok for rogue to trigger combo, or for warrior/paladin with hand buffs. For anyone else probably just an average minion at best.
Frightened Flunky (1): Frostwolf Grunt that lets you discover another taunt? Very good card.
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Anka, the Buried - 4 - The 5/5 for 5 is ok but the ability is more likely to be a burden than a gain. This is 100% constructed material that will have to be in terrible company to be the best choice of 3 legendary cards in a draft.
Diseased Vulture - 1 - The only way this card isn't a stud is if you are forced to play it on-curve and don't get to trigger its ability. Chances are slim that you can't hold until T6 to get the HP trigger, and there are other ways to do self-damage, anyway. Great card.
Mogu Cultist - 4 - We haven't seen the copy mechanic that has to be coming with the set so it's possible we'll have to revisit this card. As a 1/1 for 1, it's not something you ever want to draft.
Splitting Axe - 4 - It's overpriced as a stand alone weapon and you won't make up the value by copying basic totems. You'll need a ton of support in the draft for this to feel like a good card. Until we see more cards, I'd say there isn't really enough good totems and/or buffs to make the basic totems worth copying.
Tip the Scales - 4 - Tough to give it a score of 5 when it *could* be a high value play for 8 mana. It's just so unlikely you'll have the murloc support required to pull that off.
Tortollan Pilgrim - 2 - Discover, copy, and cast a spell is crazy strong. It's conditional and that usually pushes my scoring towards a 3 in this case but I think it'll be rare that you don't get the spells you need to make this a really strong play. Copy that secret for some synergy with the incoming SoU minions.
Whirlkick Master - 2 - Definitely a card that could play as a 1-score card. Really high potential value but again it's draft dependent. If you get a lot of combo cards this could easily be a quick hand-fill card with big value.
Arcane Flakmage - 1 - Secrets aren't always the best option in drafts but this guy is so powerful it has to bump secret value up, especially as a common. Getting Explosive Runes back in the draft pool makes it very likely you won't mind drafting for secret synergy.
Infested Goblin - 3 - Decent face protection that will be better in rogue/mage/hunter where taunts are not plentiful. Ultimately, 1/1 speedbumps are mediocre and you still have to pay to cast them.
Into the Fray - 4 - More of a constructed card but Warrior looks to be getting lots of taunt so this could be a high value play. That small glimmer of hope is what prevents me from scoring it a 5.
Neferset Ritualist - 1 - Top notch 2 drop stats with a battlecry that can have a huge impact on the game. This will have to be scored pretty high by Blizzard to not be an auto-draft in its bucket.
Anubisath Warbringer - 3 - Solid potential but late in the game you need to have a hand that makes the deathrattle matter. Otherwise, you'll have a single-drop turn paying 9 mana for this and the 6 health makes it fairly easy to handle. We've already seen a few cards that kick minion to your hand so this definitely could get the support needed to have a big impact.
Cloud Prince - 2 - Kind of predicting secret mage drafting will be a viable strategy when the rotation brings back Explosive Runes and (to a much lessor extent) Splitting Image. It's also very likely SoU brings a new secret to the draft pool.
Fishflinger - 3 - Decent stat line and effect but RNG could burn you, especially if you're playing vs. a class with strong murlocs in their pool.
Frightened Flunky - 1 - Shaggy's pretty awesome. 2/2 taunt that lets you discover another taunt. Zoinks!
Hooked Scimitar - 2 - Mulligan hard for it if you've got the coin. Really strong weapon if you can trigger the combo.
Pressure Plate - 2 - The RNG factor keeps this from being OP. The meta will have a big impact on the effectiveness of this trap. Lots of swarms will make it weak. More big minion tactics will make it much stronger. There's also the concern that spells are far less plentiful in arena decks. I'm pretty curious to see this in action.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Wasteland Assassin (3): Decent 5 drop. Stealth and Reborn make it very sticky, so chances are you will trade into what you want to trade at least once. For now im being a bit skeptical and looking at it as an average minion for the mana cost, but i would not be surprised, if it ended up performing better than i give it credit for.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
High Priest Amet (2): Interesting card, can provide game winning advantage, or can be a huge drawback, if it has low health and you cant kill it off. But since priest can heal it and otherwise buff it, i will remain optimistic for now that this will do more good than harm on average. We shall see.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Generous Mummy (4): It is a really good stat line for the cost and you get a 5/1 back too, but the drawback looks way to severe. The tempo you gain from playing this can very well be lost and then some in the next turn. It can work in some fast decks, but it will be a dangerous play no matter what.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Grandmummy (3): The buffs are definitely nice and the card is a bit annoying, might also make you clear other minions so the wont get buffed, so it might end up performing a lot better than i give it credit for, but the stat-line is just horrible and the buffs come in very slowly.
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Diseased Vulture (1): Fair 4 drop stats with upside. Can snow ball out of control and generate quite a bit of value. As a 6 mana play, it should be better on average then Murloc Knight.
Neferset Ritualist (1): Very painful win more card. If you can free trade and heal with this card, it's going to give you a strangle hold on the board. Generic 2 drop stats with late game flexibility makes this card incredible powerful.
Anubisath Warbringer (4): Probably undraftable. Poor stats with an effect that requires you to give up a 9 drop.
Into the Fray (4): The effect is very strong for the mana cost, but having the taunt minions in hand can lead to inconsistencies. Even getting 1 buff might make this worth while.
Pressure Plate (3): Spell condition makes this a bit less likely, but a 2 mana Deadly shot that has the secret confusion value isn't the worst.
Infested Goblin (3): Bit understatted initially, but the value comes from the 2 separate taunts afterwards. Fair card.
Frightened Flunky (1): Very strong card. Better then other 2 mana class minions that generate value. Also a discover.
Wasteland Assassin (2): 2x Jungle Panthers in 1 body. 4 attack is serviceable on turn 5 and having the ability to trade twice for 1 card makes this a strong card.
High Priest Amet (2): Fair stats, with a strong effect. It's flexible to play on T4, but it's real value comes from being played in the late game in combination with other cheaper minions.
Generous Mummy (4): Reduced cost is a lot different then additional mana. The comparison card being Arcane Golem and I think this card is similar but potentially worse. The effect is hard to get rid of, and scales poorly as the game progresses. -1 mana off cards is basically adding 1 mana crystal per card played. I don't think this card is good enough to justify the tempo gain.
Grandmummy (3): +2/+2 on a 2 drop deathrattle as well as 2x 1/2 bodies. The card seems okay - a bit slow and weak, but has value.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Colossus of the Moon (2):Big baddy that will come back with protection of a divine shield. It certainly looks scary, but it is all you will do in a turn.
Plague of Wrath (3): This aoe is about as reliable as brawl honestly. Sometimes it can be absolutely amazing and sometimes it hurts you more than your opponent. Im sure we will be using it, but im not sure how much will it reliably help on average.
Sunstruck Henchman (2): I think this card will perform very well simply due to the fact, that your opponent will not want to leave it up either way. Tho there is a potential for nasty streaks of bad luck that could easilly cost you the game.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Anubisath Defender (4): If you draft some 5+ cost spells, this card can go in value significantly, but if you have to play it for its default cost, it is a pretty bad play.
Overflow (2): Amazing card draw for a druid. You probably dont want more than 1 in a deck, max 2. You will have to be careful when to play this tho, healing your opponent's board could cost you extra resources, but there are plenty of druid cards that have synergy with healing, so this card should prove really useful in many situations.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Plague of Flames (3): I honestly dont know what to think about this card. Obviously it is super cheap, so that gives it a lot of versatility. You dont need to hold it for a full board wipe, trading up for just one or two big(ger) minions can very well be enough tempo to push forward. But it could also be very awkward to get into a situation, where you want to use it. I guess time will tell.
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Micro Mummy (2): Master Swordsmith is always annoying when opponent plays it, even if it has crappy stats. This has the same ability with more stats split among two bodies, making it that much stickier. I can see this card being very annoying to get rid of. Not hard to get rid of, but annoying, cause you will have to spend two attacks killing it.
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1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Livewire Lance (1): Stats on the weapon arent isnt very impressive, but it can generate pretty great value through the Lackeys.
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Colossus of the Moon - 2 - A massive finisher that is sticky and takes a minimum of 4 hits/removal pieces. Reasonable guess we're looking at this set's North Sea Kraken / Bog Creeper.
High Priest Amet - 1 - Priest is the only class you can accept the low attack value as a trade off for the game changing ability. Turning 1 or 2 low cost minions into high health traders that priest can continually heal will be soul crushing for opponents.
Anubisath Defender - 4 - A build around card similar to Arcane Tyrant that is a great tempo play but only if you can trigger it. In arena, there's no way to guarantee you can, so it's only a viable pick as late-draft option when you've already got the proper support. Otherwise, it's a very poor tempo play.
Livewire Lance - 1 - We have seen the strength of a lackey already. They're quite good. This is tied to a weapon that can attack immediately, giving you initiative and some extra options in you hand.
Micro Mummy - 2 - The stat math says it is a stud, giving you 2 bodies (1/2, 1/1) and 2x +1 atk buffs. Pretty solid, but still a poor tempo play as a 2 mana 1/2. In a meta with lots of mechs this could easily be a 1 score card since you can potentially magnetize to it and make it a more long-term minion buffing pain in the ass.
Generous Mummy - 5 - This is way too much benefit to give away. Reducing the cost of every card in your opponent's hand is a good way to die fast.
Grandmummy - 4 - The deathrattle and likely "free kill" stats make it too easy for your opponent to work around the board and kill this without the buff hitting a minion. Pass.
Overflow - 2 - A very interesting card. The art is weird, right? A dam breaks and somehow that heals everything for 5? Anywho... Draw 5 is excellent. The restore is likely to be tricky but you get to work out the best value trades and then heal up the minions you have remaining so this should be a really strong play in most scenarios.
Plague of Flames - 2 - This has board clear potential for 1 mana. That's bonkers. Warlock has the minion generation required to pull it off and create massive swing turns where they wipe the board and drop a few minions in the same turn. This card is downright scary.
Plague of Wrath - 3 - It's a solid board clear but only when you can combine it with a whirlwind effect. Too conditional to get much better than a 3.
Sunstruck Henchman - 2 - It'll be annoying as hell but a 6/5 for 4 is a seriously strong tempo play. This has the potential to be a bucket buster if it's scored too low.
Wasteland Assassin - 2 - Stealth is strong in arena and reborn is going to be strong in arena. This will be strong in arena. It will be especially good for classes like paladin/druid where removal is tough to come by and buffs are plentiful.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
I didn't really consider the potential to match the reduced / damaged health stat. That is enough to drop it to a 2.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Dark Pharaoh Tekahn (4): First of all, you have to get Lackeys to get any value from the battlecry, so solely draft dependant. Then you have to play this before lackeys. Quite unrealistic that you would be able to do all that in an average deck. But it can happen.
Desert Spear (3): It is not the worst weapon ever, but kinda awkward. You can distribute the damage, that is nice, but still. Im not sure how i feel about it.
Vilefiend (3): Ok 2-drop. Less stats, some healing, could be worse. Warlock might like it for the demon tag.
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Pharaoh's Blessing (1): This card will be new T6 power turn, similar to the strength of Spikeridged Steed, mark my words. Obviously same downside as any buff card, you need to have a board, but when you do, oh boy. You will create a huge taunt what will be able to trade into an enemy minion for free. Will trade 2for1 most of the time with potential to absorb even more cards from your opponent.
Tomb Warden (1): Pretty great play for the cost even without the taunts and mech tags. I dont think you will want to draft any taunt-hand buff cards in arena since they are poor standalone cards, but in constructed, you will probably see this monster grow quite a lot.
Embalming Ritual (1): Pretty decent card. Look at this as a "Give a minion "Deathrattle:Summon a Magma Rager"" for 1 mana for example. Pretty good, eh? More bonus with deathrattle minions and auras and priest's hero power as well. This card might not end up being something completely broken (even tho it might), but i think it will be just something really solid for most situations and will definitely be worth the cost.
Pharaoh Cat (1): Good stats for 1-drop for a rogue and creates card advantage. What more can you ask for from a card like this.
Bone Wraith (2): It is no Sludge Belcher, but it is very close.
Shadow of Death (5): This is not arena card. You cannot sacrifice a card and this much tempo for a potential gain in the future. Maybe priest or warlock could afford it, not rogue. Not to mention there has to be a minion worth copying in a first place. Just no.
Mortuary Machine (4): It is a big baddy for 5 mana and the mech tag might make it even scarier. But the downside is quite big. I mean it could work out for you, but only in fast decks imho. If you are goin for midrange/control decks, the stats are not worth the amount of value your opponent can get in return.
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Conjured Mirage (5): Huge pile of stats, it can and probably will buy you a turn, but what of it? You spend a card doing nothing. Maybe it could help you later on to protect your board when you have more mana to play other stuff, but drawing into a "dead" card over and over does not seem like a good solution. Maybe warlock can utilize it, but other than that, dont think so.
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Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
Flame Ward (2): Basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
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King Phaoris (4): You usually dont have that many spells in arena and certainly not all of them at once in your hand. This could have potential in certain decks, but it will be a weak play most of the time.
[Hearthstone Card (Sahket Mercenary) Not Found] (2): Im not sure what to think about this card, but i guess it provides some kind of tempo with its deathrattle most of the time, so it should be pretty good.
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Khartut Defender (3): Decent taunt and heal split among two bodies. Taunt and heal is always nice. It might end up performing better than just an average minion, but we shall see. Reborn has one big weakness in arena and that is ping classes. As much as the reborn minion is nice value addition, vs the best classes it will usually just mean getting pinged by a hero power. At least you get some heals here.
Wretched Reclaimer (1): Passable 3-drop with an extreme combo and/or lategame potential. Can trigger deathrattles and reborn effects bringing the original minion back. Can heal reborn minions or any minion in general by bringing it back with full health. This card will be annoying.
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Wrapped Golem (1): Neutral Obsidian Destroyer that traded 2 Health for the Reborn keyword. Seems quite decent. I think i would prefer the original, but the reborn can bring a different kind of value and survivability, so im ok with the "copy" as well.
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Colossus of the Moon (2): Big dumb minion that will be impossible to removal via minions. Lack of initiative and flexibility makes this card a high average card at best.
Plague of Wrath (3): Seems fine, a weaker Sleep with the Fishes type card for Warrior. It's King Mosh's ability without the 9/7 body.
Sunstruck Henchman (3): Seems poor, but probably performs similarly to Ogres and their 50% chance to miss effects.
Anubisath Defender (3): Tempo minion potentially. Should perform similarly to Arcane Tyrant.
Overflow (2): Better then Sprint. The Heal will be controllable to benefit you, so usually to a much stronger positive effect, then negative.
Plague of Flames (1): For 1 mana, if it's a 1 mana do 2 damage to kill a minion + trade type of card, it's fine. On the high roll side, it's a 1 mana Twisting Nether, If you get a huge flip with it, you can redevelop with all your mana. It's really strong.
Micro Mummy (2): Bit annoying and you'll get some value from this card, if you don't, it's a 2 body pseudo taunt that soaks up some damage.
Livewire Lance (1): Great card. The Lackeys generated will make up for the 2 attack on 3 mana.
Dark Pharaoh Tekahn (4): 5 mana 4/4 with limited upside? Pretty bad. Not much lackey support so far. More a constructed card.
Desert Spear (1): Great weapon for Hunter. It's similar to Perdition's Blade and Piranha Launcher. The split damages help Hunter take care of complex boards and has beast synergies to boot.
Vilefiend (3): Slightly average card. Can find some use in classes that need a small heal or a Demon to synergize with.
Pharaoh's Blessing (1): Blessing of King + Hand of Protection + Taunt Spare part. It's a great card by itself, but huge buffs can be awkward for Paladin since Spikeridged Steed is rotating back in.
Tomb Warden (2): It's a good card by itself, however not as good as Power of Creation for example, but with any kind of hand buffs, this card gets insane.
Embalming Ritual (2): Probably a better Ancestral Spirit. For 1 mana it's worth it on almost any minion.
Pharaoh Cat (1): Cheap combo card and 1-drop. Generated card always gets value due to the Reborn mechanic.
Bone Wraith (1): 4 mana Sludge Belcher. Makes Infested Tauren look like complete garbage. This card (among many others) will spell the end for Aggro this upcoming rotation.
Shadow of Death (5): 4 mana do nothing is hard to make work in Arena.
Mortuary Machine (3): This card probably works better as a late game Tempo finisher when cards are exhausted or on an empty board as opposed to a mid game play. It's not a trader since the opponent will have a significant value edge, so it's a face card for sure.
Conjured Mirage (5): Garbage unless you can silence this. Anti fatigue card in constructed?
Siamat (1): Very powerful legend. At worst, its a Warbear, at best it's a 2 for 1 trader, that threatens 12 damage next turn.
Flame Ward (2): This is one of the stronger secrets with a nice AOE effect for 3 mana. It further complicates the tests you have to do while secrets are up.
King Phaoris (4): Obviously powerful effect, but borderline undraftable, as a condition 10 drop that requires conditions to be met to extract value. In the slowest metas, I can see this working though.
Sahket Mercenary (1): Fair statted 4 drop with a built in random Sap. A very disruptive card that requires removal before developing.
Khartut Defender (2): Very defensive card, but really weak tempo on the turn you play it. 3 attack does not fair well against minions in the 4-5-6 range. It's a Lord of the Arena card that heals you for 6HP. It has uses and is quite decent as a recovery card.
Wretched Reclaimer (1): Fair 3 drop that is a usually a full heal, as well as a well to get additional value from Reborn, Deathrattles, Rush, and Divine Shielded cards. Can be insane tempo and value.
Wrapped Golem (1): Insane neutral threat. Generates tons of value, protects your board, and has reoccuring value. It's a bomb.
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Dark Pharaoh Tekahn - 4 - A very powerful ability but it needs a few lackey generators to be useful. With most of the lackey cards being cheap, I'd be concerned they'll be played prior to this, as well.
King Phaoris - 4 - Very limited card that needs at least a few spells in hand to regain the lost value of a 10 mana 5/5. Spells are not abundant in arena so this is likely undraftable unless it's one of the last cards in your draft and you know you have lots of spells.
Siamat - 1 - Mega stud that adjusts to your needs when played. 'nuff said.
Mortuary Machine - 3 - We've seen variants of this in the past with Fel Reaver and Bittertide Hydra but this is the worst of that group. Reborn will do much more for your opponent than the threat of burned cards or 3 point pings. Still, these massive-stat-drawback minions can run away with a game.
Shadow of Death - 4 - Huge tempo loss but I can see this being a game changer in games that go long. If the arena meta slows and shifts towards control games this card could be incredible.
Conjured Mirage - 5 - 4 mana to stall one turn isn't likely to fix the problems you're facing.
Khartut Defender - 2 - There's a lot packed into this card. Taunt is important in arena and this takes 2 swings to kill it while you gain 6 along the way. Bucket placement matters here, and I have the feeling this may be scored a bit low and become an easy pick.
Pharaoh's Blessing - 1 - Paladin PTSD is kicking in already. Team 5 obviously didn't consider the arena set rotation when adding this. Spikeridged Steed is back in at set launch. I may just concede when I see a Paladin to save my electronics from rage injuries.
Sahket Sapper - 2 - Powerful ability and a decent 4/4 for 4. It'll be a decent tempo swing but will depend on the meta a bit. Wide boards nullify it, tall boards make it great.
Tomb Warden - 2 - Solid twin walls for the price. There's already plenty of taunt support for Warrior so this could be a nightmare in the next meta.
Wrapped Golem - 1 - Very cool card. It's strong but fair, with health stats that make it fairly easy to kill by T7 or T8. The taunt weenies give it that extra bit of protection it needs. Another candidate for the Kraken of the set.
Wretched Reclaimer - 1 - Basically a "heal to full health" for a minion on the board at worst. Trigger a deathrattle in the process and you're getting crazy value.
Bone Wraith - 1 - The stats should be able to handle the minions on board for T4. Another really strong reborn minion. Get ready for boards that never, ever go away.
Desert Spear - 2 - Weapons are strong in arena and the ability to generate a beast makes it pretty solid despite the 3 cost for 1 point per swing. Ping is important in arena.
Embalming Ritual - 2 - Cheap way to bring back something that's a pain in the arse.
Flame Ward - 2 - We knew Mage would get a secret and this one is very good. Secret Mage will be a thing in arena.
Pharaoh Cat - 1 - Zero downside and adorable. Here kitty kitty kitty.
Vilefiend - 3 - 2/2 for 2 with a decent ability. Nothing special, though.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
- NEW CARDS (ALL CARDS REVEALED) -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Zephrys the Great (3): Probably not gonna trigger very often, but if you get it early in the draft, might be worth trying a highlander deck for it. Otherwise vanilla stats, so regular 2-drop.
Octosari (2): Interesting card for arena. Huge body and a deathrattle that will basically repelnish your entire hand. It might be too much for some classes/decks, but even if you draw like 5 card and burn 3, that seems like a good value.
Vessina (2): An ok 4-drop with a pretty strong ability. But it is also very draft dependant. But id say worth goin for.
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Blatant Decoy (4): This card will probably be a bit tricky in arena. Could work out for you, but it could also screw you. The fact that it is a deathrattle gives the opponent some control over the effect as well. I dont think i want to risk this.
Body Wrapper (3): Below average stats for the cost and ability that can be good, or bad. Dont like it too much.
Crystal Merchant (3): Interesting card, weirdly enough will probably have more value late game, when you can spare some mana to trigger the effect. Should be decent draw option in general.
Dwarven Archaeologist (3): Vanilla 2-drop with a nice ability. Cant complain.
History Buff (1): Great 3-drop with insanely strong ability, damn.
Mischief Maker (3): Not sure how good or bad the ability will be for arena. Might be an interesting way to get a card from another class, but you are giving up one of your own as well. Probably not worth the risk, will depend on the bucket this falls into.
Vulpera Scoundrel (1): Without the mystery option, it is an amazing minion, lots of value. The mystery option is apparently a 4th discover option that is a random spell (from any class), so that gives extra potential.
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Dune Sculptor (1): This card is a huge value generator, granted it might be a bit hard to activate it, but it is an ok 3-drop with huge late game potential.
Garden Gnome (4): This card needs to trigger its battlecry, otherwise its unplayable. Solely draft dependant, but there should be decent options for the spells in the pool, so it has potential.
Holy Ripple (2): Mini-Holy Nova. The effect seems pretty good for the cost. We sometimes draft arcane explosion, this is a lot better.
Hyena Alpha (3): This card can be super powerful tempo play, but the condition is quite hard to meet. You dont rly want secrets and if you do get them, it is pretty easy to trigger them. One saving grace is, since it is relatively easy to play around hunter secrets, opponent might leave it up; or be "forced" to pop it before T4 giving you some tempo back for playing a secret in your early turns.
Mogu Fleshshaper (2): There have to be 4 minions on the board to make this cost efficient, that doesnt sound so bad. Can be played for free in a rly bad situation, helping you get back into the game. Looks promissing.
Naga Sand Witch (3): Interesting card for arena, the ability can help or hurt. A lot. Stats alone are ok for the cost, depends on what spells you drafted to consider this or avoid it.
Quicksand Elemental (1): Kinda powercreep on Shrinkmeister. This card is an autopick for any deck and any class. The ability is pretty strong, allowing for safer trades and the body is just a good 2-drop minion. Powerful stuff.
Ramkahen Wildtamer (2): Good 3-drop that can potentially generate another minion. Pretty good stuff. Draft dependant tho.
Swarm of Locusts (1): To be honest, i dont think i like all these powerful removal options for hunter that also have a lot of versatility.
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Armored Goon (1): Boulderfist Ogre with a pretty good ability.
Ancestral Guardian (3): Decently sticky minion that cant rly be too ignored. Potential for some serious healing. Not super great tempo wise tho, so will probably depend on a bucket placement.
Ancient Mysteries (5): Can help make some spell or secret synergy plays easier by making the secret cost 0, but you have to have secrets in your deck, which is something you generally dont want; and if you do draft some, it is not many, so this will be super inconsistent and definitely not worth a card.
Beaming Sidekick (2): Pretty good buff card, helping your minions surive the trade.
Bug Collector (2): Kinda mix between Murloc Tidehunter and Blowgill Sniper. Decent 2-drop.
Candletaker (2): Arguably better [Hearthstone Card (scarlett crusader) Not Found], cause you cant ping it away both times.
Clever Disguise (1): Two mana gain two cards - spells - seems like a very good deal.
Desert Hare (3): Ok for hand buff, token or evolve synergy, otherwise kinda poor 3-drop.
Faceless Lurker (3): Good taunt, wihout any extra synergy pretty much Fen Creeper. With hand buffs this can get insane.
Golden Scarab (1): Jeweled Scarab's cousin. Pretty good value generator. Not a 3-drop tho!
Injured Tol'vir (3): Decent taunt for a 2-drop. A lot better in priest.
Kobold Sandtrooper (4): Might be decent in an aggro deck, where 3 face damage might be quite good. Otherwise very shitty 2-drop.
Living Monument (3): It is a pretty good taunt overall, but you are not gonna do anything else in the turn and that is always dangerous.
Neferset Thrasher (4): I feel like the drawback is way too big. You want to keep it alive, but if you do, you are slowly killing yourself. Might be ok if you draft couple cards that have synergy with damage to your hero, but without healings, this card can very well loose you a game.
Oasis Surger (1): Extremely powerful card with some versatility. 5/5 rush for 5 mana is quite frankly insane. Spiked Hogrider was a premium card that provided big tempo swings and that didnt even work every time. This does. Granted cant go face, but definitely a great value-removal. Basically Militia Commander for one more mana that keeps the attack buff.
Penance (2): Great cheap removal with some bonus healing, whats no to like. Only problem is it cant go face.
Phalanx Commander (3): Not the best stats for the cost, not the worst. Ability that can be relevant from time to time. If you have lots of taunts, this increases in value quite a bit.
Pit Crocolisk (1): One of the strongest cards of this set, if not the strongest, for arena. One of the strongest cards in a while actually. This card will dictate games and T8 will be once again the turn to win or lose the games off a single card like it was with pre-nerf Bonemare. This card is beyond insane.
Sandhoof Waterbearer (1): Smaller version of Ragnaros, Lightlord. Good stats and powerful effect, very strong card.
Sandstorm Elemental (1): Pretty much Twilight Flamecaller for one less mana and with elemental synergy. The overload can be seen as bonus in some cases too.
Serpent Egg (4): Nerubian Egg where token lost 1 Attack for a beast tag. Same with any egg, if you dont have deck for it, dont pick it.
Sinister Deal (1): This card is actually super strong due to its flexibility. You are not guaranteed to discover the lackey you want 100%, but chances are very high and any lackey gets great value anyway in the end.
Spitting Camel (4): Honestly i dont think it is worth it. Extra stats are so you can keep the minion alive longer, but keeping this alive will just keep damaging your other minions, not a great trade off. But if you are desperate for 2-drops, get it.
Subdue (2): Literally Hunter's Mark+. Paladin doesnt have much in terms of hard removal, so this should be a good pick up.
Temple Berserker (3): Not the worst 2-drop, not the best. Can be nice if you need some body to stick on the board, but if you cant capitalize on that, it is a slow roll.
Totemic Surge (3): Interesting card, not sure how well it will work in arena, but can make your totems useful. I guess if you think about it, at worse it is a 2/2 with an ability with 25% to get a naked 3/1 for 2 mana with your hero power, thats not that bad.
Wasteland Scorpid (2): Good minion with a pretty big body. Can easilly trade for multiple cards.
Worthy Expedition (1): Very versatile card. Value generator. Good stuff.
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Octosari - 1 - You could certainly burn a few cards but it's an 8/8 body and a full hand. Yes, please.
Vessina - 2 - Good stats with an ability that can help you trade more favorably. Being overloaded shouldn't be too difficult but there will be timing/consistency issues so it gets a 2. It'll play like a 1 if you have good luck in your draft.
Zephrys the Great - 3 - Really cool card but highlander strategy doesn't work in arena. Ok as a 3/2 for 2, though.
Blatant Decoy - 3 - An interesting card to build around in constructed but much trickier to use in arena. This is a sleeper pick to be a really broken card, though. It could fix a lot of bad situations if you can set up pulling a big minion from your hand.
Body Wrapper - 3 - Mostly a 4/4 for 4. Vanilla minion, vanilla score. With so many tokens being spawned you could be shuffling a garbage top-deck in. Pass.
Crystal Merchant - 2 - Druid has better draw options but this one is inexpensive and recurring if your opponent doesn't deal with it. I'm not itching to test it, but think it will be enough of a nuisance with upside to make it a decent card.
Dwarven Archaeologist - 3 - A very powerful card if your draft supports it. Too draft dependent to score better but it'll definitely play better for those that get a bit lucky drafting.
History Buff - 1 - Solid on curve minion that's tough to remove and can snowball quickly. If you get him late you can play him then another minion or two for immediate gains.
Mischief Maker - 3 - RNGesus doesn't like me enough to make this draftable. Do you feel lucky?
Vulpera Scoundrel - 3 - Discover is strong. Discovering a spell is even stronger. Now you get a 4th option if the 3 spells you're looking at aren't great. Should be a great card in arena.
Dune Sculptor - 1 - Recurring effect makes this a soft taunt. The lower spell count in drafts could hurt the value a bit and make it inconsistent but it's cheap at 3 mana and can hang out in your hand until you find the support you need.
Garden Gnome - 4 - Druid does have good spells at 5+ mana but the conditions are still pretty steep and the gain is in the form of small bodies.
Holy Ripple - 2 - Solid ping AoE that heals your side, making trading more favorable for you.
Hyena Alpha - 3 - Realistically, this is a 6 drop with a secret first. It's a very good turn 6 but the conditions are tough to meet so you'd have to see this late in the draft and know you've got the secrets to support it.
Mogu Fleshshaper - 3 - Cost reduction cards have generally been strong in arena so this may perform better than a 3 score card. There's lots of tokens, too. Ultimately, though, you need 4 minions on board to make him a really good 3/4 for 3. Chances are, by the time the board looks like that, a 3/4 for 3 isn't so great anymore.
Naga Sand Witch - 3 - It will suck when your opponent discounts that Pyroblast but most of the time it'll probably make a Frostbolt cost more. 5/5 for 5 that you have to be careful about dropping... pass.
Quicksand Elemental - 1 - Solid, aggressive stats and a very powerful impact on the board. Trade more favorably and it's got an elemental tag which may come in handy.
Ramkahen Wildtamer - 2 - You'll probably have no trouble meeting the 'beast in hand' condition as hunter so you get a top stat 3 drop and an extra card in hand. Love it. It probably deserves a 1 score but there's always the chance you can't copy something.
Swarm of Locusts - 1 - This is basically removal for hunter. Beast tags on all of them and you can trade favorably and end up with a few remaining on the board. Great card.
Ancestral Guardian - 2 - Seems a bit too fragile with that 2 health stat line. If you can hide him behind a taunt it becomes a very strong card that can trade well and come back with reborn, all while healing your face. If you can't hide him he could easily be killed, reborn, and killed again same turn by weak minions. Still, restore 8 while potentially removing 2 minions is nothing to sneeze at in arena.
Ancient Mysteries - 4 - Again, I'm predicting secret mage will have enough support to be a viable strategy in the upcoming meta. It's still tough to like this card taking up 1 of your precious 30 deck slots.
Armored Goon - 1 - Boulderfist Ogre with an upside. What's not to love? Even if you never get armor out of it you'll be happy with the stats.
Beaming Sidekick - 2 - It's not a 1 drop but it's solid as a way to improve your trading and makes a nice combo activator.
Bug Collector - 2 - A slight twist on the Hench-Clan Hogsteed that should be equally effective.
Candletaker - 2 - We're probably going to get sick of reborn really quickly next week. :D
Clever Disguise - 2 - Rogue has plenty of 'holding cards from another class' interactions and this nets 2 spells which is strong. Just hope Shaman doesn't rise up so there's no Totemic Might or Totemic Surge to worry about.
Desert Hare - 3 - 3/3 for 3 with 3 bodies. Not great but can certainly can prove useful. Seems more like a constructed card to go with the new quest.
Faceless Lurker - 3 - Not quite as good a Sen'jin Shieldmasta and an obvious inclusion for hand buff decks that likely doesn't work out in arena.
Golden Scarab - 2 - We know discover is awesome and this one gets a beast tag. On curve you give up some tempo but ensure you stay on curve. Later in the game it's even better.
Injured Tol'vir - 2 - 2/3 taunt for 2 is good. Clearly better in a priest deck but still really strong if you can heal him right away. The 2 mana cost makes it fairly easy to combo with a healer of some kind.
Kobold Sandtrooper - 3 - Neo-leper that still isn't a card you want to draft.
Living Monument - 3 - It's big and taunt. Decent if you've got little in the deck as finishers but it soaks up your whole turn.
Neferset Thrasher - 3 - It could snowball a game for you in the right conditions so I won't discount it. Still, 3 points every time you attack makes it look like Venture Co. Mercenary - ignore it and let the downside work in your favor when your opponent plays it.
Oasis Surger - 1 - Versatile rush minion(s) that will be very strong in arena.
Penance - 2 - A solid spot removal option with lifesteal.
Phalanx Commander - 3 - Taunt minions die first by design so you probably need to be ahead on board to get this benefit. Later in the game playing this with a few small taunts could work out well but it seems like it's a constructed piece that's too situational in arena.
Pit Crocolisk - 2 - Solid card that, for the third time with the set, makes me mention North Sea Kraken. Not quite that level (9 mana for 16 stats + 4 dmg vs. 8 mana for 11 stats + 5 dmg) but still something we're likely to see tons of at set launch.
Sandhoof Waterbearer - 1 - Another very strong, recurring ability. 5/5 for 5 and you will likely be able to time it with favorable trading for maximum impact.
Sandstorm Elemental - 1 - The elemental tag puts this over the top. This is a really nice way to clean up the leftovers from a Lightning Storm.
Serpent Egg - 4 - Eggs are rarely a good strategy in arena because you can't reliably crack them.
Sinister Deal - 1 - We already know how good lackeys are and now you can discover the one you need. Excellent card.
Spitting Camel - 4 - 2/4 for 2 is ok but you're unlikely to gain any advantage from the spitting. Constructed enrage deck? lol
Subdue - 2 - Inexpensive way to cut down any big minion. Paladins are going to be horrible with cards like this, Pharaoh's Blessing and the return of Spikeridged Steed.
Temple Berserker - 4 - It's a 1/2 for 2. It'll be dead on the first swing so the enrage ability is totally irrelevant.
Totemic Surge - 4 - Building a deck based on totems has never even been good in constructed.
Wasteland Scorpid - 2 - This is one obnoxious poison minion. And it's a common.
Worthy Expedition - 1 - Here's the upcoming cardpool for druid's choose mechanic: Cenarius, Ancient of War, Ancient of Lore, Nourish, Hidden Oasis, Druid of the Claw, Starfall, Oasis Surger, Keeper of the Grove, Branching Paths, Mark of the Loa, Shellshifter, Mark of Nature, Wardruid Loti, Wrath, Power of the Wild, Raven Idol. So be ready for the infinite Expedition/Idol loop. :D
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
Zephrys the Great (2): Similar to Kazakus in power level and digging ability. It might be even better in some classes that can pull off the highlander deck list.
Octosari (2): It's fine - even if you don't full draw the 8 cards, or mill your deck it's still a good value card and a big thing.
Vessina (2): Playable stats with a must kill ability. Overload is a bit inflexible at times.
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Blatant Decoy (4): Pretty bad card, you can set it up in some classes, but overall a 6 mana 5/5 with a mirror effect is very unpredictable.
Body Wrapper (3): Delayed value ability. Stats are fair enough.
Crystal Merchant (3): I think the card is okay - the stats are playable on 2 in a pinch or you can play it as a draw 1 in the late game with a reoccuring affect. Flexible enough.
Dwarven Archaeologist (3): Standard 2 drop with some upside.
History Buff (2): This is a good 3-drop similar to Beastmaster in power level, maybe stronger since it can trigger right away and multiple times.
Mischief Maker (3): Unpredictable, but will be more favorable for you since you can "control" when to play it.
Vulpera Scoundrel (1): Better then Kabal Courier - this is potentially the go to discover card. Stats are weak, but very flexible for option.
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Dune Sculptor (3): Mana Cyclone as a 3 drop - except for minions. How reliable has Mana Cyclone been ?
Garden Gnome (3): There are solid Druid big spells and holding one in hand to trigger this seems like an easy way to cheat tempo early.
Holy Ripple (1): Very good small AOE for priest - it's better value per mana then Holy Nova.
Hyena Alpha (3): Hard to make work since the secret needs to be played and not triggered. You can play on T6, but playing a secret for the sake of a 2/2 is not optimal use of the secret.
Mogu Fleshshaper (3): Probably OK in Shaman, but it's not a huge tempo swing for the requirements. Compare this to Undercity Fence.
Naga Sand Witch (3): Playable, and occasionally lead to some insanity on turn 10.
Quicksand Elemental (1): It's good - but potentially overhyped a bit. The reduction is better in Priest then other classes. For 2 mana - it's an easy pick if bucketed low.
Ramkahen Wildtamer (2): Fine stats with value upside. Hunter should consistently have options for this more then other classes.
Swarm of Locusts (2): 5-7 minions is good/great. Anything else is average or worse. It's a catch up card for Hunter that generates minions which is pretty good.
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Armored Goon (2): Better Boulderfist. Helps with weapon swinging. Solid card.
Ancestral Guardian (2): Aggressively statted with some healing is pretty nice. Should trade decently as well with both bodies for 4 mana.
Ancient Mysteries (4): Pretty deck dependent but a secret tutor to work with your synergy cards could make this viable.
Beaming Sidekick (2): Nice card, about as impactful as a tempo 1 drop can be.
Bug Collector (2): 3/2 over 2 bodies, with a bit of initative. The ping is going to be huge in the Reborn meta.
Candletaker (1): Better then Harvest Golem and better then Mounted Raptor. This card is one of the best 3-drops around.
Clever Disguise (3): The range of cards is too wide with random spells. It's worse then Violet Haze, since Haze gives deathrattle minions which have value built into the cards. The spell pool is too wide for this to be that good.
Desert Hare (3): Slightly worse Microtech controller with beast synergy.
Faceless Lurker (3): Small upside Fen Creeper that hurts more from a silence.
Golden Scarab (2): Bit of value, will be better in classes with strong class 4 cost cards.
Injured Tol'vir (2): One of the better 2 drops around. Great in Priest
Kobold Sandtrooper (4): Pretty bad 2 drop. OK in aggro drafts.
Living Monument (3): Just a big dumb threat.
Neferset Thrasher (2): Yeti on T3, into 2 trades is great. It will cost you 6 hp for 2 trades, but that probably saves you more in the long run. Also can be played and silenced or sacrificed without losing hp.
Oasis Surger (1): Really nice card. Flexible multi target removal, or a single minion attacker. It can be played as 2x 3/3s for 5 as well on an empty board.
Penance (2): Good cheap removal card with some extra healing which might not be that good in the Priest class.
Phalanx Commander (3): With the pool of taunt minions in the next rotation, this will find some use, but otherwise it's an understatted 5 drop.
Pit Crocolisk (1): Great card, comparable to Kraken, Fire elemental and of course Firelands Portal. Giving neutral reach to all classes will definitely make this a meta defining card.
Sandhoof Waterbearer (1): Great card and will break games open if left unchecked.
Sandstorm Elemental (1): Elemental Twilight Flamecaller. Really strong card for a class that needs the ping aoe.
Serpent Egg (4): A slightly worse Neubrian Egg.
Sinister Deal (2): Flexible but lackeys generally don't create much value - paying +1 mana for this spell then +1 mana for a lackey reduces the tempo advantages the Lackeys provide.
Spitting Camel (3): Better in slower drafts and classes. Worse in swarmy, aggressive drafts.
Subdue (2): Worse then Dark Conviction, but still very decent large removal.
Temple Berserker (2): One of the best aggressive 2 drops. 1/2 followed by a 3/1 after it comes back. Similar to Kindly Grandmother in Hunter which is a nightmare to deal with early.
Totemic Surge (4): Better then Totemic Might since it can surprise damage, but still pretty bad and inflexible.
Wasteland Scorpid (2): Expensive but highly durable body should go 2 for 1.
Worthy Expedition (2): Flexible dig for flexible options.
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Upping my Pit Crocolisk score to 1 after discussing with Sinti. Same comp was made as Boozor did, with Firelands Portal which was always totally busted. This card is even more predictable. And a common.... get ready to see so many it gets its offering rate reduced. lol
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"