Ashes of Outland: Arena Impact

Submitted 4 years, 9 months ago by

Ashes of Outland Logo

Ashes of Outland is Hearthstone's newest expansion and is set to release on April 7, 2020.


Quick Info

  • Introducing the Demon Hunter class. Hearthstone's finally got a new playable class!
  • Illidan is the basic Demon Hunter hero.
  • Prime Minions - Legendary minions with two forms. After they are removed from the board, they come back more powerful.
  • Imprisoned Demons - They are inactive for two turns but have powerful effects.
  • Outcast, the new Demon Hunter Keyword gives the card a bonus if it is cast while being the right-most or left-most card in your hand.
  • The Priest class sees a large overhaul with the launch of the expansion.

Arena Drafting Pool

The card pool for Ashes of Outlands launch:

  • Basic
  • Classic
  • Rise of Shadows
  • Saviors of Uldum
  • Descent of Dragons
  • Galakrond's Awakening
  • Ashes of Outland
  • Demon Hunter Initiate

This thread is dedicated to discussing the impact of these cards on the ARENA environment.

Click below to see how Arena Mods at Out of Cards rated the cards revealed so far!

AoO Spreadsheet

You can read everyone's detailed card evaluation by clicking on their pictures.

Sinti AbusingKel


Click on the class' icon to see their cards.

Druid Hunter Mage Paladin Priest

Rogue Shaman Warlock  Warrior

Netural

  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Ashes of Outland Logo

    Ashes of Outland is Hearthstone's newest expansion and is set to release on April 7, 2020.


    Quick Info

    • Introducing the Demon Hunter class. Hearthstone's finally got a new playable class!
    • Illidan is the basic Demon Hunter hero.
    • Prime Minions - Legendary minions with two forms. After they are removed from the board, they come back more powerful.
    • Imprisoned Demons - They are inactive for two turns but have powerful effects.
    • Outcast, the new Demon Hunter Keyword gives the card a bonus if it is cast while being the right-most or left-most card in your hand.
    • The Priest class sees a large overhaul with the launch of the expansion.

    Arena Drafting Pool

    The card pool for Ashes of Outlands launch:

    • Basic
    • Classic
    • Rise of Shadows
    • Saviors of Uldum
    • Descent of Dragons
    • Galakrond's Awakening
    • Ashes of Outland
    • Demon Hunter Initiate

    This thread is dedicated to discussing the impact of these cards on the ARENA environment.

    Click below to see how Arena Mods at Out of Cards rated the cards revealed so far!

    AoO Spreadsheet

    You can read everyone's detailed card evaluation by clicking on their pictures.

    Sinti AbusingKel


    Click on the class' icon to see their cards.

    Druid Hunter Mage Paladin Priest

    Rogue Shaman Warlock  Warrior

    Netural

    ~ Have an idea? Found a bug? Let us know! ~
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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    AoO Out of Cards Rankings

    Card NameSintiAbusingKel
    DEMON HUNTER
      
    Inner Demon24
    Chaos Nova55
    Glaivebound Adept54
    Aldrachi Warblades44
    Coordinated Strike43
    Satyr Overseer34
    Soul Cleave33
    Chaos Strike55
    Sightless Watcher45
    Shadowhoof Slayer34
       
    Nethrandamus35
    Altruis the Outcast44
    Flamereaper55
    Wrathspike Brute55
    Wrathscale Naga23
    Eye Beam55
    Hulking Overfiend55
    Illidari Felblade45
    Raging Felscreamer33
    Soul Split12
    Feast of Souls53
    Blade Dance34
    Command the Illidari55
    Umberwing54
    Mana Burn23
    Battlefiend45
    Consume Magic34
    Ur'zul Horror34
    Blur12
    Twin Slice34
       
    Metamorphosis25
    Kayn Sunfury55
    Pit Commander33
    Warglaives of Azzinoth44
    Coilfang Warlord55
    Priestess of Fury55
    Imprisoned Antaen44
    Skull of Gul'dan44
    Furious Felfin54
    Fel Summoner21
    Ashtongue Battlelord54
    Netherwalker54
    Spectral Sight35
    Immolation Aura55
    Crimson Sigil Runner44
       
    DRUID  
    Ysiel Windsinger12
    Archspore Msshi'fn55
    Marsh Hydra55
    Glowfly Swarm11
    Germination33
    Ironbark44
    Fungal Fortunes12
    Overgrowth23
    Bogbeam33
    Imprisoned Satyr31
       
    HUNTER  
    Beastmaster Leoroxx23
    Zixor, Apex Predator55
    Nagrand Slam35
    Augmented Porcupine34
    Mok'Nathal Lion44
    Scrap Shot33
    Pack Tactics44
    Imprisoned Felmaw33
    Scavenger's Ingenuity23
    Helboar33
       
    MAGE  
    Astromancer Solarian55
    Evocation55
    Apexis Blast34
    Apexis Smuggler33
    Deep Freeze54
    Imprisoned Observer43
    Font of Power54
    Netherwind Portal33
    Incanter's Flow12
    Starscryer33
       
    PALADIN
      
    Lady Liadrin32
    Murgur Murgurgle55
    Libram of Hope55
    Underlight Angling Rod54
    Aldor Truthseeker54
    Libram of Wisdom43
    Imprisoned Sungill33
    Libram of Justice52
    Aldor Attendant43
    Hand of A'dal54
       
    PRIEST
      
    Soul Mirror43
    Reliquary of Souls35
    Skeletal Dragon54
    Sethekk Veilweaver44
    Psyche Split43
    Dragonmaw Overseer54
    Dragonmaw Sentinel23
    Apotheosis53
    Renew54
    Imprisoned Homunculus52
       
    ROGUE
      
    Akama55
    Shadowjeweler Hanar23
    Greyheart Sage34
    Bamboozle55
    Ambush54
    Ashtongue Slayer33
    Blackjack Stunner53
    Cursed Vagrant45
    Dirty Tricks43
    Spymistress44
       
    SHAMAN
      
    The Lurker Below54
    Lady Vashj44
    Boggspine Knuckles44
    Shattered Rumbler54
    Torrent54
    Vivid Spores33
    Bogstrok Clacker54
    Serpentshrine Portal54
    Totemic Reflection43
    Marshspawn54
       
    WARLOCK
      
    Keli'dan the Breaker55
    Kanrethad Ebonlocke35
    Darkglare55
    Shadow Council45
    Enhanced Dreadlord55
    The Dark Portal21
    Imprisoned Scrap Imp52
    Hand of Gul'dan24
    Nightshade Matron44
    Unstable Felbolt24
       
    WARRIOR
      
    Kargath Bladefist55
    Bulwark of Azzinoth14
    Warmaul Challenger34
    Bladestorm33
    Bloodboil Brute55
    Scrap Golem54
    Corsair Cache33
    Bonechewer Raider54
    Imprisoned Gan'arg33
    Sword and Board23
       
    NEUTRAL
      
    Kael'thas Sunstrider23
    Al'ar12
    Maiev Shadowsong54
    Magtheridon53
    Teron Gorefiend34
    Waste Warden54
    Replicat-o-tron33
    Mo'arg Artificer33
    Scrapyard Colossus44
    Blistering Rot23
    Infectious Sporeling53
    Supreme Abyssal32
    Bonechewer Vanguard55
    Scavenging Shivarra44
    Dragonmaw Sky Stalker45
    Ruststeed Raider54
    Burrowing Scorpid54
    Disguised Wanderer42
    Felfin Navigator33
    Rustsworn Cultist33
    Frozen Shadoweaver54
    Terrorguard Escapee33
    Overconfident Orc33
    Rustsworn Initiate34
    Imprisoned Vilefiend33
    Bonechewer Brawler34
    Rocket Augmerchant54
    Guardian Augmerchant54
    Soulbound Ashtongue13
    Ethereal Augmerchant33

     

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Demon Hunter

    Basic Set

    Inner Demon Card ImageChaos Nova Card ImageGlaivebound Adept Card ImageAldrachi Warblades Card ImageCoordinated Strike Card ImageSatyr Overseer Card ImageSoul Cleave Card ImageChaos Strike Card ImageSightless Watcher Card ImageShadowhoof Slayer Card Image


    Tokens

    Illidari Initiate Card ImageIllidari Satyr Card Image


    Initiate Set

    Nethrandamus Card ImageAltruis the Outcast Card ImageFlamereaper Card ImageWrathspike Brute Card ImageWrathscale Naga Card ImageEye Beam Card ImageHulking Overfiend Card ImageIllidari Felblade Card ImageRaging Felscreamer Card ImageSoul Split Card ImageFeast of Souls Card ImageBlade Dance Card ImageCommand the Illidari Card ImageUmberwing Card ImageMana Burn Card ImageBattlefiend Card ImageConsume Magic Card ImageUr'zul Horror Card ImageBlur Card ImageTwin Slice Card Image


    Tokens

    Illidari Initiate Card ImageFelwing Card ImageLost Soul Card ImageSecond Slice Card Image


    Ashes of Outland

    Metamorphosis Card ImageKayn Sunfury Card ImagePit Commander Card ImageWarglaives of Azzinoth Card ImageCoilfang Warlord Card ImagePriestess of Fury Card ImageImprisoned Antaen Card ImageSkull of Gul'dan Card ImageFurious Felfin Card ImageFel Summoner Card ImageAshtongue Battlelord Card ImageNetherwalker Card ImageSpectral Sight Card ImageImmolation Aura Card ImageCrimson Sigil Runner Card Image


    Tokens

    Demonic Blast Card ImageConchguard Warlord Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Druid

    Ysiel Windsinger Card ImageArchspore Msshi'fn Card ImageMarsh Hydra Card ImageGlowfly Swarm Card ImageGermination Card ImageIronbark Card ImageFungal Fortunes Card ImageOvergrowth Card ImageBogbeam Card ImageImprisoned Satyr Card Image


    Tokens

    Msshi'fn Prime Card ImageGlowfly Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Hunter

    Beastmaster Leoroxx Card ImageZixor, Apex Predator Card ImageNagrand Slam Card ImageAugmented Porcupine Card ImageMok'Nathal Lion Card ImageScrap Shot Card ImagePack Tactics Card ImageImprisoned Felmaw Card ImageScavenger's Ingenuity Card ImageHelboar Card Image


    Tokens

    Zixor Prime Card ImageClefthoof Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Mage

    Astromancer Solarian Card ImageEvocation Card ImageApexis Blast Card ImageApexis Smuggler Card ImageDeep Freeze Card ImageImprisoned Observer Card ImageFont of Power Card ImageNetherwind Portal Card ImageIncanter's Flow Card ImageStarscryer Card Image


    Tokens

    Solarian Prime Card ImageWater Elemental Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Paladin

    Lady Liadrin Card ImageMurgur Murgurgle Card ImageLibram of Hope Card ImageUnderlight Angling Rod Card ImageAldor Truthseeker Card ImageLibram of Wisdom Card ImageImprisoned Sungill Card ImageLibram of Justice Card ImageAldor Attendant Card ImageHand of A'dal Card Image


    Tokens

    Murgurgle Prime Card ImageAncient Guardian Card ImageSungill Streamrunner Card ImageOverdue Justice Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Priest

    Soul Mirror Card ImageReliquary of Souls Card ImageSkeletal Dragon Card ImageSethekk Veilweaver Card ImagePsyche Split Card ImageDragonmaw Overseer Card ImageDragonmaw Sentinel Card ImageApotheosis Card ImageRenew Card ImageImprisoned Homunculus Card Image


    Tokens

    Reliquary Prime Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Rogue

    Akama Card ImageShadowjeweler Hanar Card ImageGreyheart Sage Card ImageBamboozle Card ImageAmbush Card ImageAshtongue Slayer Card ImageBlackjack Stunner Card ImageCursed Vagrant Card ImageDirty Tricks Card ImageSpymistress Card Image


    Tokens

    Akama Prime Card ImageBroken Ambusher Card ImageCursed Shadow Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Shaman

    The Lurker Below Card ImageLady Vashj Card ImageShattered Rumbler Card ImageBoggspine Knuckles Card ImageTorrent Card ImageVivid Spores Card ImageBogstrok Clacker Card ImageSerpentshrine Portal Card ImageTotemic Reflection Card ImageMarshspawn Card Image


    Tokens

    Vashj Prime Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Warlock

    Keli'dan the Breaker Card ImageKanrethad Ebonlocke Card ImageDarkglare Card ImageShadow Council Card ImageEnhanced Dreadlord Card ImageThe Dark Portal Card ImageImprisoned Scrap Imp Card ImageHand of Gul'dan Card ImageNightshade Matron Card ImageUnstable Felbolt Card Image


    Tokens

    Kanrethad Prime Card ImageDesperate Dreadlord Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Warrior

    Kargath Bladefist Card ImageBulwark of Azzinoth Card ImageWarmaul Challenger Card ImageBladestorm Card ImageBloodboil Brute Card ImageScrap Golem Card ImageCorsair Cache Card ImageBonechewer Raider Card ImageImprisoned Gan'arg Card ImageSword and Board Card Image


    Tokens

    Kargath Prime Card ImageFiery War Axe Card Image

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    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    Neutral

    Kael'thas Sunstrider Card ImageAl'ar Card ImageMaiev Shadowsong Card ImageMagtheridon Card ImageTeron Gorefiend Card ImageWaste Warden Card ImageReplicat-o-tron Card ImageMo'arg Artificer Card ImageScrapyard Colossus Card ImageBlistering Rot Card ImageInfectious Sporeling Card ImageSupreme Abyssal Card ImageBonechewer Vanguard Card ImageScavenging Shivarra Card ImageDragonmaw Sky Stalker Card ImageRuststeed Raider Card ImageBurrowing Scorpid Card ImageDisguised Wanderer Card ImageFelfin Navigator Card ImageRustsworn Cultist Card ImageFrozen Shadoweaver Card ImageTerrorguard Escapee Card ImageOverconfident Orc Card ImageRustsworn Initiate Card ImageImprisoned Vilefiend Card ImageBonechewer Brawler Card ImageRocket Augmerchant Card ImageGuardian Augmerchant Card ImageSoulbound Ashtongue Card ImageEthereal Augmerchant Card Image


    Tokens

    Ashes of Al'ar Card ImageHellfire Warder Card ImageFelcracked Colossus Card ImageDragonrider Card ImageRustsworn Inquisitor Card ImageRusted Devil Card ImageHuntress Card ImageImpcaster Card Image

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    1
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 9 months ago

    AoO Sinti's Rankings

    Demon Hunter

    Basic Set

    • Inner Demon (2/5): Very costly card, but having one in your deck will probably be worth it, since it can help you close out games; or you can use it as removal. Biggest downside might be that it can block your other cards from triggering Outcast.
    • Chaos Nova (5/5): Flamestrike for 5 mana. Not quite, but close.
    • Glaivebound Adept (5/5): Essentially "6 mana 7/4 deal 4+1 damage", combined with your Hero Power. Pretty damn strong. If you have a weapon equiped, it gives you more leeway.
    • Aldrachi Warblades (4/5): Weapon is always good. Lifesteal weapon is going to be really nice. You can bump the Attack to 3 with your Hero Power too.
    • Coordinated Strike (4/5): Three 1/1 tokens for 3 mana would already be playable. Rush on top makes this pretty decent.
    • Satyr Overseer (3/5): This will probably act as a 4-drop more often than not because without it triggering at least once it would be a pretty bad card. But with your Hero Power, this is actually a decent T4 play.
    • Soul Cleave (3/5): Decent small removal with some healings, not amazing, but not bad either.
    • Chaos Strike (5/5): Cycle, removal-ish, hero attack synergies. Yup, me like.
    • Sightless Watcher (4/5): 2-drop with an upside, whats not to like?
    • Shadowhoof Slayer (3/5): Pretty good 1-drop as 1-drops go. You dont want to have too many, but you wont be sad to have one or two.

    Initiate Set

    • Nethrandamus (3/5): This card might be more draft dependant than one might think. If you can get it early, it can scale pretty well and you can make a huge play on T9, but if you gate it late, it might take a while until it reaches some good value. Not to mention it can block cards in your hand from triggering Outcast. That being said, even getting 2-drops from this is a decent value for its cost.
    • Altruis the Outcast (4/5): It might not be as easy to deal more than 1 or 2 damage with him on the turn you play him, not to mention you need to play specific cards from your hand, but the fact that it only damages enemies is incredibly strong.
    • Flamereaper (5/5): Super powerful weapon, literally Shadowmourne. Will give you Supercollider flashbacks for sure.
    • Wrathspike Brute (5/5): Insanely powerful card. Taunt that acts as a board clear? Holy shit. This just destroys any token deck and takes the game back from them with a single card.
    • Wrathscale Naga (2/5): Probably not an Arena card, but it might find its niche in a very aggressive deck, the amount of damage that it can potentially put out could be scary, especially combined with stuff like Coordinated Strike for example.
    • Eye Beam (5/5): Small removal plus healing and it might even be free. Pretty good.
    • Hulking Overfiend (5/5): Batterhead as a class card. 2 less Health, 2 more Attack. I think that is preferrable, since it will let you clear bigger minions. Pretty powerful card.
    • Illidari Felblade (4/5): Steel Rager was a pretty great Arena card, this is better.
    • Raging Felscreamer (3/5): Passable 4-drop, goes up in value if you have some Demons.
    • Soul Split (1/5): Draft dependant, need to have a Demon on board. Eh.
    • Feast of Souls (5/5): Main card draw engine of any Demon Hunter deck i'd imagine. And for good reason. Even drawing a single card with this is acceptable, anything more and the card is superb.
    • Blade Dance (3/5): Not very impressive without a setup. With your Hero Power, its kinda 3-cost Arcane Missiles, so you need to have a weapon or buffed attack for this to work. One note tho, you can bet your ass right now that there will be a game, where you will lose to Inner Demon+Blade Dance combo. I can guarantee you that.
    • Command the Illidari (5/5): Swarm of Locusts, 1 less token for 1 less mana. Ehm, yes please!
    • Umberwing (5/5): I think this card might be a sleeper of the set, at least when it comes to Arena. What does this look like as? Let me tell you … Muster for Battle. Yup. Let that sink in.
    • Mana Burn (2/5): I am very interested to see how this card plays out in Arena, but it will most likely act as a win-more card than anything. Would be a pretty bad topdeck in a topdeck war, but denying 2 Mana from your opponent is actually noticable, just look at Shaman on their Overloaded turn for example.
    • Battlefiend (4/5): Scaling one drop with premium stats? Just wow.
    • Consume Magic (3/5): There are actually going to be A LOT of stuff you will want to silence, but silence alone is a costly resource, if you can trigger the Outcast, then the card is superb, but it might make your turn awkward. I will definitely try the card out, but im not too optimistic.
    • Ur'zul Horror (3/5): There are worse 1-drops.
    • Blur (1/5): This card would definitely be interesting in combination with some weapons, especially Warglaives of Azzinoth, but it does not do much as a standalone card, which makes it pretty bad. Would you draft Flash Heal if it cost 0? Still no.
    • Twin Slice (3/5): 0-cost Claw(ish), lets you have some ping options, lets you trigger hero attack synergies, i think this card should perform rather well.

    Ashes of Outland

    • Metamorphosis (2/5): I mean it is removal/face damage, but super slow. Most likely the other two options will be better.
    • Kayn Sunfury (5/5): Good stats, good abilities. Definitely could act as a finisher or at least let you trade into minions hidden behind taunts.
    • Pit Commander (3/5): Big taunt is always nice, but this one is quite costly. If you have Demons, this goes up in value a lot.
    • Warglaives of Azzinoth (4/5): Literally powercreep on Fool's Bane. Lets you attack heroes as well. But same as with Fool's Bane, clearing out minions with face hits is very costly and unlike warrior, DH does not have consistent way of regaining life.
    • Coilfang Warlord (5/5): Beyond broken card. Like i dont have have words. Holy shit.
    • Priestess of Fury (5/5): Another card on an absolutely insane power level. Basically Avenging Wrath on a stick. Wow.
    • Imprisoned Antaen (4/5): Very strong card, but question is, if you can afford to skip a turn like that. It might at least force your opponent to sack his board before this awakens, but you might just be dead before it happens. I guess we shall see if DH can afford to play the control game, cause if it can, this card will become insane.
    • Skull of Gul'dan (4/5): Card draw is always good. There will probably be very few times when you play this on the turn you draw it, but you might activate the Outcast eventually, from the other end.
    • Furious Felfin (5/5): A good 2-drop that can become [Hearthstone Card (shadowbolt) Not Found]? Yes, please!
    • Fel Summoner (2/5): This will be very draft dependant. Stats are pretty bad, i mean you want it to die, but not for free. The 8 Attack can be scary, if you cant deal with it and the potential that it can summon something like Coilfang Warlord or Priestess of Fury is going to make you crap your pants every time.
    • Ashtongue Battlelord (5/5): Get as many of these as you can. I dont care, get 30 of them.
    • Netherwalker (5/5): 2-drop with card generation. Yup, me like.
    • Spectral Sight (3/5): Easier to play willy-nilly when you draw into it than Skull of Gul'dan. Decent card draw, but not an auto-pick by any means.
    • Immolation Aura (5/5): Volcanic Potion for 1 less mana.
    • Crimson Sigil Runner (4/5): Ok 1-drop that can cycle itself. You will have to play it right away, but it shouldnt be too much of a problem most of the time.

    Druid
    • Ysiel Windsinger (1/5): You dont have that many spells in Arena to really take advantage of this and dropping a 5/5 for 9 mana will not do you any favors.
    • Archspore Msshi'fn (5/5): Fierce Monkey that shuffles a huge late game threat into your deck. Yup.
    • Marsh Hydra (5/5): Insanely strong card. Huge body, acts as a removal and gives you another big card. If this is allowed to attack for the second time, chances are you are going to win the game.
    • Glowfly Swarm (1/5): So you would need three spells for this to be playable. Not impossible, not realible either tho. Guess if you get it late in the draft and you are spell heavy pick it, otherwise avoid. Giving your opponent information about how many spells you have isnt greatest thing ever either.
    • Germination (3/5): While it does need a setup, this can be a very powerful play and added taunt can help as well.
    • Ironbark (4/5): Pretty good early game buff that can stay relevant during entire game.
    • Fungal Fortunes (1/5): You are not drafting spell druid in arena, you are just not.
    • Overgrowth (2/5): I feel like there will be a draft, where you can get away with this, but you will need some serious comeback turn after you play this. Dont think it will perform that well on average tho.
    • Bogbeam (3/5): Small removal, nothing too fancy, but druid does not have that many options, so this is nice.
    • Imprisoned Satyr (3/5): Not sure how well will this perform in arena, but wasting 3 mana for a potential swing turn isnt going to set you back that much i think, so it might end up being really strong.

    Hunter
    • Beastmaster Leoroxx (2/5): Very draft dependant and you might not want to waste battlecries on those beasts either. But it could provide for a very strong turn too.
    • Zixor, Apex Predator (5/5): Small removal that shuffles a big removal into your deck. Yeah, nice.
    • Nagrand Slam (3/5): Decent effect for its cost for Arena, but not sure if it would be enough, not being able to do anything else on the turn. Guess we will have to see it in action.
    • Augmented Porcupine (3/5): Pretty ok 3-drop, but it would need an attack buff for it to really shine.
    • Mok'Nathal Lion (4/5): As i've said with Illidari Felblade, Steel Rager was a good Arena card, this is better.
    • Scrap Shot (3/5): If you have a beast in hand, this card is insane. Otherwise, meh.
    • Pack Tactics (4/5): Pretty good cost efficient Secret. Can even provide more value, if the target had deathrattle etc.
    • Imprisoned Felmaw (3/5): Honestly, this is a bit meh. The low cost will make this playable, but having to wait two turns just to have a semi-removal that might not even go where you need it? Yeah, not sure if it will be worth it.
    • Scavenger's Ingenuity (2/5): If you have beasts, this is awesome, if you dont … well, dont draft it.
    • Helboar (3/5): Decent if you have beasts, otherwise hard pass.

    Mage
    • Astromancer Solarian (5/5): The Prime has some RNG element in it, but it should work out for you, hopefully. It can very well just win you the game on the spot, so i guess it shouldnt be underestimated.
    • Evocation (5/5): Insane value generator. Even if you get to play only one spell suited for the situation ur in, that is already good enough.
    • Apexis Blast (3/5): You are not going to summon the 5-drop, you are just not, deal with it. But a bad Fireball is still a playable card on itself.
    • Apexis Smuggler (3/5): 2-drop with a big upside, pretty good.
    • Deep Freeze (5/5): Very strong card. You would gladly play it even if it just summoned the 2 Water Elementals.
    • Imprisoned Observer (4/5): Great card, tho the board state might look very different in two turns, but it can allow you to slow down your opponent, which is very bad news for him.
    • Font of Power (5/5): Amazing card, you will never get to keep all three, but you can discover powerful minions, especially legendaries, that you do not have in your deck. Very worth it.
    • Netherwind Portal (3/5): Might be a while before this activates, since your opponent will not want to waste a spell to check for Counterspell willy-nilly and this just becomes even more of a problem. The sheer existance of this card tho can act as a soft-lock on casting spells since the tempo loss of summoning a 4-drop in a wrong time might be pretty painfull.
    • Incanter's Flow (1/5): Even if you draft a lot of spells, this just isnt worth it.
    • Starscryer (3/5): Loot Hoarder for spells, yeah, why not.

    Paladin
    • Lady Liadrin (3/5): Draft and draw dependant, but if you can get even one spell out of her, she did her job.
    • Murgur Murgurgle (5/5): Good early minion into a relatively powerful board fill. Just be careful vs priest so they dont steal it :)
    • Libram of Hope (5/5): Very strong effect, game turning in fact. Be on a lookout vs paladins if you want to close out games, this might just stop you in your tracks.
    • Underlight Angling Rod (5/5): Fiery War Axe that gives you two minions. Yup, good card.
    • Aldor Truthseeker (5/5): Awesome taunt on its own, if it can reduce the cost of your Librams, even better.
    • Libram of Wisdom (4/5): Explorer's hat was never a very strong card in Arena, but Paladin might make better use of it, since they can create a target for it with their Hero Power at least. Still might be too slow, but the ability to buff itself to trade up or survive a trade in a class that cares about staying on the board might just make this a superior pick. If you can discount it, then you're golden.
    • Imprisoned Sungill (3/5): Good t1 play, not a horrible later play, but you need to wait 2 turns for it to activate, im not sure if that is going to be worth it.
    • Libram of Justice (5/5): Paladin does not have very many hard removals and mass Hunter's Mark with a Overdue Justice on top seems like a pretty good deal to me.
    • Aldor Attendant (4/5): This card can actually play a pivotal role in your game plan, the discount on Librams makes them so much scarier. And being able to do it early and not lose any tempo for that? That looks very powerful.
    • Hand of A'dal (5/5): This card will be what old Power Word: Shield was for Priest. Draft as many as you like.

    Priest
    • Soul Mirror (4/5): Im still a bit torn about this card, i guess it is a good card? It either lets you summon a board for 7 mana, or potentially clear your opponent? Which is pretty good. I guess just the way it works, it leaves me with a bad feeling, is all.
    • Reliquary of Souls (3/5): To be honest, this is probably the weakest of the Primes of all classes. While the lifesteal is good, it just does not do much as the others do.
    • Skeletal Dragon (5/5): Insane card. Huge taunt that generates powerful cards. Can even generate itself :) Probably an auto-pick in lot of situations.
    • Sethekk Veilweaver (4/5): Another potential card generation for a priest and with a relatively easy condition. It having a decent stats makes this an amazing 2-drop.
    • Psyche Split (4/5): This can be used in a number of ways, but the buff guarantees that whatever you target, it should be a cost efficient outcome. Notice the wording, you can target an enemy minion and get a copy of it!
    • Dragonmaw Overseer (5/5): Shadow Ascendant was a great card. This scales twice as fast. If your opponent cant remove this card, they are going to lose, fast.
    • Dragonmaw Sentinel (2/5): Decent 2-drop for dragon decks, meh otherwise.
    • Apotheosis (5/5): Super strong buff, especially in a class that can heal its minions. Vellen's Chosen distant cousin, which will perform almost as well.
    • Renew (5/5): Heal is nice, but the discover is the real kicker here. Can even trigger some additional synergies like Sethekk Veilweaver.
    • Imprisoned Homunculus (5/5): Pretty great taunt, if you can afford to wait for it.

    Rogue
    • Akama (5/5): Good stats and the Prime can be your win condition.
    • Shadowjeweler Hanar (2/5): Very draft dependent and even tho all three new secrets are awesome, you still wont have that many of them to be able to consistently play them in combination with this.
    • Greyheart Sage (3/3): Passable 3-drop with an incredible upside, but very draft dependant.
    • Bamboozle (5/5): This card will probably make ppl cry, this card will bully you into submission and lose you games. It will be very interesting to see, how matches vs rogue go, when they have a secret up. You can still remove minions with spells to avoid this, but a 3-cost increase is nothing to scoff at.
    • Ambush (5/5): Even better than Venomstrike Trap and that card was good. Basically an [Hearthstone Card (emperror Cobra) Not Found] on curve for 2 mana, damn.
    • Ashtongue Slayer (3/5): Nice 2-drop with an upside, pretty good, tho i dont think you will get to utilize its ability very often.
    • Blackjack Stunner (5/5): Absolutely draft dependant, but the power level is beyond insane. Targeted Freezing Trap, a better Kidnapper. Yes, you need to have a Secret equipped, but all three introduced are very much playable, so you will want to draft them. You can target friendlies too, keep that in mind for possible shenanigans!
    • Cursed Vagrant (4/5): Huge pile of stats, followed by even more stats. This card will be very scary at pushing face damage.
    • Dirty Tricks (4/5): Pretty nice card draw, tho you might have to wait for it to activate. Added bonus tho, you can fake your opponent out by making him think it is a Bamboozle, leaving your minions alone. Or triggering it early by wanting to remove minions with a spell to avoid Bamboozle. These two secrets have a great synergy with itself just by existing in the same set.
    • Spymistress (4/5): Great 1-drop for rogue, you want 1- and 3-drops more than any class and you often gladly take Worgen Infiltrator, this is an upgrade, not to mention the newly introduced Stealth synergies.

    Shaman
    • The Lurker Below (5/5): Pretty good potential AOE, even just deal 3 damage is passable.
    • Lady Vashj (4/5): Ok 3-drop, Prime can be good, but you need to have spells (left) in your deck.
    • Boggspine Knuckles (4/5): Great stats and elemental tag, the ability is very strong and should not be too much of a problem to set it up. The sheer existance of these effects will make your opponent wonder, if you might play it next turn or not and make their life difficlut.
    • Shattered Rumbler (5/5): Decent weapon with two Evolve charges. Seems quite strong, will see how it performs.
    • Torrent (5/5): Flame Lance 2.0, in a class where only hard removal is basically Hex, this is good for Shaman, and bad for everyone else.
    • Vivid Spores (3/5): Can be powerful, but can be tricky to find the rigth time to play this.
    • Bogstrok Clacker (5/5): Very strong card, can blow up the game in an instant.
    • Serpentshrine Portal (5/5): King Mukla, here we go! No, but really, this is a very good card, no matter what it summons.
    • Totemic Reflection (4/5): Just the combo with your Hero Power makes this already playable. And even if you have to buff non-totem, you wont lose that much tempo to do so, you might even save some by having your minion survive the trade.
    • Marshspawn (5/5): Great stats and a powerful ability. The Coin is a spell.

    Warlock
    • Keli'dan the Breaker (5/5): Vilespine Slayer for Warlock? Yup. You will probably not clear the board with it very often, but an Assassinate on a stick is enough for me.
    • Kanrethad Ebonlocke (3/5): Draft dependant, Prime too. You need to have demons to take advantage of this, but if you can, this can be your win condition.
    • Darkglare (5/5): Free card draw, weeeeeeee! You will see this card in constructed pretty much in any WL deck, it just has so much potential. Not only it allows you to use your Hero Power for free, any self-damage will ramp you. Damn.
    • Shadow Council (4/5): These kind of random effects werent very good in the past, but the +2/+2 on top of that looks like it might just push it into the "perform well on average" category. Guess it can be draft/draw dependant, you might not want to get rid of your aoes/removals, but getting a bunch of beefed up demons sure sounds like a good deal to me.
    • Enhanced Dreadlord (5/5): Insane card, big taunt with a big body left behind that has Lifesteal. Huge deal for Warlock.
    • The Dark Portal (2/5): Not impossible to activate in arena, sometimes you can (or have to) be pretty greedy, but i wouldnt count on it, not to mention if you draw like a 2-drop? Meh!
    • Imprisoned Scrap Imp (5/5): Oh yeah, this is a card. This card will win you games. Simple as that. +2/+2 on everything in your hand? Hello? I already hate this card and i havent even seen it in action.
    • Hand of Gul'dan (2/5): Warlock usually does not have a problem with card draw, id rather have something else, that can let me not get smashed in the face so i can Tap instead. But i mean card draw is card draw, so not like this is a horrible card.
    • Nightshade Matron (4/5): Interesting card, definitely a strong play that should trade for 2 cards on average making up for the discarded card. As WL, you usually dont have a problem wasting a card if you can keep yourself at nice Health level so you can Tap like a madman. Nice combo with Hand of Gul'dan, but i wouldnt attempt that on purpose.
    • Unstable Felbolt (2/5): Decent if you have no board, otherwise hard pass.

    Warrior
    • Kargath Bladefist (5/5): Good early removal that creates a late game removal that gives you shitton of Armor, whats not to like?
    • Bulwark of Azzinoth (1/5): While it might save you a decent amount of Health, it also might not. And i will always rather have anything else than this.
    • Warmaul Challenger (3/5): At first i didnt really like the card, but looking at it for a while, this can do 3-4 damage on average before it dies, or can even survive if you target something small(er), so if you look at it as a removal for 3 mana, then it starts to look decent.
    • Bladestorm (3/5): This will probably be about as awkward to play as Bouncing Blade was, but it is still AOE, so i will give it a chance until i see it in action.
    • Bloodboil Brute (5/5): Even without any discount this is a great minion.
    • Scrap Golem (5/5): Another stab at Shieldmaiden? Pretty good taunt as far as protection goes.
    • Corsair Cache (3/5): If you have a few weapons, amazing! If you dont, well …
    • Bonechewer Raider (5/5): Should be easy to trigger it most of the time. If not, not the worst thing you can play on T3.
    • Imprisoned Gan'arg (3/5): I'd rather have an actual Fiery War Axe than to wait for it 2 turns, but this is a decent card. If you can play it on T1 it can set you up greatly for the midgame.
    • Sword and Board (2/5): Nice "ping", but like thats about it.

    Neutral
    • Kael'thas Sunstrider (2/5): You will have a hard time taking advantage of his ability in any class, so the stats-cost ratio is pretty bad on its own.
    • Al'ar (1/5): I guess we found a new low? I mean if you are ahead, maybe it can resurrect, but like why would you pick this in a first place. I expect to see this only via random effects.
    • Maiev Shadowsong (5/5): Hard removal, that has a timer on it. Two turns is certainly a long time to nuke your opponent's huge taunt and try to finish him off or draw into an answer. Amazing tempo play. Moat Lurker was a pretty great card actually and it would hardly survive two turns if you werent going to finish your opponent in that time and Maiev does not even trigger deathrattles.
    • Magtheridon (5/5): I think this will actually be pretty insane in Arena, you dont even need to get like a full board clear, just play it whenever you have a good opportunity to remove some of your opponent's stuff and get a big guy up. It can be a tricky to play him properly, given the situation, but i believe this will perform better than expected most of the time. If only cause your opponent might panic and misplay as well.
    • Teron Gorefiend (3/5): A little bit dangerous play if you ask me, could very well backfire or you might not be able to kill it off fast enough helping your opponent in a process. But it can also bring back a strong board for you. It will require some thinking while playing with this card. Synergy with other deathrattles is obvious, i hope.
    • Waste Warden (5/5): Even doing 3 damage to a single minion is awesome! Hitting more than 1 is a dream, tho be careful not to smite your own board.
    • Replicat-o-tron (3/5): Interesting card, you can have two of these at the end of the 1st turn, tho it can backfire and you might not be able to keep anything else on the board :D Guess Paladin and Shaman should like this more than others due to their Hero Powers.
    • Mo'arg Artificer (3/5): Above average stats for a 2-drop and neutral at that and possibly with an upside as well. Tho it can backfire horribly and the bonus stats might be its downfall where you might not be able to kill it off in time, so be careful.
    • Scrapyard Colossus (4/5): Very strong taunt minion, but you wont be able to do anything else in the turn. It is basically a hail mary play, but it might work out more often than not. Having this in the pool for evolve and other random effects is the most scary thing imho.
    • Blistering Rot (2/5): Needs to be buffed to become good.
    • Infectious Sporeling (5/5): I like this card a lot! It is a very interesting card, can act as a hard removal that keeps on giving, but your opponent can turn it back against you. Im looking forward seeing how this cards end up performing, it is one of those that im excited about the most.
    • Supreme Abyssal (3/5): Big pile of stats. Not being able to attack heroes sucks, but it can keep trading with enemy minions for a while.
    • Bonechewer Vanguard (5/5): Big taunt that will only get more dangerous. This card will be pain to deal with.
    • Scavenging Shivarra (4/5): Similar to Madder Bomber, but a LOT better since it wont waste hits on face. Also, you wont kill yourself!
    • Dragonmaw Sky Stalker (4/5): Great minion to keep you on the board, nothing spectacular, just stats, but you need that too.
    • Ruststeed Raider (5/5): Lets imagine that this is a Silverback Patriarch with a battlecry "Deal 5 damage to a minion.", does that sound ok? I think so.
    • Burrowing Scorpid (5/5): Arguably better than Fire Plume Phoenix, since it can gain Stealth and has more attack, but it is more vulnerable as well. Shouldnt be too much trouble to use it as finisher on average tho, so amazing value!
    • Disguised Wanderer (4/5): I think many ppl will underestimate this card. Look at it more like Cursed Disciple. Weaker initial body, that is resistant to pings tho and a BIG follow up that has to be answered. Anyone but mage will have to spend resources dealing with that 9/1, so this card should trade in value quite well.
    • Felfin Navigator (3/5): Passable 4-drop, if you have murlocs, this is great, otherwise meh.
    • Rustsworn Cultist (3/5): Getting a bunch of tokens is nice, some classes will like this more than others.
    • Frozen Shadoweaver (5/5): This card will make itself known. Glacial Shard was an amazing card, this will be too. While it will be a bit harder to play it whenever, lets face it, 1 mana is less than 3, who knew, eh? It has good aggressive statline that you can thrown down on curve or make use of the freeze later on. It wont win games on the spot, but it will allow you to have more leeway in what you want to do.
    • Terrorguard Escapee (3/5): Should be an ok play most of the time, but i dont personally like to give my opponent anything. The tokens might trade into your other, damaged minions or be buffed etc.
    • Overconfident Orc (3/5): Not a Tar Creeper, but for 3 mana this is a pretty decent taunt.
    • Rustsworn Initiate (3/5): Not the worst 2-drop, the Spell Damage can prove useful as well, but i wouldnt go looking for it in my draft.
    • Imprisoned Vilefiend (3/5): Again, a decent card that i wont be too upsed about having, but if i can something better, i'll gladly do that.
    • Bonechewer Brawler (3/5): This card will play as Tauren Warrior in most cases, which is decent for 2 mana.
    • Rocket Augmerchant (5/5): Can turn (almost) any of your minions into an instant removal, pretty good, we know how strong Goblin Lackey is. Also, this can act as a ping, which is awesome!
    • Guardian Augmerchant (5/5): Another super strong effect on a 1-drop and can be used as a ping!
    • Soulbound Ashtongue (1/5): Lol no thanks! Maybe in Warlock with Darkglare lol!
    • Ethereal Augmerchant (3/5): This has a more narrow use than the other two Augmerchants, but a ping is a ping.

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    AoO AbusingKel's Ratings

    Demon Hunter

    Basic Set

    Inner Demon - 4 - Big finisher with the same scale as Pyroblast but can only go face when no taunt is on board.
    Chaos Nova - 5 - Same scale as Hellfire and a smidge better since that 4 health number kills the very prevalent 3/4 for 3 crowd.
    Glaivebound Adept - 4 - Fragile but very potent minion. I like it but, realistically, you need to play this on T6 to ensure you get the trigger and if it dies easy then you've paid 6 mana to do 6 points and probably wipe out a minion/spell in trade. Seems good, even in that worst case scenario.
    Aldrachi Warblades - 4 - Solid weapon with an offset to face damage if you clear with it.
    Coordinated Strike - 3 - Rush makes it a decent removal piece.
    Satyr Overseer - 4 - IDK… need to see this in action. I think it's too costly (5 mana card, really) but at 5 mana a 4/2, 2/2, and ping seems pretty good.
    Soul Cleave - 3 - Lifesteal for an attack class is much better than lifesteal for a class like priest. I think this is a good removal piece for the cost and class.
    Chaos Strike - 5 - Pretty easy math here. If Arcane Shot cost 1 more and had a cantrip, you'd choose it over most cards in hunter's set.
    Sightless Watcher - 5 - Top stats for an aggressive class and give you the chance to set up your next draw. Awesome card!
    Shadowhoof Slayer - 4 - Class-based powercreep on Elven Archer. Solid 1 drop.

    Initiate Set

    Nethrandamus - 5 - Very strong card. It should be easy enough to get a few minions to die and the payoff is huge even at a pair of 3 drops.
    Altruis the Outcast - 4 - Awesome card. A bit tricky to get value but the damage going to all enemies is great.
    Flamereaper - 5 - Pricey but incredible. Yes, please!
    Wrathspike Brute - 5 - Another "all enemies" damaged card, tied to a taunt. Love it.
    Wrathscale Naga - 3 - Maybe I'm underestimating this, but your opponent has the ability to clear it and direct/mitigate the damage.
    Eye Beam - 5 - Great spell to control the board and you could get it at a zero cost. Awesome.
    Hulking Overfiend - 5 - A great board clear option. Beefed up Batterhead which always seemed to low an attack for the job and cost.
    Illidari Felblade - 5 - Another "wow" card. Great versatility, and mean as hell if you can trigger and get immune the turn you play it.
    Raging Felscreamer - 3 - Decent vanilla with an upside that is draft dependent.
    Soul Split - 2 - Too draft defendant to bother.
    Feast of Souls - 3 - Very interesting card that is likely to be OP in constructed but a little tougher to draft in arena. How bad will it feel to have your minions die on your opponent's turn and never get to use this?
    Blade Dance - 4 - This looks like a good card though it does have some reliance on your ability to boost attack and/or weapon up.
    Command the Illidari - 5 - Great card. Looks pretty OP but I guess we'll see for sure next week!
    Umberwing - 4 - Nice spread of assets for 2 mana.
    Mana Burn - 3 - Tough to rate. I think it has some value as a disruptive card but it still feels like tempo lost for no real gain.
    Battlefiend - 5 - WTF… maybe I'm overestimating things but the class looks to have some serious power cards.
    Consume Magic - 4 - Seems solid. Silence is strong, cantrip is great. Dependent since you have to get the Outcast trigger for it to be good value.
    Ur'zul Horror - 4 - Solid one cost option that has a kickback.
    Blur - 2 - Constructed card that will be mostly bad for arena where you can't build for it reliably.
    Twin Slice - 4 - Good value that can help maintain board control.

    Ashes of Outland

    Kayn Sunfury - 5 - Megastud. Solid stats for the cost and a game-winning ability.
    Metamorphosis - 5 - Very powerful and avoids taunt. Spread out over two turns but I assume this works like all other HP manipulation and you could, if played later in the game, use the original HP then flip it to this and use again. Would you be able to double dip when it swaps back? Great late game / finisher.
    Pit Commander - 3 - Taunt makes it decent but triggering the ability will be highly dependent on draft and current hand.
    Warglaives of Azzinoth - 4 - Clear the board then go face! Very good weapon that can absolutely flip the board and change the game in your favor.
    Coilfang Warlord - 5 - True game changing ability. Take down just about anything and get a 5/9 taunt… seems pretty OP.
    Furious Felfin - 4 - Low cost removal piece that fits really well with the HP and could have Mrgl Synergy. Good card.
    Imprisoned Antaen - 4 - Incredible ability but the tempo loss is really high.
    Priestess of Fury - 5 - Another great ability with little downside based on stats/cost.
    Skull of Gul'dan - 4 - Card draw is always important and the Outcast trigger doesn't seem like it will be tremendously limiting.
    Ashtongue Battlelord - 4 - The very obvious comp is Sen'jin Shieldmasta with a class-card boost. Stud.
    Crimson Sigil Runner - 4 - Solid card, similar to Kobold Librarian but a slight downgrade since Outcast is most difficult to control at mulligan.
    Fel Summoner - 1 - Trash stats for arena and a dependent deathrattle. Pass.
    Immolation Aura - 5 - Wait, what? 2 mana Consecration and it has some potential as a damage trigger… really strong card.
    Netherwalker - 4 - Discover is always strong and this is a decent body with the stats and ability. The demon pool has some duds but it's a safe bet you will be able to get something good.
    Spectral Sight - 5 - Again, Outcast seems like it will be easy to trigger and this is 2 cards for 2 mana.

    Druid

    Ysiel Windsinger - 2 - Very limited use due to spells being relatively scarce in arena.
    Archspore Msshi'fn - 5 - Excellent stats and ability. That late game payoff is bonkers.
    Marsh Hydra - 5 - Crazy good combination with rush ensuring you get the triggered ability at least once.
    Glowfly Swarm - 1 - Spells just aren't common enough in arena drafts to make this worth selecting, especially since you need to have 3 spells in hand to make this a positive tempo play. Then there's the "tell" you give to your opponent about your hand. Hard pass.
    Germination - 3 - Certainly a strong card in the right situation but the stand alone score has to reflect reliability more than potential value.
    Ironbark - 4 - Solid buff stat-wise and the always functional taunt.
    Fungal Fortunes - 2 - Pretty lousy draw option in arena since you generally have a higher ratio of minions.
    Overgrowth - 3 - Ramp isn't as effective in arena and this will eat up a valuable turn early.
    Bogbeam - 3 - Not bad for the cost but not great, either. Best late when it's free, obviously.
    Imprisoned Satyr - 1 - Constructed card that will almost always be too much tempo loss in arena to be any good.

    Hunter

    Beastmaster Leoroxx - 3 - Certainly a powerful effect when you can build for it but doing so is tough in arena drafts. Hunter has plenty of beasts so this will definitely be scary if it brings down 3 beasts of varied values. Abusable for sure in constructed.
    Zixor, Apex Predator - 5 - I'd prefer the stats were swapped but this is still a stud, thanks to the beast tag. Late game board refill from the Prime is awesome. Four four/four Zixors! Sounds like a Dr. Seuss line. :D
    Nagrand Slam - 5 - Spectacular card, clever pun, giant pile-o-stats that will draw hate.
    Augmented Porcupine - 4 - Cool idea but the deathrattle trigger makes controlling it a bit tough. Definitely a plus that this is a beast.
    Mok'Nathal Lion - 4 - Rush on a beast with a strong attack and an upside. Should be a ton of fun in constructed decks, too.
    Scrap Shot - 3 - Better in constructed but will less reliable in arena. Nice value if you can pull it off, though.
    Pack Tactics - 4 - Pretty strong if you can pair it with a value minion (deathrattle, poison, etc.) since you get a known quantity with the 3/3 body.
    Imprisoned Felmaw - 3 - Big stats and it will act as a random swing so the value is there. Unfortunately, hunter tends to be tempo based and this is a bad tempo card.
    Scavenger's Ingenuity - 3 - If you have enough beasts it will be very good. Mid-tier score here simply because it's likely to be a really bad card if you only end up with a few beasts.
    Helboar - 3 - It's a nice card based on cost, beast tag, and a deathrattle that will be pretty amazing in any arena deck with good beast support.

    Mage

    Astromancer Solarian - 5 - The Primes are all top stats for the cost with a huge payoff later in the game. This one may be one of the best since it'll target enemies when able.
    Evocation - 5 - Obviously a late game card but a full hand should set you up with a few nice options.
    Apexis Blast - 4 - It's direct damage at a decent cost. Your deck will have minions so you're very unlikely to get that free summon.
    Apexis Smuggler - 3 - Solid 2 drop with upside but secrets tend to be sub optimal plays that you don't want to draft in high numbers.
    Deep Freeze - 4 - A good play, especially since you can set up a sting of freezing if you are facing something tough to take down.
    Imprisoned Observer - 3 - Another really good ability but these dormant cards look like too much tempo loss. This one also gives your opponent 2 turns to best prepare for the board blast.
    Font of Power - 4 - Should prove valuable for its versatility. Spell mage will be very interesting in constructed.
    Netherwind Portal - 3 - Seems decent but can have some feelsbadman, too. Casino mage is back in force.
    Incanter's Flow - 2 - Constructed card that is lower value in arena since your spell count will be lower.
    Starscryer - 3 - I'm a bit torn here. The draw is always good and it's got the "class card" bonus over Loot Hoarder which is a decent arena minion. Drawing a spell only is enough to downgrade it some since you tend to have less spells in arena.

    Paladin

    Lady Liadrin - 2 - Poor stats for the cost so it depends entirely on whether you've played decent buffs, which isn't going to be consistent in drafts.
    Murgur Murgurgle - 5 - Maybe the least awesome of the primes but still a good card. I think I'll have to see it in play as it may be more appropriate to give it a score of 2.
    Libram of Hope - 5 - Great value. The only way it's not incredible is if you're ahead all game and don't have anything to heal.
    Underlight Angling Rod - 4 - There's enough murlocs to make this a feelsbadman card but it should be well worth it, anyway.
    Aldor Truthseeker - 4 - Good stand alone value with an upside.
    Libram of Wisdom - 3 - Nice recurring buff with better use in constructed than arena.
    Imprisoned Sungill - 3 - A decent spread on the cheap but I'm still not sold on the tempo loss being worth it.
    Libram of Justice - 2 - Pretty hefty cost that's only a good value if your opponent really has a big, wide board.
    Aldor Attendant - 3 - Another good 2 drop but the upside seems weak even if you have one or two librams.
    Hand of A'dal - 4 - Great card. Very odd that this gets added at the same time Priest's shield gets nerfed. This is clearly better than the 1 mana, 0/2 buff with cantrip and is now far, far better than the new version.

    Priest

    Soul Mirror - 3 - An awkward removal piece at an awkward cost. Not sure this is something you want to draft.
    Reliquary of Souls - 5 - 1 mana 1/3 is always a great start. This one has a tremendous upside later in the game.
    Skeletal Dragon - 4 - Stellar upside if unanswered. Decent value with taunt to protect your face but I feel like hiding it behind taunt would be better.
    Sethekk Veilweaver - 4 - Good stats for a 2 drop with a decent upside if triggered. A repeating ability like this can be a game changer, though it is tough to ensure you have enough spells to trigger.
    Psyche Split - 3 - Lots of potential without being OP. Feels like you'll want to get at least an undamaged 4 drop to really get big value so it's a late game play that may not be super reliable.
    Dragonmaw Overseer - 4 - Obviously needs a target but this will be very strong, same as Shadow Ascendant.
    Dragonmaw Sentinel - 3 - Mediocre without a dragon to proc it.
    Apotheosis - 3 - Decent card, earning an average score.
    Renew - 4 - A quick heal with a discover attached is quite good.
    Imprisoned Homunculus - 2 - Cheap but slow. These dormant cards aren't great but this one likely works better with priest than some of the others for their class.

    Rogue

    Akama - 5 - Top stats for a 3 drop with the big, untouchable upside to come later.
    Shadowjeweler Hanar - 3 - Ok stats for the cost that could combine well with Rogue's blades as minion removal. The new secrets are good but I'm not sure you can get enough to really take advantage of this.
    Greyheart Sage - 4 - Really strong but I'm not sure the stealth pool is big enough to ensure you can trigger him.
    Bamboozle - 5 - Cool boost to the Rogue secret arsenal. Definitely a high value turn… in most cases.
    Ambush - 4 - Strong secret that plays a discounted (but conditional) Emperor Cobra.
    Ashtongue Slayer - 3 - Again, requiring stealth makes it tough to rely on in arena. Might be a very cool, very strong deck in constructed, though.
    Blackjack Stunner - 3 - Very much dependent on deck build, and that means it'll be unreliable.
    Cursed Vagrant - 5 - Big value that needs to be accounted for when playing rogue.
    Dirty Tricks - 3 - Interesting, but spells aren't as plentiful in arena so you could be waiting a while for a trigger.
    Spymistress - 4 - Great 1 drop, which is great for an aggressive class.

    Shaman

    The Lurker Below - 4 - Sure it's a bit fragile with the stat distribution, but it's a big body that can (with a little setup) be a board clear. Similar to my favorite Rumble Run card Leap Frog without being OP AF.
    Lady Vashj - 4 - Aggressive stats and the late game pay off is great. The only downside is you may not have enough spells to draw later in the game.
    Shattered Rumbler - His predecessor Rumbling Elemental is still a personal favorite of mine. This guy is a good stat distribution with a decent chance to have a huge impact on the game.
    Boggspine Knuckles - 4 - Attack with a minion then this weapon to transform the damaged minion into something bigger. What's not to like? Oh, right, RNGesus… lol
    Torrent - 4 - Great damage for the cost even without the discount.
    Vivid Spores - 3 - A good card for sure but so dependent on having a board to get value. Definitely better than the 3 score if you have a swarm deck.
    Bogstrok Clacker - 4 - The dev team is all in on the evolve mechanic… again. :( Good card that can certainly be a quick board flip.
    Serpentshrine Portal - 4 - Great card, though there will be sadpanda moments when you get something terrible as a 3 drop.
    Totemic Reflection - 3 - Expensive buff that is only valuable if it hits a totem. Too bad most totems aren't great and don't get drafted often. Even as a turn 5 HP + this you are still looking at twin 2/4 totems which are unlikely to be game changing.
    Marshspawn - 4 - Top stats as a 3/4 for 3 with an elemental tag and the potential to discover a spell is incredible.

    Warlock

    Keli'dan the Breaker - 5 - The easy comp is Assassinate which makes this a supercharged version that leaves a 3/3 body on the board for 1 extra mana. It's less likely you draw it when needed as a full clear but those times will feel pretty stinkin' glorious!
    Kanrethad Ebonlocke - 5 - This is one of the "weaker" primes in that it relies on having some demons and having played said demons to get the late game value. Still, that doesn't seem too tough in Warlock drafts.
    Darkglare - 5 - Essentially a "free" life tap with the potential to be a very good ramp turn, though that will be far more tricky in arena than in constructed.
    Shadow Council - 5 - This is an incredible way to turn an awkward, small-minion, or otherwise weak hand into something much, much better. At 1 mana, you'll be able to play some of those newly created, buffed demons, too.
    Enhanced Dreadlord - 5 - The total stats are 10/12 with taunt and lifesteal for 8 mana. Warlock gets a stud here.
    The Dark Portal - 1 - It's highly unlikely you'll have 8 cards in arena. This is just too costly.
    Imprisoned Scrap Imp - 2 - Even warlock can struggle to keep a large hand size in arena. This is tempo loss with no guarantee that you'll even be able to take advantage of the buff.
    Hand of Gul'dan - 4 - Card draw is always good and this is a decent enough even though you're unlikely to get the discard use.
    Nightshade Matron - 4 - High stat rush minion for the cost with a downside.
    Unstable Felbolt - 4 - Great value for the cost and you should be able to mitigate the downside with good planning.

    Warrior

    Kargath Bladefist - 5 - This is the best prime in the game for arena purposes. Rush means you get to control the whole process and the late game prime also has rush so you keep initiative and get at least 10 armor. Not many cards better than this in the arena pool, honestly.
    Bulwark of Azzinoth - 5 - Really powerful protection. This is similar to Animated Armor but weapon are far more difficult to remove than a minion.
    Warmaul Challenger - 4 - Very cool, unique mechanic. Strong early in games but dwindling usefulness as the game gets into the late stages.
    Bladestorm - 3 - Interesting concept that will likely prove tricky and awkward in arena. Pretty hysterical way to kill a board with only 1, high health minion like Ysera, though. I'm definitely curious to see this in action as I may be severely underestimating it.
    Bloodboil Brute - 5 - Very good without the discounted cost and it should be easy to get the discount since it will count ALL damaged minions on board.
    Scrap Golem - 4 - Good value card with taunt, mech tag, and an armor boost.
    Corsair Cache - 3 - Draft dependent but a pretty good card if you have the weapons to support it.
    Bonechewer Raider - 4 - Again, a damage trigger that check ALL minions that shouldn't be hard to meet.
    Imprisoned Gan'arg - 3 - The least terrible of the Imprisoned minions, with decent enough value at such a low cost that the tempo loss isn't as big a deal compared to the others.
    Sword and Board - 3 - Good value and the cheap cost make it easy to fit in anywhere along the curve.

    Neutral

    Al'ar - 2 - Too fragile to be a good 5 drop and the resulting 0/3 is an easy kill, as well.
    Kael'thas Sunstrider - 3 - Chances are slim you'll ever trigger him so it's a 6 mana 4/7 which is mediocre.
    Magtheridon - 3 - Tough to gauge without playing it, for me. Clearly massive payoff for your patience but any transform or silence makes it a totally wasted turn.
    Maiev Shadowsong - 4 - Decent stats and a strong ability that will be very useful for an aggressive class, mostly as a way to circumvent taunt.
    Teron Gorefiend - 4 - Top stats for a 3 drop and an ability that can be set up nicely. Swing with minions then let them die and come back bigger.
    Mo'arg Artificer - 4 - Great stats with an ability that can certainly change the game. Better in classes that can take advantage of it, of course.
    Replicat-o-tron - 3 - This is another unique ability that is pretty cool. It'll be awesome for Paladin & Shaman, and in any deck that is swarm based and can also be used to "heal" a medium sized minion. But it can backfire on you if your opponent doesn't kill it.
    Waste Warden - 3 - Awesome, unique ability that will be better in constructed than arena. Could easily provide some big swings in arena, too, though.
    Blistering Rot - 3 - Variable score based on class, as the buff classes can definitely take advantage of this.
    Infectious Sporeling - 3 - Awesome ability that can cripple any big target but it has to make it through your opponent's turn, which is unlikely.Scrapyard Colossus - 4 - Beefy taunt with a big price tag that is well worth it if your opponent can't silence/transform it.Bonechewer Brawler - 4 - Great stats for a neutral, taunt minion and there's some upside.
    Bonechewer Vanguard - 5 - Excellent ability on a taunt minion. Good stats that improve make this a very scary minion.
    Burrowing Scorpid - 4 - Ping is always useful and this is an upgrade in cost and ability over Stormpike Commando which is still a good arena card.
    Dragonmaw Sky Stalker - 5 - Great stats across 2 bodies for the cost.
    Disguised Wanderer - 2 - The 1 health Rustsworn Inquisitor is too weak to make up for the tempo loss of a 3/3 for 4. It would need rush to matter.
    Ethereal Augmerchant - 3 - Spell damage isn't useful all that often in arena. Still good as a ping to finish off an opponent's minion, though.
    Felfin Navigator - 3 - Vanilla stats with upside.
    Frozen Shadoweaver - 4 - Good, aggressive stats and freeze has always been useful in arena.
    Guardian Augmerchant - 4 - A cheap way to protect a high value minion or any minion while trading.
    Imprisoned Vilefiend - 3 - Better than most imprisoned since it has rush but still too much lost tempo, imo.
    Overconfident Orc - 3 - Great the turn you play it (unless against mage) but that 1 attack will feel quite weak once it's been hit. Might surprise me… I feel like it's better than a 3 score but not really sure.
    Rocket Augmerchant - 4 - We've seen the effectiveness of this ability with Goblin Lackey and this has an extra attack point. Nice!
    Ruststeed Raider - 4 - Solid removal piece that likely leaves a taunt minion on board afterwards.
    Rustsworn Cultist - 3 - A good swarm minion but quite situational.
    Rustsworn Initiate - 4 - Solid 2 drop with the chance to give you an extra edge if you can take advantage of the spell damage.
    Scavenging Shivarra - 4 - A big fragile but that ability is very good, especially in classes that lack single target minion removal.
    Soulbound Ashtongue - 3 - Great stats for the cost but that ping will feel much less useful than a ping that doesn't hit your own face.
    Supreme Abyssal - 2 - It can take down an entire board… one minion at a time. Good stats but not something I want in my arena decks in most cases.
    Terrorguard Escapee - 3 - Decent stats for the cost but nothing too exciting, and no ability (like taunt) to give it a boost in value.

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    Demon Hunter! It is very exciting to see a new class introduced. I can't wait to give it a try, and start working towards that golden hero portrait. 

    I'm really curious how the shallow card pool for Demon Hunter (45 class cards) compared to the other classes (~68 each) will impact drafts. Will we see heavy reliance on neutral cards, which will put Demon Hunter at a disadvantage, or will we see "class heavy" drafts that lead to very powerful decks due to the smaller card pool?

    Based on the hero power and card sets, I expect this class to play an aggressive game and will draft with that in mind. The class has draw, attack interactions, demon synergy, board control, and some very good early game minions. In general, the biggest impact on the arena environment generally comes from the common and basic cards, as they have higher offering rates in drafts. For this reason, it's important to take a look at common and rare cards in the Basic, Initiate, and Ashes sets. These sets offer many strong, cheap minions for the early game so I expect fast starts from Demon Hunter decks. Then there are some great options for a big finish to close out games, though taunt can impeded those options. 

    Demon Hunter - Fast Start CardsDemon Hunter - Big Finish Cards
    Aldrachi WarbladesImprisoned Antaen
    BattlefiendInner Demon
    Crimson Sigil RunnerPriestess of Fury
    Furious Felfin 
    Netherwalker 
    Shadowhoof Slayer 
    Sightless Watcher 
    Umberwing 
    Ur'zul Horror 

    Demon Hunter - All Cards

    Basic Set

    Inner Demon - 4 - Big finisher with the same scale as Pyroblast but can only go face when no taunt is on board.
    Chaos Nova - 5 - Same scale as Hellfire and a smidge better since that 4 health number kills the very prevalent 3/4 for 3 crowd.
    Glaivebound Adept - 4 - Fragile but very potent minion. I like it but, realistically, you need to play this on T6 to ensure you get the trigger and if it dies easy then you've paid 6 mana to do 6 points and probably wipe out a minion/spell in trade. Seems good, even in that worst case scenario.
    Aldrachi Warblades - 4 - Solid weapon with an offset to face damage if you clear with it.
    Coordinated Strike - 3 - Rush makes it a decent removal piece.
    Satyr Overseer - 4 - IDK… need to see this in action. I think it's too costly (5 mana card, really) but at 5 mana a 4/2, 2/2, and ping seems pretty good.
    Soul Cleave - 3 - Lifesteal for an attack class is much better than lifesteal for a class like priest. I think this is a good removal piece for the cost and class.
    Chaos Strike - 5 - Pretty easy math here. If Arcane Shot cost 1 more and had a cantrip, you'd choose it over most cards in hunter's set.
    Sightless Watcher - 5 - Top stats for an aggressive class and give you the chance to set up your next draw. Awesome card!
    Shadowhoof Slayer - 4 - Class-based powercreep on Elven Archer. Solid 1 drop.

    Initiate Set

    Nethrandamus - 5 - Very strong card. It should be easy enough to get a few minions to die and the payoff is huge even at a pair of 3 drops.
    Altruis the Outcast - 4 - Awesome card. A bit tricky to get value but the damage going to all enemies is great.
    Flamereaper - 5 - Pricey but incredible. Yes, please!
    Wrathspike Brute - 5 - Another "all enemies" damaged card, tied to a taunt. Love it.
    Wrathscale Naga - 3 - Maybe I'm underestimating this, but your opponent has the ability to clear it and direct/mitigate the damage.
    Eye Beam - 5 - Great spell to control the board and you could get it at a zero cost. Awesome.
    Hulking Overfiend - 5 - A great board clear option. Beefed up Batterhead which always seemed to low an attack for the job and cost.
    Illidari Felblade - 5 - Another "wow" card. Great versatility, and mean as hell if you can trigger and get immune the turn you play it.
    Raging Felscreamer - 3 - Decent vanilla with an upside that is draft dependent.
    Soul Split - 2 - Too draft defendant to bother.
    Feast of Souls - 3 - Very interesting card that is likely to be OP in constructed but a little tougher to draft in arena. How bad will it feel to have your minions die on your opponent's turn and never get to use this?
    Blade Dance - 4 - This looks like a good card though it does have some reliance on your ability to boost attack and/or weapon up.
    Command the Illidari - 5 - Great card. Looks pretty OP but I guess we'll see for sure next week!
    Umberwing - 4 - Nice spread of assets for 2 mana.
    Mana Burn - 3 - Tough to rate. I think it has some value as a disruptive card but it still feels like tempo lost for no real gain.
    Battlefiend - 5 - WTF… maybe I'm overestimating things but the class looks to have some serious power cards.
    Consume Magic - 4 - Seems solid. Silence is strong, cantrip is great. Dependent since you have to get the Outcast trigger for it to be good value.
    Ur'zul Horror - 4 - Solid one cost option that has a kickback.
    Blur - 2 - Constructed card that will be mostly bad for arena where you can't build for it reliably.
    Twin Slice - 4 - Good value that can help maintain board control.

    Ashes of Outland

    Kayn Sunfury - 5 - Megastud. Solid stats for the cost and a game-winning ability.
    Metamorphosis - 5 - Very powerful and avoids taunt. Spread out over two turns but I assume this works like all other HP manipulation and you could, if played later in the game, use the original HP then flip it to this and use again. Would you be able to double dip when it swaps back? Great late game / finisher.
    Pit Commander - 3 - Taunt makes it decent but triggering the ability will be highly dependent on draft and current hand.
    Warglaives of Azzinoth - 4 - Clear the board then go face! Very good weapon that can absolutely flip the board and change the game in your favor.
    Coilfang Warlord - 5 - True game changing ability. Take down just about anything and get a 5/9 taunt… seems pretty OP.
    Furious Felfin - 4 - Low cost removal piece that fits really well with the HP and could have Mrgl Synergy. Good card.
    Imprisoned Antaen - 4 - Incredible ability but the tempo loss is really high.
    Priestess of Fury - 5 - Another great ability with little downside based on stats/cost.
    Skull of Gul'dan - 4 - Card draw is always important and the Outcast trigger doesn't seem like it will be tremendously limiting.
    Ashtongue Battlelord - 4 - The very obvious comp is Sen'jin Shieldmasta with a class-card boost. Stud.
    Crimson Sigil Runner - 4 - Solid card, similar to Kobold Librarian but a slight downgrade since Outcast is most difficult to control at mulligan.
    Fel Summoner - 1 - Trash stats for arena and a dependent deathrattle. Pass.
    Immolation Aura - 5 - Wait, what? 2 mana Consecration and it has some potential as a damage trigger… really strong card.
    Netherwalker - 4 - Discover is always strong and this is a decent body with the stats and ability. The demon pool has some duds but it's a safe bet you will be able to get something good.
    Spectral Sight - 5 - Again, Outcast seems like it will be easy to trigger and this is 2 cards for 2 mana.

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    Priest gets quite a makeover with the newly introduced cards, as well as the buffs (and one nerf) to existing cards. Overall, the class certainly looks stronger coming out of all of the changes. For the most part, the buffed cards were good in the arena prior to being tweaked, so they are even stronger now. If I'm being honest, only the Soulpriest and Cleric will be truly missed from the cards heading to the Hall of Fame. As a whole, the net gain is positive when comparing the HoF'd cards to the cards that will replace them. I'm excited to get a priest draft so I can see the effect of these changes.

    Priest New Cards:
    Natalie Seline - 5 - Incredible removal piece that leaves a big body behind in the process.
    Shadow Word: Ruin - 4 - The low cost makes this quite strong. Even if it only kills one enemy minion, it's assassinate for 1 less mana, because priest doesn't have enough incredible removal. Certainly some downside if you have a 5+ attack minion but should be manageable.
    Kul Tiran Chaplain - 4 - Top stats for a 2 drop with a great upside when it buffs health.
    Scarlet Subjugator - 3 - Decent 1 drop with a useful ability but 1 drops aren't all that desirable when drafting.
    Power Infusion - 4 - Adding +8 stats for 4 mana is good. The extra health buff is always great for Priest to trade and heal.
    Psychic Conjurer - 3 - High variance for this one so it's tough to score better than average. A 1/1 for 1 is not very good on board, either.


    Priest Buffed/Nerfed Cards:
    Holy Smite - 5 - This improves as a minion removal piece because face burn (reach) is rarely priest's win condition.
    Shadow Word: Death - 5 - This was great as spot removal and is now cheaper.
    Thoughtsteal - 4 - This was a decent card that gets a better now that it costs one less.
    Shadow Madness - 3 - This got a cost reduction, as well, making it a more effective means of removal.
    Holy Nova - 5 - Wow. This was already a great card that is now cheaper at the expense of 2 points of face damage, which is a very worthwhile trade off.
    Power Word: Shield - 2 - Another "wow" but for the opposite reason. This was a great card as a 1 mana, +2 health with a cantrip but gets nuked into oblivion in its new form.
    Temple Enforcer - 5 - He was very strong as a 6 mana 6/6 and is clearly better now as a 5 mana 5/6.

    Priest Removed (rotated to Hall of Fame) Cards:
    Auchenai Soulpriest - A strong card that will be missed.
    Divine Spirit - A decent card that didn't see tons of play.
    Holy Fire - A good card that will be missed.
    Northshire Cleric - She has always been a great 1 drop and will certainly be missed.
    Prophet Velen - He is a legendary minion that wasn't in decks all that often.
    Shadowform - Good card that provided some versatility as a strong 2 point ping.

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

    1
  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago
    Quote From sinti

     

    These are the cards Sinti and I don't agree on. We'll discuss them a bit and would love to hear what you think. Which of us do you agree with, and why?

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel

    These are the cards Sinti and I don't agree on. We'll discuss them a bit and would love to hear what you think. Which of us do you agree with, and why?

    I think im most surprised about Imprisoned Scrap Imp and Bulwark of Azzinoth, why do you think the Imp is so weak? The 2 turn delay? I admit the later you get it the worse, but it can just blow up the entire game if you get it early and provide game winning advantage.

    On the other hand, Bulwark while cute, warrior already has the Hero Power to gain some life and he will ideally want to use another weapon to attack, not to sit on this. And chances are, this will not stop that much damage anyway. Honestly, even if it stops like 20 damage, wouldnt you rather have another legendary that will most likely help you to actually win the game rather than just prolong it?

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  • Abobominator's Avatar
    The Raven 635 89 Posts Joined 06/12/2019
    Posted 4 years, 8 months ago

    This is a great thread. Thanks for all the great work! Excited for the new Arena.

    To be great is to be misunderstood

    3
  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago
    Quote From sinti
    Quote From AbusingKel

    These are the cards Sinti and I don't agree on. We'll discuss them a bit and would love to hear what you think. Which of us do you agree with, and why?

    I think im most surprised about Imprisoned Scrap Imp and Bulwark of Azzinoth, why do you think the Imp is so weak? The 2 turn delay? I admit the later you get it the worse, but it can just blow up the entire game if you get it early and provide game winning advantage.

    On the other hand, Bulwark while cute, warrior already has the Hero Power to gain some life and he will ideally want to use another weapon to attack, not to sit on this. And chances are, this will not stop that much damage anyway. Honestly, even if it stops like 20 damage, wouldnt you rather have another legendary that will most likely help you to actually win the game rather than just prolong it?

    The 2 turn delay on dormant minions is the reason I don't like them. Arena is generally tempo based and only a few of these new dormant minions have the right combination of cost, ability, and class fit. Demon hunter, Priest, and Warrior have decent ones because they have high stats for the cost and an effect that is reliable. The others are far less reliable because they have conditions that need to be met to really take advantage but your opponent has time to mitigate those effects. Imprisoned Scrap Imp  seems strong but you may only have 2 minions in hand, and you may want to hold instead of playing on curve in order to get that buff, which puts you even farther behind. 

    Bulwark of Azzinoth is a stall card, in my mind. Sure, you have other weapons you want to use but having this in hand allows you to shut down any board that has a few big minions. This will buy you an extra turn or 2 while you search for answers to a bad board state. It can also be used as a more offensive tool that lets you ignore your opponent's board while you go face to finish them off. I do, however, think that the legendary tag makes it less likely to be the best pick when lined up against other legendary cards.

     

    Looking over that list, I'm most surprised by your low scores on Metamorphosis and Nagrand Slam. If I told you you could pay 1 mana each turn to have your Arcanite Reaper ignore all taunt, freeze, or other restrictions and go face, you'd like that Reaper even more, right? That's exactly what Metamorphosis is, and you can double down on Demon Hunter's regular hero power on each turn, too. With Nagrand Slam you're getting 12/20 in stats for 10 mana. Sure, it may have those beast crashing to their deaths but it'll take most of the board with it. It's also a massive face smash if you can clear your opponent's board. 10 mana for 12 face damage... I expect this to be a serious contender for the Nerf! calls. 

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

    0
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel
    Show Spoiler
    Quote From sinti
    Quote From AbusingKel

    These are the cards Sinti and I don't agree on. We'll discuss them a bit and would love to hear what you think. Which of us do you agree with, and why?

    I think im most surprised about Imprisoned Scrap Imp and Bulwark of Azzinoth, why do you think the Imp is so weak? The 2 turn delay? I admit the later you get it the worse, but it can just blow up the entire game if you get it early and provide game winning advantage.

    On the other hand, Bulwark while cute, warrior already has the Hero Power to gain some life and he will ideally want to use another weapon to attack, not to sit on this. And chances are, this will not stop that much damage anyway. Honestly, even if it stops like 20 damage, wouldnt you rather have another legendary that will most likely help you to actually win the game rather than just prolong it?

    The 2 turn delay on dormant minions is the reason I don't like them. Arena is generally tempo based and only a few of these new dormant minions have the right combination of cost, ability, and class fit. Demon hunter, Priest, and Warrior have decent ones because they have high stats for the cost and an effect that is reliable. The others are far less reliable because they have conditions that need to be met to really take advantage but your opponent has time to mitigate those effects. Imprisoned Scrap Imp  seems strong but you may only have 2 minions in hand, and you may want to hold instead of playing on curve in order to get that buff, which puts you even farther behind. 

    Bulwark of Azzinoth is a stall card, in my mind. Sure, you have other weapons you want to use but having this in hand allows you to shut down any board that has a few big minions. This will buy you an extra turn or 2 while you search for answers to a bad board state. It can also be used as a more offensive tool that lets you ignore your opponent's board while you go face to finish them off. I do, however, think that the legendary tag makes it less likely to be the best pick when lined up against other legendary cards.


    Looking over that list, I'm most surprised by your low scores on Metamorphosis and Nagrand Slam. If I told you you could pay 1 mana each turn to have your Arcanite Reaper ignore all taunt, freeze, or other restrictions and go face, you'd like that Reaper even more, right? That's exactly what Metamorphosis is, and you can double down on Demon Hunter's regular hero power on each turn, too. With Nagrand Slam you're getting 12/20 in stats for 10 mana. Sure, it may have those beast crashing to their deaths but it'll take most of the board with it. It's also a massive face smash if you can clear your opponent's board. 10 mana for 12 face damage... I expect this to be a serious contender for the Nerf! calls. 

    I rated Metamorphosis that low because it is a Legendary. Similar to Bulwark, i think you will want to pick something else when offered most of the time. Tho granted i didnt consider using both hero powers in one turn, that makes it a bit better as a late game topdeck, but still, your first turn it is "7 mana deal 5 damage", i guess it is not that bad and next turn it gets a lot better, if it werent a legendary, id rate it higher, but as it stands, i guess we will see.

    Nagrand Slam, i can appretiate the amount of stats for the cost, but do you really want a 10-cost cards as a hunter? What kind of board state are you in usually, if you get to 10 mana. Id probably like something that i can play earlier so im in a better position by then, or iv already won. I wouldnt mind having one Nagrand Slam in my deck, but i think i would really consider a second one.

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From Abobominator

    This is a great thread. Thanks for all the great work! Excited for the new Arena.

    Thanks, glad to hear that! :) What cards are your favories from the new set?

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  • Abobominator's Avatar
    The Raven 635 89 Posts Joined 06/12/2019
    Posted 4 years, 8 months ago
    Quote From sinti
    Quote From Abobominator

    This is a great thread. Thanks for all the great work! Excited for the new Arena.

    Thanks, glad to hear that! :) What cards are your favories from the new set?

    Well, I am a bit of strange guy when it comes to that but I have soft spot for the common, beefy staples that define specific Arena rotations/sets. Like the Amani War Bears, the North Sea Krakens and Twin Tyrants. In the case of AoO it is a bit hard to choose one like that. Maybe Bonechewer Vanguard? But probably not as it does nothing the turn it enters play.

    To be great is to be misunderstood

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  • Zashiki's Avatar
    115 11 Posts Joined 04/02/2019
    Posted 4 years, 8 months ago
    Quote From AbusingKel

    I'm more inclined to agree with Sinti's rating, though Magtheridon seems very awkward and Sporeling probably requires an aggro deck to be good. We know from previous arena cards that mirror effects usually suck. Libram of Justice on the other hand looks like an obvious 5* card to me, the ability to remove anything out of nowhere is extremely powerful for Paladin. I'm a bit unsure about Blackjack Stunner. Obviously an extremely OP removal tool if the effect triggers, but I don't think it will be consistent enough to be worth a pick. Maybe with 4 secrets it could be good? I'll definitely be picking this card a couple times to see how it plays out.

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago

    Hey Zashiki, nice to see you around! I see what you did with the table, aha! Cool to see other opinions. Im not too sure about Magtheridon just yet, but i feel like it should be good? Tho now that i think about it, it can actually be bad for you, if your opponent slows down as well and then you cant really develop the board either, unless you can kill off the 1/3s efficiently, hm maybe i was too hyped for him originally, will see.

    Looking at the table again, i think Disguised Wanderer will probably take a lot of ppl by surprise. Mage will obviously have great time against that card, but pretty much any other class will have to trade for the token. And gettin 9 face damage to clear it is no joke, tho one can argue that the original body might not trade for a full card so in the end, it might just be a 1-for-1 trade, but that 9 damage will be threatening, if you can deal with that for sure.

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    Thanks. The replies are certainly appreciated!

    I have to agree I was way to low on Libram of Justice. The cost compared to similar cards for Paladin clouded my judgement. It's definitely a powerful tool for the class since Paladin lacks removal but tends to have plenty of board presence to finish off the 1 health minions. 

    @Zashiki - I'm glad you mentioned Blackjack Stunner, as that was another I though was too conditional to be a top score. It will certainly play like a 5 star card but only when you have enough secrets to support it, and that's not something you can do reliably while drafting. 

    @Sinti - That Demon Hunter Hero Power will cost 1 mana, so Metamorphosis really is only 1 more mana than an Arcanite Reaper but doesn't have to worry about taunt. 

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel

    @Sinti - That Demon Hunter Hero Power will cost 1 mana, so Metamorphosis really is only 1 more mana than an Arcanite Reaper but doesn't have to worry about taunt.  

    Hm, i dont know why i thought it would be 2, i guess im just used to HP costing 2 :d That changes things a bit.


    Ok, so i played one arena run as Demon Hunter, i know, super huge sample size, but no time to play more today! I went 10 wins,  played vs 11 other Demon Hunters, kinda awkward, but at least you get to know what to expect. FAST.

    Some findings:

    • Inner Demon - Very good finisher, as expected. You dont really want to use it as removal, if you are that desperate, you are probably going to lose anyway. Probably dont want more than 1 in a deck, 2 at absolutely most.
    • Satyr Overseer - Very good card, can snowball HARD. I think i didnt give the 1-cost Hero Power enough credit. If you can kill this, then you wont even realize how bad you can lose to this card, if it survives a turn or two. But maybe against other classes it wont be as problematic, against Demon Hunter, who feels every bit of a face damage, this can spiral fast. Especially good with Twin Slice.
    • Twin Slice - Exceptionally good to fuel all kinds of synergies or give your hero a bit extra attack to make the trade. I wouldnt go for more like 2 or 3 probably, but the card does REALLY well.
    • Nethrandamus - I had it in my deck, from 13 games, i played him like 5 times, mostly it was ok, once he saved my ass, but a lot of games it was just a dead card in my hand. So all in all, i think i was right about him being just average generally.
    • Hulking Overfiend - Absolute BEAST! Probably the best and one of very few good "board clears". Saved my ass in pretty much every game where i played him, traded for 3 or 4 cards each time too.
    • Illidari Felblade - performed about as well as expected, tho sometimes you really just have to make another play and then it can get stuck in your hand, but just trading it away is still ok.
    • Umberwing - Not quite Muster for Battle, missing 3rd token is noticable and not being able to push more as Pally too, but it is pretty close. It gets you on board, makes your opponent waste turns to clean up the tokens and gives you options. The weapon with your Hero Power or help from some other card like Twin Slice for example, can clear most of the early stuff put down.
    • Battlefiend - absolute nightmare to deal with, if you cant kill it next turn. It can easilly push 10 damage on you by turn 3 or 4 and if you are that screwed that you only now can deal with him, you are sooooooo dead. Face damage REALLY stacks on DH, since you want to attack into enemies as well.
    • Priestess of Fury - Absolute mad card. On one hand, it would be better, if it couldnt hit face, since it would help with clears, on other, it can push extra 6 face damage a turn, if this survives for more than one turn, oh boy.
    • Imprisoned Antaen - Another absolutely insane card. I had this played two times against me, both times the board was clear on both sides. I almost lost both games to this card singlehandedly, cause it was a nightmare to develop the board against it and if you go slow, the damage goes face. Yup. Pretty strong card. ANd killing a 10/6 on its own, after it washed 10 damage over your board, fun times.
    • Netherwalker - performed about as good as expected, just good value generator.
    • Immolation Aura - performed amazingly, i guess about as well as expected.

    These are pretty much all the cards iv seen in those 11 DH vs DH matches. Like i said, small sample size, but interesting that i kept seeing these over and over and over and not once stuff like Chaos Nova or Ashtongue Battlelord. Actually iv seen i think ONE lifesteal card in entire run from all opponents. So like i said, face damage put on Demon Hunter is felt A LOT, pushing them early makes it really hard for them then utilize the Hero Power or some other cards that give attack.

    What was your experience guys?

     

     

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    Clearly there were some OP Demon Hunter cards, glad those get some nerf. 

    I'd say the Burrowing Scorpid is one of my favorite neutrals. I see Ruststeed Raider quite a bit and it's definitely a good card. 

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel

    Clearly there were some OP Demon Hunter cards, glad those get some nerf. 

    I'd say the Burrowing Scorpid is one of my favorite neutrals. I see Ruststeed Raider quite a bit and it's definitely a good card. 

    Agreed. Scorpid is very strong. I think your comparison was better than mine, it is basically a Stormpike Commando on steroids. Also agree about Ruststeed Raider, 5 damage can remove a lot of things on T5 and leaves an annoying taunt behind. Certainly good value for 5 mana.

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago
    Quote From sinti
    Quote From AbusingKel

    Clearly there were some OP Demon Hunter cards, glad those get some nerf. 

    I'd say the Burrowing Scorpid is one of my favorite neutrals. I see Ruststeed Raider quite a bit and it's definitely a good card. 

    Agreed. Scorpid is very strong. I think your comparison was better than mine, it is basically a Stormpike Commando on steroids. Also agree about Ruststeed Raider, 5 damage can remove a lot of things on T5 and leaves an annoying taunt behind. Certainly good value for 5 mana.

    You had the score right... I wanted to give him 5/5 but didn't. The beast tag is a nice bonus, too.

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel
    Quote From sinti
    Quote From AbusingKel

    Clearly there were some OP Demon Hunter cards, glad those get some nerf. 

    I'd say the Burrowing Scorpid is one of my favorite neutrals. I see Ruststeed Raider quite a bit and it's definitely a good card. 

    Agreed. Scorpid is very strong. I think your comparison was better than mine, it is basically a Stormpike Commando on steroids. Also agree about Ruststeed Raider, 5 damage can remove a lot of things on T5 and leaves an annoying taunt behind. Certainly good value for 5 mana.

    You had the score right... I wanted to give him 5/5 but didn't. The beast tag is a nice bonus, too.

     

    I meant the comparison to Stormpike Commando. I went with Fire Plume Phoenix cause of the mana cost ... and also cause i didnt remember to think of the Commando at that point :D But it is a better comparison overall ;-) Did we have such a strong power creep yet i wonder? More attack, less mana, bonus ability, beast tag. Phew, poor Commando.

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 8 months ago

    I've had Nethrandamus a few times now and it's been an absolute game winner. Crazy good card, especially if you can get to 10, which isn't terrible difficult. 

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From AbusingKel

    I've had Nethrandamus a few times now and it's been an absolute game winner. Crazy good card, especially if you can get to 10, which isn't terrible difficult. 

    Do you keep it on mulligan?

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  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2792 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago

    For some reason, i didnt realize Nagrand Slam can actually go face. Which makes it less consistent "clear", but it also turns it into a "potentially better pyroblast". Ok, that probably makes it a lot better than i gave it credit for, since you can use it as finisher.

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  • AbusingKel's Avatar
    HearthStationeer 785 294 Posts Joined 02/02/2019
    Posted 4 years, 7 months ago
    Quote From sinti
    Quote From AbusingKel

    I've had Nethrandamus a few times now and it's been an absolute game winner. Crazy good card, especially if you can get to 10, which isn't terrible difficult. 

    Do you keep it on mulligan?

    Yes, if I have a decent start around it, which isn't difficult with the class's cheap, early game studs. Even drawn later in the game it's not hard to have a few minions die and get that counter going. 

     

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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