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  • New Warrior Minion - Bloodboil Brute

    Quote From dapperdog

    Just play Sea Giant. At least that card doesnt need another card to support it.

    Well, the difference with this is you can deal damage to a board of minions with Whirlwind or Bladestorm perhaps, play your Bloodboil Brutes and then clear all of the damaged minions with Plague of Wrath, leaving your brute on board. It might just find its place in a deck.

  • New Shaman Spell - Vivid Spores

    This card seems rather bad. Token Shaman has with [Hearthstone Card (Soul of Murlocs) Not Found] a cheaper card to play around board clears and set up for Bloodlust. At least, this card is better than Primal Talismans.

  • New Priest Spell - Renew

    You will play this card for the spell discover effect. The healing is negligible in most games. Useful with staples like injured [Hearthstone Card (tol'vir) Not Found] and Injured Blademaster. Too bad there's no more Northshire Cleric.

  • Akama Prime

    This and Kayn Sunfury is gonna be hard to counter

  • New Rogue Minion - Spymistress

    Great 1-drop. Worgen Infiltrator has been played in a lot of aggressive decks, and this card is better. In addition, it is a nice support for the new Stealth Rogue archetype.

  • This Week's Tavern Brawl is "Return of Mechazod!" and Rewards a Classic Pack

    hey it only took us 2 tries, I'll take it

  • New Rogue Spell - Dirty Tricks

    5-star card! 2 mana to draw 2 cards is just great value. Besides Secret Rogue, this card might also see play in other Rogue archetypes.

  • All Card Flavor Text for the Ashes of Outland Hearthstone Expansions

    Pack Tactics

    Wow, I didn't think the hearthstone devs would reference old fan-made WoW machinimas.

  • New Rogue Minion - Cursed Vagrant

    Ravenholdt Assassin powercreep. This card has also a nice synnergy with Teron Gorefiend and might bring back Deathrattle Rogue. Also a great arena card.

  • New Rogue Minion - Ashtongue Slayer

    Stealth Rogue get's a lot of support, and this battlecry is great if it finds a stealth minion on board. I'm still not convinced that this archetype will be competitive though.

  • Ashes of Outland

    Hall of Fame and Nerfs are way worse than that, and are outright theft.

  • Ashes of Outland: Arena Impact

    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.

  • New Rogue Spell - Bamboozle

    This is a great secret, and I'm already excited to play Secret Rogue when the expansion hits. Due to it's power level, this card might be an auto-include for every Rogue deck.

  • New Priest Spell - Renew

    This could be uesd as cheap spell for Gadgetzan Auctioneer in Nomi Priest. Otherwise, it seems rather bad.

  • Spymistress

    Raging Worgen is not a fan

  • New Priest Minion - Imprisoned Homunculus

    If this card is played on turn 1 it's good, but later in the game this is just a horrible top deck.

  • New Hunter Spell - Pack Tactics

    Quote From Almaniarra

    Honest version;

    Secret: Summon a 3/3 Phase Stalker.

    I came here to upvote your realistic take on that card ^^

  • New Hunter Spell - Scrap Shot

    Quote From Haffax733

    They are really pushing the hand buff archetype for Hunter this expansion. I prefer Flanking Strike over this card, since Scrap Shot doesn't create any immediate tempo.

    Couldn't agree more, but I want to believe this can revive some card that haven't seen much play ; Beast-Hunter archetype was getting dusty. It is too soon to say if a revival is ''viable'' but I can't help my optimism

  • New Neutral Minion - Bonechewer Brawler

    Its a cheaper Tauren Warrior. But still not impressive.

  • New Neutral Minion - Ruststeed Raider

    Might have been good at 4, not at 5. Most power turns come out at around 5-6 mana, and this one is no threat after its first turn.

  • New Priest Spell - Apotheosis

    A slightly stronger version of Elixir of Life. Certainly a good card, probably not broken enough for constructed.

  • New Warrior Minion - Bonechewer Raider

    Its actually a decent card. Its not hard to get something damaged by turn 3, and you can always jam Injured Tol'vir if you need a curve play on 3. Not bad.

  • New Mage Spell - Incanter's Flow

    Quote From Koetti

    I already hate it. 

    * Saxophone Intensifies in a Distance *

  • New Neutral Minion - Bonechewer Vanguard

    Filler. Gurubashi Berserker comes out 2 turns earlier and is infinitely more terrifying.

  • New Priest Minion - Dragonmaw Sentinel

    2/4 for 2 mana are great stats. It's obviously a slightly different Wyrmrest Agent, which was an important card in the old version of Dragon Priest. However, that deck was also carried by Twilight Whelp, and I don't think that there is a similarly strong 1 drop for Priest at the moment.