That statline is ridiculous. T5 never learns it seems. 'Member 4 mana 7/7 pig? And spell power in top of that? Playing 0 and 1 cost removal in shaman. Smh. This, or 0 cost spells are taking the axe for sure. The whining after the release of this set is going to be off the charts. /popcorn
Similar to Arcanologist, but it's a Beast, the Battlecry costs another 2 mana, plays the secret, and can be triggered multiple times if it survives. So better? And that card was played a lot. Thinning the deck of those weak topdecks is powerful.
This could be actually decent with Chillwind Yeti stats, but as it is, meh... People will find better things to paly in the 4mana slot. That being said, it's a correct arena card.
I'll for sure run this in any of my reno dragon deck. Even maybe in non dragon deck as that card is just good on it's own: Vanilla stats with one of the best effects in the game. Azure had a 4/4 staline, Toki cost 6, Elise would shuffle stuff in your deck. It might seem bland as it is a common, but damn, it's powerful af.
Murozond the Infinite (5/5): I hate priests in arena. They always beating you with cards from your own deck, often times before you even get to play them yourself. Just an overall shitty feeling. While this is not the case exactly, it still is a great threat that looms over you every turn. And dont think just cause it is a legendary, you wont encounter it that often. One word: Discover!
E
Blowtorch Saboteur (4/5): 3/4 3-drop with a positive effect, yes please! While the 1 mana increase on HP might seem insignificant and it might be true later in the game, if you can play this on curve, especially vs ping classes, chances are you will force them to waste one of their early turns to play out the 3-cost HP giving you basically a free turn or letting you get better trades without pinging your guys.
Dark Skies (1/5): At first i thought it was "deal damage to a minion", not random. That would actually be fair and cool. As it stands, its unplayable.
Grizzled Wizard (3/5): Good 2-drop with a potential upside. Better in classes like warrior where you can utilize your opponent's hero power against him. Gets better in late game too, since you can use both hero powers in a turn if you dont have anything else to do leaving your opponent with none for their turn.
Lightforged Crusader (3/5): In 99% cases, this will be War Golem. If you can get into the very late game tho, you might be able to generate some extra value with this. Unlikely to happen tho, chances are you would need to play it for tempo before that happens anyway, but ok stats with an potential upside is never bad.
Mana Giant (4/5): Actually not a bad card for arena, 8/8 for 8 is already ok and decreasing its cost shouldnt be too hard. Obviously draft dependant, but with all the discover effects flying around (among other things), it shouldnt be too much of a problem.
Ramming Speed (5/5): One-time use of Supercollider. While that card was beyond broken cause without weapon removal, it basically almost negated your opponent's ability to get on the board, this is still strong enough. You can set up the trade and get great value for 3 mana.
Dragonmaw Poacher (5/5). Ouch. This card will, just by sheer existance, make playing early dragons a huge risk. You thought Dragonslayer gave a lot of tempo? Try 8/8 crushing into your Bronze Explorer on curve. You might as well concede right there. We'll see how often this card appears in the draft, but you should pick it over probably anything.
Elemental Allies (1/5): Super draft dependent, even drafts with relatively plenty elementals sometimes have a problem activating their synergies, this needs you to still have at least two after you play it and dont break the chain. Not to mention you might not even have enough spells in your deck (left) to benefit from this. Can work in some drafts, especially when arena drafting pool will be more focused on sets with elementals, but other than that this is a big no.
Faceless Corruptor (5/5): So you know how Quest Druid gets carried by [Hearthstone Card (oassis surger) Not Found]s? How about if every class could just do that too? Yikes!
Hoard Pillager (2/5): This card is obviously only good in weapon classes and you have to have played and destroeyed one of your weapons already, but the value it can provide is huge. Definitely a great card for warrior for example. Rogues could probably make a decent tempo turn out of this as well, essentially making it a 2 mana 4/2.
Lightforged Zealot (1/5): This is just not going to happen. It might in very late game, but with such a shitty stats, you cant play it without the battlecry and keeping a dead card in your hand for a situation that might never come, just skip this one.
Sky Claw (3/5): Technically a 5/4 worth of stats for 3 mana, but with a very weak distribution. Its not the worst card for its cost and token decks will appretiate it, but nothing to write home about.
Skybarge (3/5): Ship's cannon finally got its Mech tag lol! Decent stats for a 3-drop, better in arena rotation with more pirates, obviously; or mechs (what about both? xaxa). Good card that can have an insane synergy in right deck.
Storm's Wrath (5/5): Literally reverse powercreep on [Hearthstone Card (mark of lotus) Not Found], but in Shaman it is obviously stronger, since the hero power can provide bodies out of thin air. Should find a very nice use in most shaman decks and any token buffer is always nice to have.
Utgarde Grapplesniper (1/5): Way too risky. I mean why would you risk losing a game by summoning a big dragon for your opponent? Ofc it might not happen, but it might. Just dont.
Big Ol' Whelp (5/5): Azure Drake got a little thicc over the years :) Pretty much auto-pick in most scenarios.
Blazing Battlemage (4/5): Premium stats on a 1-drop. [Hearthstone Card (Misstress of Mixtures) Not Found] was picked for stats most of the time regardless of the benefit for your opponent (even tho sometimes you liked your heal too, obviously). This will perform about as good, better even for decks that can curve out from T1.
Bloodsail Flybooter (3/5): Ok 1-drop, generates some tokens for Combo activators and other possibilities.
Evasive Chimaera (4/5): Pit Snake that has a much higher chance to survive vs ping classes and actually kill something. Will often trade up too unless there are tokens. Great card.
Evasive Feywing (5/5): Elusive dragon with good aggressive statline. Great card. Potential to trade 2for1 more often than not.
Evasive Wyrm (5/5): Insanely strong card, that has a high potential to trade 2for1. Similar to Argent Commander, but cant go face right away, which trades for better stats and Elusive effect, not to mention dragon tag. A lot better deal for arena.
Fire Hawk (3/5): It is basically a Goblin Sapper, if you can get it down in the right time and it keeps the buff. Later on, it might whiff, if you get into a topdeck war. Elemental tag gives it added value for some drafts.
Goboglide Tech (3/5): Ok 3-drop that can become super good, if you controll a mech. Draft dependent for sure.
Grave Rune (5/5): Yes, you need to have a minion up first, but this card will be such a broken BS. Just you wait, you will cry. While you dont get the great body of Carnivorous Cube, in exchange you get to pop the deathrattle right away, if you play it on a minion that you want to trade away, providing immetiate value and avoding the chance to get the Cube silenced/transformed.
Gyrocopter (5/5): Poor Windfury Harpy, she gets shit on yet again. Super easy to trade 2for1 at least, possibly more. Bonus for mech synergy.
Living Dragonbreath (4/5): 3/4 statline, elemental tag and a positive effect? Me like. Tho the effect might be largely irrelevant most of the time, it can come in handy to make a sneaky play. Will be a cute combo with Frozen Crusher once both sets are in the pool at the same time.
Parachute Brigand (2/5): Can be nice with other Pirates, obviously. Otherwise 2/2 for 2 is not great.
Rain of Fire (2/5): It is still an aoe, dont discount that, but WL has other, better options and damaging your board might not be worth it, tho damaging your hero might. This card can shine in some drafts actually.
Scalerider (4/5): Obviously draft dependent, but with the amount of dragons coming in, this should be a premium card. Basically Fire Plume Phoenix for 1 less mana.
Shrubadier (3/5): Good 2-drop and possible Treant synergy. Good card.
Sky Raider (4/5): Ok enough 1-drop that generates a card. Yup, me like! Especially with cards like Hoard Pillager in the mix.
Squallhunter (5/5): Not a 4mana 7/7, but still amazing. Well above average stats, Spell Damage that can matter and a dragon tag. Yes, overload sucks, but id take that penalty any day for what im getting.
Strength in Numbers (4/5): This is actually a decent quest that you can complete in few turns by doing what you were going to do anyway.
Surging Tempest (3/5): Another member of the 1-drop family with a 1/3 statline. Nothing too OP, but just a decent card you will not be sad to "have to" pick it.
Tasty Flyfish (3/5): Seems like a pretty good card, obviously draft dependent, but should find a target most of the time.
Whispers of EVIL (4/5): Pretty good card. Can have its use in any stage of the game and can give you options based on the Lackey you get. Lackeys are always good.
Wing Commander (3/5): Should be a decent 4-drop, you are most likely have to have some dragons, so it should be at least Chillwind Yeti on average. One problem i have with this card is telegraphing to your opponents you have dragons and how many.
And that is it folks! Reveal season is over. Few more days before we can get into the action with new cards! Cant wait!
Fantastic! Good damage, and the drawn minion can be played immediately or saved for later. Even has synergy with itself. I don't see which deck wouldn't want to run this.
This doesn't have the quick impact aggro/face decks need. The effect is delayed by 3 turns at least, the damage is staggered and the reward is just 3 mana worth. That's, simply put, bad.
3/3 deals 2 for 3 mana is actually pretty decent. It might not fit in any deck, but could find a place in tempo based one. maybe in some king kind of midrange paladin deck?
Getting extra resources sounds pretty good to me. Don't really get hate. When have generating resources like that from early to late game ever been bad?
In combination with the battlecry this Gala feel very strong. I like the hardcore removal priest is getting
I mean.. This is a Galakrond which makes it pretty good (If you get it fully evolved). It does however feel a lot weaker than the other due to the pool of demons. Despite that I do like the hero power. Even though it feels weaker than the other galas too, getting 2 demons every time you invoke seem like a useful thing for warlock to do. Warlock sure have some cards that synergize well with that and present a threat for a very annoying early/mid game leading up to putting down gala.
On the other hand warlock already have cards with this putting down a lot of 1/1 demons effect, which haven't really been enough to compete with the meta. The zoo type cards in DOD sure dont feel like enough to make it better either. I could be wrong though. I'll be excited to see how the cards work together
You need two dragons in hand before this is better than just running Chillwind Yeti, and its presence on board a) tells your opponent how many dragons you're holding and b) incentivizes you not to play your cards. Seems really awful.
If you are already playing a dragon deck it doesn't really matter as long as you have enough stats. Yetti stats are still not bad this is better.
You're right that with enough stats, it doesn't really matter, but getting to that number is hard. You need a lot of dragons to consistently have 2+ in your hand without also being stuck not playing those dragons. That's gonna mean running some of the weaker dragons and not running some of your stronger spell options. This card is just too close to vanilla too often to make it worth building around.
I can't see the usefulness of this card in Warlock. It's too weak. Maybe with other card from future expansions? In Wild maybe you play it with Defile to help clear the board.
It seems to be pushing the Pirate deck with Cannon Barrage but you can also look at the card as generating combo activators. I think it'll be played that way.
It's like a Swipe but you take damage. You can also use it late game with Plague of Wrath as a board clear. But I don't know if you want to run this card in Galakrond decks. The are better invoke cards
New Shaman Minion - Squallhunter
That statline is ridiculous. T5 never learns it seems. 'Member 4 mana 7/7 pig? And spell power in top of that? Playing 0 and 1 cost removal in shaman. Smh. This, or 0 cost spells are taking the axe for sure. The whining after the release of this set is going to be off the charts. /popcorn
New Hunter Minion - Phase Stalker
Similar to Arcanologist, but it's a Beast, the Battlecry costs another 2 mana, plays the secret, and can be triggered multiple times if it survives. So better? And that card was played a lot. Thinning the deck of those weak topdecks is powerful.
New Neutral Minion - Evasive Feywing
This could be actually decent with Chillwind Yeti stats, but as it is, meh... People will find better things to paly in the 4mana slot. That being said, it's a correct arena card.
New Neutral Minion - Big Ol' Whelp
I'll for sure run this in any of my reno dragon deck. Even maybe in non dragon deck as that card is just good on it's own: Vanilla stats with one of the best effects in the game. Azure had a 4/4 staline, Toki cost 6, Elise would shuffle stuff in your deck. It might seem bland as it is a common, but damn, it's powerful af.
Descent of Dragons: Arena Impact
- NEW CARDS -
1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent
L
Galakrond, the Tempest (x/5): not draftable in Arena.
Murozond the Infinite (5/5): I hate priests in arena. They always beating you with cards from your own deck, often times before you even get to play them yourself. Just an overall shitty feeling. While this is not the case exactly, it still is a great threat that looms over you every turn. And dont think just cause it is a legendary, you wont encounter it that often. One word: Discover!
E
Blowtorch Saboteur (4/5): 3/4 3-drop with a positive effect, yes please! While the 1 mana increase on HP might seem insignificant and it might be true later in the game, if you can play this on curve, especially vs ping classes, chances are you will force them to waste one of their early turns to play out the 3-cost HP giving you basically a free turn or letting you get better trades without pinging your guys.
Dark Skies (1/5): At first i thought it was "deal damage to a minion", not random. That would actually be fair and cool. As it stands, its unplayable.
Dragon's Pack (x/5): not draftable in Arena.
Grizzled Wizard (3/5): Good 2-drop with a potential upside. Better in classes like warrior where you can utilize your opponent's hero power against him. Gets better in late game too, since you can use both hero powers in a turn if you dont have anything else to do leaving your opponent with none for their turn.
Lightforged Crusader (3/5): In 99% cases, this will be War Golem. If you can get into the very late game tho, you might be able to generate some extra value with this. Unlikely to happen tho, chances are you would need to play it for tempo before that happens anyway, but ok stats with an potential upside is never bad.
Mana Giant (4/5): Actually not a bad card for arena, 8/8 for 8 is already ok and decreasing its cost shouldnt be too hard. Obviously draft dependant, but with all the discover effects flying around (among other things), it shouldnt be too much of a problem.
Ramming Speed (5/5): One-time use of Supercollider. While that card was beyond broken cause without weapon removal, it basically almost negated your opponent's ability to get on the board, this is still strong enough. You can set up the trade and get great value for 3 mana.
Rolling Fireball (5/5): Flame Lance that dose not waste any excess damage. Sounds good to me!
Skyfin (3/5): Draft dependent, cant really be played without the battlecry, but if you can trigger it, it will provide great value.
R
Aeroponics (2/5): You need just one treant to make this an Arcane Intellect, but that still might be a tall order. Card draw is card draw tho.
Corrupt Elementalist (x/5): not draftable in Arena.
Dragonmaw Poacher (5/5). Ouch. This card will, just by sheer existance, make playing early dragons a huge risk. You thought Dragonslayer gave a lot of tempo? Try 8/8 crushing into your Bronze Explorer on curve. You might as well concede right there. We'll see how often this card appears in the draft, but you should pick it over probably anything.
Elemental Allies (1/5): Super draft dependent, even drafts with relatively plenty elementals sometimes have a problem activating their synergies, this needs you to still have at least two after you play it and dont break the chain. Not to mention you might not even have enough spells in your deck (left) to benefit from this. Can work in some drafts, especially when arena drafting pool will be more focused on sets with elementals, but other than that this is a big no.
Faceless Corruptor (5/5): So you know how Quest Druid gets carried by [Hearthstone Card (oassis surger) Not Found]s? How about if every class could just do that too? Yikes!
Hoard Pillager (2/5): This card is obviously only good in weapon classes and you have to have played and destroeyed one of your weapons already, but the value it can provide is huge. Definitely a great card for warrior for example. Rogues could probably make a decent tempo turn out of this as well, essentially making it a 2 mana 4/2.
Lightforged Zealot (1/5): This is just not going to happen. It might in very late game, but with such a shitty stats, you cant play it without the battlecry and keeping a dead card in your hand for a situation that might never come, just skip this one.
Ritual Chopper (x/5): not draftable in Arena.
Sky Claw (3/5): Technically a 5/4 worth of stats for 3 mana, but with a very weak distribution. Its not the worst card for its cost and token decks will appretiate it, but nothing to write home about.
Skybarge (3/5): Ship's cannon finally got its Mech tag lol! Decent stats for a 3-drop, better in arena rotation with more pirates, obviously; or mechs (what about both? xaxa). Good card that can have an insane synergy in right deck.
Storm's Wrath (5/5): Literally reverse powercreep on [Hearthstone Card (mark of lotus) Not Found], but in Shaman it is obviously stronger, since the hero power can provide bodies out of thin air. Should find a very nice use in most shaman decks and any token buffer is always nice to have.
Utgarde Grapplesniper (1/5): Way too risky. I mean why would you risk losing a game by summoning a big dragon for your opponent? Ofc it might not happen, but it might. Just dont.
C
Awaken! (x/5): not draftable in Arena.
Big Ol' Whelp (5/5): Azure Drake got a little thicc over the years :) Pretty much auto-pick in most scenarios.
Blazing Battlemage (4/5): Premium stats on a 1-drop. [Hearthstone Card (Misstress of Mixtures) Not Found] was picked for stats most of the time regardless of the benefit for your opponent (even tho sometimes you liked your heal too, obviously). This will perform about as good, better even for decks that can curve out from T1.
Bloodsail Flybooter (3/5): Ok 1-drop, generates some tokens for Combo activators and other possibilities.
Disciple of Galakrond (x/5): not draftable in Arena.
Evasive Chimaera (4/5): Pit Snake that has a much higher chance to survive vs ping classes and actually kill something. Will often trade up too unless there are tokens. Great card.
Evasive Feywing (5/5): Elusive dragon with good aggressive statline. Great card. Potential to trade 2for1 more often than not.
Evasive Wyrm (5/5): Insanely strong card, that has a high potential to trade 2for1. Similar to Argent Commander, but cant go face right away, which trades for better stats and Elusive effect, not to mention dragon tag. A lot better deal for arena.
Fire Hawk (3/5): It is basically a Goblin Sapper, if you can get it down in the right time and it keeps the buff. Later on, it might whiff, if you get into a topdeck war. Elemental tag gives it added value for some drafts.
Goboglide Tech (3/5): Ok 3-drop that can become super good, if you controll a mech. Draft dependent for sure.
Grave Rune (5/5): Yes, you need to have a minion up first, but this card will be such a broken BS. Just you wait, you will cry. While you dont get the great body of Carnivorous Cube, in exchange you get to pop the deathrattle right away, if you play it on a minion that you want to trade away, providing immetiate value and avoding the chance to get the Cube silenced/transformed.
Gyrocopter (5/5): Poor Windfury Harpy, she gets shit on yet again. Super easy to trade 2for1 at least, possibly more. Bonus for mech synergy.
Hippogryph (4/5): Good taunt with a bonus. Powercreeped Stegodon stuck in a human form.
Invocation of Frost (x/5): not draftable in Arena.
Living Dragonbreath (4/5): 3/4 statline, elemental tag and a positive effect? Me like. Tho the effect might be largely irrelevant most of the time, it can come in handy to make a sneaky play. Will be a cute combo with Frozen Crusher once both sets are in the pool at the same time.
Parachute Brigand (2/5): Can be nice with other Pirates, obviously. Otherwise 2/2 for 2 is not great.
Rain of Fire (2/5): It is still an aoe, dont discount that, but WL has other, better options and damaging your board might not be worth it, tho damaging your hero might. This card can shine in some drafts actually.
Scalerider (4/5): Obviously draft dependent, but with the amount of dragons coming in, this should be a premium card. Basically Fire Plume Phoenix for 1 less mana.
Shrubadier (3/5): Good 2-drop and possible Treant synergy. Good card.
Sky Raider (4/5): Ok enough 1-drop that generates a card. Yup, me like! Especially with cards like Hoard Pillager in the mix.
Squallhunter (5/5): Not a 4mana 7/7, but still amazing. Well above average stats, Spell Damage that can matter and a dragon tag. Yes, overload sucks, but id take that penalty any day for what im getting.
Strength in Numbers (4/5): This is actually a decent quest that you can complete in few turns by doing what you were going to do anyway.
Surging Tempest (3/5): Another member of the 1-drop family with a 1/3 statline. Nothing too OP, but just a decent card you will not be sad to "have to" pick it.
Tasty Flyfish (3/5): Seems like a pretty good card, obviously draft dependent, but should find a target most of the time.
Troll Batrider (5/5): Scaled down Bomb Lobber. Still powerful as hell for arena.
Violet Spellwing (3/5): Decent card. Not a Babbling Book, but you wont be too sad to get this.
Whispers of EVIL (4/5): Pretty good card. Can have its use in any stage of the game and can give you options based on the Lackey you get. Lackeys are always good.
Wing Commander (3/5): Should be a decent 4-drop, you are most likely have to have some dragons, so it should be at least Chillwind Yeti on average. One problem i have with this card is telegraphing to your opponents you have dragons and how many.
And that is it folks! Reveal season is over. Few more days before we can get into the action with new cards! Cant wait!
New Hunter Minion - Diving Gryphon
Fantastic! Good damage, and the drawn minion can be played immediately or saved for later. Even has synergy with itself. I don't see which deck wouldn't want to run this.
New Hunter Spell - Toxic Reinforcements
This doesn't have the quick impact aggro/face decks need. The effect is delayed by 3 turns at least, the damage is staggered and the reward is just 3 mana worth. That's, simply put, bad.
New Neutral Minion - Evasive Wyrm
One target removal on a stick for everyone in arena. No one is going to include this in his deck ever in constructed.
Murloc wins (T1 lethal)
I wasn't able to quite get a turn one win, but I was still able to win nonetheless!
New Druid Spell - Strength in Numbers
I don't now if big druid is gonna be a thing, but as it is now, this card seems slow and unreliable... Ramp druid is no more, so yeah...
New Neutral Minion - Scalerider
3/3 deals 2 for 3 mana is actually pretty decent. It might not fit in any deck, but could find a place in tempo based one. maybe in some king kind of midrange paladin deck?
New Rogue Hero - Galakrond, the Nightmare
I love this galakrond! Looks super fun and extremely powerful.
I cant wait to combine this, with some kind of combo deck. So many possibilities with this card I think and definitely my favourite gala
Lemonade
Simple and chill. Great to look at.
New Priest Hero - Galakrond, the Unspeakable
Getting extra resources sounds pretty good to me. Don't really get hate. When have generating resources like that from early to late game ever been bad?
In combination with the battlecry this Gala feel very strong. I like the hardcore removal priest is getting
New Warlock Hero - Galakrond, the Wretched
I mean.. This is a Galakrond which makes it pretty good (If you get it fully evolved). It does however feel a lot weaker than the other due to the pool of demons. Despite that I do like the hero power. Even though it feels weaker than the other galas too, getting 2 demons every time you invoke seem like a useful thing for warlock to do. Warlock sure have some cards that synergize well with that and present a threat for a very annoying early/mid game leading up to putting down gala.
On the other hand warlock already have cards with this putting down a lot of 1/1 demons effect, which haven't really been enough to compete with the meta. The zoo type cards in DOD sure dont feel like enough to make it better either. I could be wrong though. I'll be excited to see how the cards work together
Unseal the Vault OTK Theorycraft
my to.go deck for some quick games
New Neutral Minion - Wing Commander
You're right that with enough stats, it doesn't really matter, but getting to that number is hard. You need a lot of dragons to consistently have 2+ in your hand without also being stuck not playing those dragons. That's gonna mean running some of the weaker dragons and not running some of your stronger spell options. This card is just too close to vanilla too often to make it worth building around.
New Warlock Spell - Rain of Fire
I can't see the usefulness of this card in Warlock. It's too weak. Maybe with other card from future expansions? In Wild maybe you play it with Defile to help clear the board.
New Shaman Minion - Surging Tempest
Great minion to play early on. I'll be pretty good in Overload Shaman.
New Rogue Minion - Bloodsail Flybooter
It seems to be pushing the Pirate deck with Cannon Barrage but you can also look at the card as generating combo activators. I think it'll be played that way.
New Warrior Minion - Sky Raider
Excellent card for Pirate Warrior. Gives you a random pirate and it's only 1 mana. You can get Rogue Pirates too!
New Warrior Spell - Awaken!
It's like a Swipe but you take damage. You can also use it late game with Plague of Wrath as a board clear. But I don't know if you want to run this card in Galakrond decks. The are better invoke cards
Baku the Mooneater
good memories
New Warlock Hero - Galakrond, the Wretched
underwhelming
New Warrior Minion - EVIL Quartermaster
I think it's a pretty good card. It gives you a lackey and 3 armor. The question is in which kind of Warrior deck will find it's place.