Definitely for either aggro (hand fill late game/finisher) or for miracle style decks. Problem for miracle/combo is the likely case you’ll mill your key cards.
I guess everybody agrees that this expansion's general power level is off the roof, perhaps even more so than KFT two years ago. What worries me in the most is that; in this sea of OP cards, warlock's cards are very weak in comparison. [Hearthstone Card (Supreme Archeology) Not Found] is a joke and is even worse than Lakkari Sacrifice. Tekhan is nice but unlike The Caverns Below, it requires to be drawn. Overall, I think Lackey support won't save zoo.
How does this interact with Master's Call? I know you wouldn't play them together in a deck, just wondering.
I know that it always draws 3 unique beasts (as long as you have atleast 3 uniques of course), because discover only shows unique choices, so there is a chance for a spaghetti code interaction here.
My guess would be it doesn't reduce the cost of anything, but who knows. ¯\_(ツ)_/¯
My educated guess is they all get a discount because you are still essentially discovering even if you end up drawing all three. I don't think that 'draw' overwrites the discover or anything. Even if you just discover the one you are still drawing it because it is from your deck. We shall see
Zephrys the Great (3): Probably not gonna trigger very often, but if you get it early in the draft, might be worth trying a highlander deck for it. Otherwise vanilla stats, so regular 2-drop.
Octosari (2): Interesting card for arena. Huge body and a deathrattle that will basically repelnish your entire hand. It might be too much for some classes/decks, but even if you draw like 5 card and burn 3, that seems like a good value.
Vessina (2): An ok 4-drop with a pretty strong ability. But it is also very draft dependant. But id say worth goin for.
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Blatant Decoy (4): This card will probably be a bit tricky in arena. Could work out for you, but it could also screw you. The fact that it is a deathrattle gives the opponent some control over the effect as well. I dont think i want to risk this.
Body Wrapper (3): Below average stats for the cost and ability that can be good, or bad. Dont like it too much.
Crystal Merchant (3): Interesting card, weirdly enough will probably have more value late game, when you can spare some mana to trigger the effect. Should be decent draw option in general.
History Buff (1): Great 3-drop with insanely strong ability, damn.
Mischief Maker (3): Not sure how good or bad the ability will be for arena. Might be an interesting way to get a card from another class, but you are giving up one of your own as well. Probably not worth the risk, will depend on the bucket this falls into.
Vulpera Scoundrel (1): Without the mystery option, it is an amazing minion, lots of value. The mystery option is apparently a 4th discover option that is a random spell (from any class), so that gives extra potential.
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Dune Sculptor (1): This card is a huge value generator, granted it might be a bit hard to activate it, but it is an ok 3-drop with huge late game potential.
Garden Gnome (4): This card needs to trigger its battlecry, otherwise its unplayable. Solely draft dependant, but there should be decent options for the spells in the pool, so it has potential.
Holy Ripple (2): Mini-Holy Nova. The effect seems pretty good for the cost. We sometimes draft arcane explosion, this is a lot better.
Hyena Alpha (3): This card can be super powerful tempo play, but the condition is quite hard to meet. You dont rly want secrets and if you do get them, it is pretty easy to trigger them. One saving grace is, since it is relatively easy to play around hunter secrets, opponent might leave it up; or be "forced" to pop it before T4 giving you some tempo back for playing a secret in your early turns.
Mogu Fleshshaper (2): There have to be 4 minions on the board to make this cost efficient, that doesnt sound so bad. Can be played for free in a rly bad situation, helping you get back into the game. Looks promissing.
Naga Sand Witch (3): Interesting card for arena, the ability can help or hurt. A lot. Stats alone are ok for the cost, depends on what spells you drafted to consider this or avoid it.
Quicksand Elemental (1): Kinda powercreep on Shrinkmeister. This card is an autopick for any deck and any class. The ability is pretty strong, allowing for safer trades and the body is just a good 2-drop minion. Powerful stuff.
Ramkahen Wildtamer (2): Good 3-drop that can potentially generate another minion. Pretty good stuff. Draft dependant tho.
Swarm of Locusts (1): To be honest, i dont think i like all these powerful removal options for hunter that also have a lot of versatility.
Ancestral Guardian (3): Decently sticky minion that cant rly be too ignored. Potential for some serious healing. Not super great tempo wise tho, so will probably depend on a bucket placement.
Ancient Mysteries (5): Can help make some spell or secret synergy plays easier by making the secret cost 0, but you have to have secrets in your deck, which is something you generally dont want; and if you do draft some, it is not many, so this will be super inconsistent and definitely not worth a card.
Beaming Sidekick (2): Pretty good buff card, helping your minions surive the trade.
Injured Tol'vir (3): Decent taunt for a 2-drop. A lot better in priest.
Kobold Sandtrooper (4): Might be decent in an aggro deck, where 3 face damage might be quite good. Otherwise very shitty 2-drop.
Living Monument (3): It is a pretty good taunt overall, but you are not gonna do anything else in the turn and that is always dangerous.
Neferset Thrasher (4): I feel like the drawback is way too big. You want to keep it alive, but if you do, you are slowly killing yourself. Might be ok if you draft couple cards that have synergy with damage to your hero, but without healings, this card can very well loose you a game.
Oasis Surger (1): Extremely powerful card with some versatility. 5/5 rush for 5 mana is quite frankly insane. Spiked Hogrider was a premium card that provided big tempo swings and that didnt even work every time. This does. Granted cant go face, but definitely a great value-removal. Basically Militia Commander for one more mana that keeps the attack buff.
Penance (2): Great cheap removal with some bonus healing, whats no to like. Only problem is it cant go face.
Phalanx Commander (3): Not the best stats for the cost, not the worst. Ability that can be relevant from time to time. If you have lots of taunts, this increases in value quite a bit.
Pit Crocolisk (1): One of the strongest cards of this set, if not the strongest, for arena. One of the strongest cards in a while actually. This card will dictate games and T8 will be once again the turn to win or lose the games off a single card like it was with pre-nerf Bonemare. This card is beyond insane.
Sandstorm Elemental (1): Pretty much Twilight Flamecaller for one less mana and with elemental synergy. The overload can be seen as bonus in some cases too.
Serpent Egg (4): Nerubian Egg where token lost 1 Attack for a beast tag. Same with any egg, if you dont have deck for it, dont pick it.
Sinister Deal (1): This card is actually super strong due to its flexibility. You are not guaranteed to discover the lackey you want 100%, but chances are very high and any lackey gets great value anyway in the end.
Spitting Camel (4): Honestly i dont think it is worth it. Extra stats are so you can keep the minion alive longer, but keeping this alive will just keep damaging your other minions, not a great trade off. But if you are desperate for 2-drops, get it.
Subdue (2): Literally Hunter's Mark+. Paladin doesnt have much in terms of hard removal, so this should be a good pick up.
Temple Berserker (3): Not the worst 2-drop, not the best. Can be nice if you need some body to stick on the board, but if you cant capitalize on that, it is a slow roll.
Totemic Surge (3): Interesting card, not sure how well it will work in arena, but can make your totems useful. I guess if you think about it, at worse it is a 2/2 with an ability with 25% to get a naked 3/1 for 2 mana with your hero power, thats not that bad.
Wasteland Scorpid (2): Good minion with a pretty big body. Can easilly trade for multiple cards.
Worthy Expedition (1): Very versatile card. Value generator. Good stuff.
Expected to see another lackey generator after seeing warlock's legendary minion. Pretty good to be honest. Getting to pick which one you want is a lot better than it being random.
I'm not convinced about this card. The payoff seems too little and you even have to play a minion (not summon it). I mean, Untamed Beastmaster is crazy strong compared to this card that he hasn't seen much play outside of experimentation lists.
Decent in arena, I don't think will be part of a tier 1 deck.
New Priest Spell - Penance
Amazing card, also a neat little bonus to the quest.
Zephrys the Great
This is what I will be crafting!
The Explorers Aren't the Only Highlanders in Town - One More to be Revealed for Saviors of Uldum
Dear OOC mods,
Please include the answer to this revealed mystery: Zephrys the Great
Thanks a million!
New Neutral Minion - Octosari
Definitely for either aggro (hand fill late game/finisher) or for miracle style decks. Problem for miracle/combo is the likely case you’ll mill your key cards.
Bonus points for mill warlock with treachery
Oasis Surger
I love this card. Great flexibility, and with the quest (or, of course, Fandral), totally nuts.
I'm really worried about SoU warlock
I guess everybody agrees that this expansion's general power level is off the roof, perhaps even more so than KFT two years ago. What worries me in the most is that; in this sea of OP cards, warlock's cards are very weak in comparison. [Hearthstone Card (Supreme Archeology) Not Found] is a joke and is even worse than Lakkari Sacrifice. Tekhan is nice but unlike The Caverns Below, it requires to be drawn. Overall, I think Lackey support won't save zoo.
RIP warlock players.
Faceless Lurker
Looks bad. Then I remembered Into the Fray. Looks playable.
Embalming Ritual
Ok, call me crazy: cast this on Octosari to advance either a Mecha'Thun or Chef Nomi scenario. Anyone?
New Neutral Minion - Body Wrapper
This is really good, cool effect. Like Baleful Banker for the dead.
New Priest Spell - Penance
Seems pretty damn good.
Sandstorm Elemental
Sandy boi
Saviors of Uldum
I got super excited when I saw they made cards for Tekhan and Vessina. Was hoping for Squeamlish and George. Maybe next set?
New Priest Spell - Penance
The card speaks for itself. Instead i will mention that i like the art a lot!
New Priest Spell - Holy Ripple
Mini Holy Nova? Yes please.
New Rogue Spell - Clever Disguise
What the fuck this seems broken. I love it but damn. Going to play a lot of this archetype.
New Neutral Minion - Dwarven Archaeologist
My educated guess is they all get a discount because you are still essentially discovering even if you end up drawing all three. I don't think that 'draw' overwrites the discover or anything. Even if you just discover the one you are still drawing it because it is from your deck. We shall see
New Neutral Minion - Spitting Camel
Nice if followed by Acolyte of Pain on turn 3.
Might not make the cut tho...
New Priest Minion - Sandhoof Waterbearer
This is extremely good. Priest got amazing cards. Love it.
Saviors of Uldum: Arena Impact
- NEW CARDS (ALL CARDS REVEALED) -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Zephrys the Great (3): Probably not gonna trigger very often, but if you get it early in the draft, might be worth trying a highlander deck for it. Otherwise vanilla stats, so regular 2-drop.
Octosari (2): Interesting card for arena. Huge body and a deathrattle that will basically repelnish your entire hand. It might be too much for some classes/decks, but even if you draw like 5 card and burn 3, that seems like a good value.
Vessina (2): An ok 4-drop with a pretty strong ability. But it is also very draft dependant. But id say worth goin for.
---
Blatant Decoy (4): This card will probably be a bit tricky in arena. Could work out for you, but it could also screw you. The fact that it is a deathrattle gives the opponent some control over the effect as well. I dont think i want to risk this.
Body Wrapper (3): Below average stats for the cost and ability that can be good, or bad. Dont like it too much.
Crystal Merchant (3): Interesting card, weirdly enough will probably have more value late game, when you can spare some mana to trigger the effect. Should be decent draw option in general.
Dwarven Archaeologist (3): Vanilla 2-drop with a nice ability. Cant complain.
History Buff (1): Great 3-drop with insanely strong ability, damn.
Mischief Maker (3): Not sure how good or bad the ability will be for arena. Might be an interesting way to get a card from another class, but you are giving up one of your own as well. Probably not worth the risk, will depend on the bucket this falls into.
Vulpera Scoundrel (1): Without the mystery option, it is an amazing minion, lots of value. The mystery option is apparently a 4th discover option that is a random spell (from any class), so that gives extra potential.
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Dune Sculptor (1): This card is a huge value generator, granted it might be a bit hard to activate it, but it is an ok 3-drop with huge late game potential.
Garden Gnome (4): This card needs to trigger its battlecry, otherwise its unplayable. Solely draft dependant, but there should be decent options for the spells in the pool, so it has potential.
Holy Ripple (2): Mini-Holy Nova. The effect seems pretty good for the cost. We sometimes draft arcane explosion, this is a lot better.
Hyena Alpha (3): This card can be super powerful tempo play, but the condition is quite hard to meet. You dont rly want secrets and if you do get them, it is pretty easy to trigger them. One saving grace is, since it is relatively easy to play around hunter secrets, opponent might leave it up; or be "forced" to pop it before T4 giving you some tempo back for playing a secret in your early turns.
Mogu Fleshshaper (2): There have to be 4 minions on the board to make this cost efficient, that doesnt sound so bad. Can be played for free in a rly bad situation, helping you get back into the game. Looks promissing.
Naga Sand Witch (3): Interesting card for arena, the ability can help or hurt. A lot. Stats alone are ok for the cost, depends on what spells you drafted to consider this or avoid it.
Quicksand Elemental (1): Kinda powercreep on Shrinkmeister. This card is an autopick for any deck and any class. The ability is pretty strong, allowing for safer trades and the body is just a good 2-drop minion. Powerful stuff.
Ramkahen Wildtamer (2): Good 3-drop that can potentially generate another minion. Pretty good stuff. Draft dependant tho.
Swarm of Locusts (1): To be honest, i dont think i like all these powerful removal options for hunter that also have a lot of versatility.
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Armored Goon (1): Boulderfist Ogre with a pretty good ability.
Ancestral Guardian (3): Decently sticky minion that cant rly be too ignored. Potential for some serious healing. Not super great tempo wise tho, so will probably depend on a bucket placement.
Ancient Mysteries (5): Can help make some spell or secret synergy plays easier by making the secret cost 0, but you have to have secrets in your deck, which is something you generally dont want; and if you do draft some, it is not many, so this will be super inconsistent and definitely not worth a card.
Beaming Sidekick (2): Pretty good buff card, helping your minions surive the trade.
Bug Collector (2): Kinda mix between Murloc Tidehunter and Blowgill Sniper. Decent 2-drop.
Candletaker (2): Arguably better [Hearthstone Card (scarlett crusader) Not Found], cause you cant ping it away both times.
Clever Disguise (1): Two mana gain two cards - spells - seems like a very good deal.
Desert Hare (3): Ok for hand buff, token or evolve synergy, otherwise kinda poor 3-drop.
Faceless Lurker (3): Good taunt, wihout any extra synergy pretty much Fen Creeper. With hand buffs this can get insane.
Golden Scarab (1): Jeweled Scarab's cousin. Pretty good value generator. Not a 3-drop tho!
Injured Tol'vir (3): Decent taunt for a 2-drop. A lot better in priest.
Kobold Sandtrooper (4): Might be decent in an aggro deck, where 3 face damage might be quite good. Otherwise very shitty 2-drop.
Living Monument (3): It is a pretty good taunt overall, but you are not gonna do anything else in the turn and that is always dangerous.
Neferset Thrasher (4): I feel like the drawback is way too big. You want to keep it alive, but if you do, you are slowly killing yourself. Might be ok if you draft couple cards that have synergy with damage to your hero, but without healings, this card can very well loose you a game.
Oasis Surger (1): Extremely powerful card with some versatility. 5/5 rush for 5 mana is quite frankly insane. Spiked Hogrider was a premium card that provided big tempo swings and that didnt even work every time. This does. Granted cant go face, but definitely a great value-removal. Basically Militia Commander for one more mana that keeps the attack buff.
Penance (2): Great cheap removal with some bonus healing, whats no to like. Only problem is it cant go face.
Phalanx Commander (3): Not the best stats for the cost, not the worst. Ability that can be relevant from time to time. If you have lots of taunts, this increases in value quite a bit.
Pit Crocolisk (1): One of the strongest cards of this set, if not the strongest, for arena. One of the strongest cards in a while actually. This card will dictate games and T8 will be once again the turn to win or lose the games off a single card like it was with pre-nerf Bonemare. This card is beyond insane.
Sandhoof Waterbearer (1): Smaller version of Ragnaros, Lightlord. Good stats and powerful effect, very strong card.
Sandstorm Elemental (1): Pretty much Twilight Flamecaller for one less mana and with elemental synergy. The overload can be seen as bonus in some cases too.
Serpent Egg (4): Nerubian Egg where token lost 1 Attack for a beast tag. Same with any egg, if you dont have deck for it, dont pick it.
Sinister Deal (1): This card is actually super strong due to its flexibility. You are not guaranteed to discover the lackey you want 100%, but chances are very high and any lackey gets great value anyway in the end.
Spitting Camel (4): Honestly i dont think it is worth it. Extra stats are so you can keep the minion alive longer, but keeping this alive will just keep damaging your other minions, not a great trade off. But if you are desperate for 2-drops, get it.
Subdue (2): Literally Hunter's Mark+. Paladin doesnt have much in terms of hard removal, so this should be a good pick up.
Temple Berserker (3): Not the worst 2-drop, not the best. Can be nice if you need some body to stick on the board, but if you cant capitalize on that, it is a slow roll.
Totemic Surge (3): Interesting card, not sure how well it will work in arena, but can make your totems useful. I guess if you think about it, at worse it is a 2/2 with an ability with 25% to get a naked 3/1 for 2 mana with your hero power, thats not that bad.
Wasteland Scorpid (2): Good minion with a pretty big body. Can easilly trade for multiple cards.
Worthy Expedition (1): Very versatile card. Value generator. Good stuff.
Phalanx Commander
During playtesting the original effect was "Whenever you summon a minion with Taunt, give it charge" (please get it)
New Neutral Minion - Vulpera Scoundrel
I like this twist on Discover. No good options? Mystery choice!
New Neutral Minion - Beaming Sidekick
Simple but good.
New Warlock Spell - Sinister Deal
Expected to see another lackey generator after seeing warlock's legendary minion. Pretty good to be honest. Getting to pick which one you want is a lot better than it being random.
New Neutral Minion - Body Wrapper
Nice card
New Neutral Minion - History Buff
I'm not convinced about this card. The payoff seems too little and you even have to play a minion (not summon it). I mean, Untamed Beastmaster is crazy strong compared to this card that he hasn't seen much play outside of experimentation lists.
Decent in arena, I don't think will be part of a tier 1 deck.