I am very excited to play with all of these cards, especially shaman. shaman has been my favorite class for a long time, and this expansion shall not disappoint! (probably)
Scargil Rating 3(Average): It's probably not going to be very useful in Arena, but a 4/4 body for four mana will do just fine.
Arcane Fletcher Rating 4(Poor): You might have a couple of 1-cost minions, but this is situational, at best.
Azerite Elemental Rating 4(Poor): If you could protect it for several turns it could be crazy in the right deck, but slow and lackluster the rest of the time.
Darkest Hour Rating 4(Poor): It's another bid to RNG that you'll never want to use unless you've got a board full of tokens or just desperately outmatched on the board.
Jumbo Imp Rating 2(Good): Warlock has no shortage of Demons and I wouldn't be surprised to see this make an appearance in the mid-game on a regular basis.
Magic Carpet Rating 4(Poor): I don't know that it's unplayable, but it's pretty trashy unless you've got a very specific type of deck.
Portal Overfiend Rating 3(Average): When compared to [Hearthstone Card (Faldorei Strider) Not Found] it seems sorta meh, but I still think it has decent stats and the Rush ability on the minions could come in handy.
Waggle Pick Rating 2(Good): It's a good-sized Weapon and you get a (discounted) minion back from the Deathrattle. Not a bad deal!
Whirlwind Tempest Rating 4(Poor): It could be a great surprise finisher if you've already got a Windfury minion on the board.
Witch's Brew Rating 4(Poor): Healing is usually not high on the consideration part for Arena decks, but I can see this being super frustrating when your opponent heals himself for 20 Health in the late game. It's possibly more obnoxious than Healing Rain.
Arcane Watcher Rating 5(Terrible): I don't think I'll be drafting this any time soon. It's pretty awful for Arena.
Convincing Infiltrator Rating 2(Good): This is going to be really annoying when facing Priest because you'll want to avoid it, but you can't because of the Taunt.
Hunting Party Rating 5(Terrible): This is going to be too expensive/situational for an Arena deck.
Impferno Rating 2(Good): It will be situational whether or not it buffs anything for you, but the 1 damage only hits your opponent's minions, so that's worth something.
Kirin Tor Tricaster Rating 3(Average): Giving yourself more expensive spells is not what you want to see in a card. However, having +3 Spell Damage could be devastating for your opponent.
Mad Summoner Rating 4(Poor): It goes so nicely with Impferno, but unlikely to happen often enough to draft it.
Mysterious Blade Rating 3(Average): I think it's fine on its own, but really shines if you have a Secret on the board.
Portal Keeper Rating 3(Average): The effect is identical to Portal Overfiend, but the cost and stats are different. It's unlikely to survive long since it only has 2 Health, but the Rush minions still count for something.
Recurring Villain Rating 4(Poor): It could be mildly interesting in the right deck, but I think I'll pass.
Sunreaver Warmage Rating 3(Average): Depending on your deck, this could be awesome and would definitely go up in value if you're spell-heavy.
Sweeping Strikes Rating 3(Average): This could be absolutely devastating, especially if your opponent is dug in behind a Taunt. It won't always be amazing because you've got to have a decent minion to throw it on to start with.
Tunnel Blaster Rating 3(Average): It might come in handy if you're playing from behind, but otherwise it's going to blow up your side of the board too.
Underbelly Angler Rating 3(Average): It's fine as a regular two-drop, but in the right deck this easily moves up in ranking as it will generate a ton of additional minions.
Underbelly Ooze Rating 4(Poor): It's probably too slow for Arena but can certainly get out of hand in the right deck.
Arcane Servant Rating 3(Average): It's nothing special, but at least it has an Elemental tag.
Blessing of the Ancients Rating 3(Average): It could be really nice mid-game with the Twinspell aspect.
Burly Shovelfist Rating 2(Good): It's expensive, but the Rush ability with its size is nothing to ignore.
Dalaran Crusader Rating 2(Good): I can see this is going to be really annoying to deal with.
Dalaran Librarian Rating 3(Average): It's much more of a constructed card, but will be fine if played on curve as a regular 2-drop.
Daring Escape Rating 5(Terrible): It's not often you'll find a situation you want to return ONLY your minions to your hand in Arena.
Eccentric Scribe Rating 2(Good) You end up getting 10/8 of combined stats for only 6 mana which is awesome! I'm reserving final judgment until we find out what the Vengeful Scrolls that get summoned do.
Faceless Rager Rating 3(Average): It's good to see Ragers getting some more love and it's about as good as you would expect it to be. Although, it could be a real problem in the mid-late game once you start putting larger minions on the board.
Flight Master Rating 1(Excellent): I generally don't like giving my opponent anything, but you're getting 5/6 worth of combined stats for only 3 mana. That is amazing! If you're able to take care of the 2/2 your opponent gets without trading in your own 2/2, then you've gained a huge advantage.
Hench-Clan Shadequill Rating 2(Good): This goes back to the Zombie Chow mentality, but since it's more expensive it's not nearly as amazing. Looking at Chillwind Yeti sort of puts it in perspective.
Heroic Innkeeper Rating 3(Average): You need at least 2 other minions already on the board to make it worth it. That shouldn't be hard to do, but if you aren't able to buff it, then it's going to be a real disappointment.
Potion Vendor Rating 3(Average): The effect is nice, but the minion is so small it will difficult to really be happy when you've drawn it.
Proud Defender Rating 3(Average): It can be pretty good if you've got an empty board, but it's awkward to keep out there.
Rapid Fire Rating 3(Average): It's nice to get a small ping with Twinspell. It could come in handy.
Safeguard Rating 3(Average): I feel sorta 'meh' about this, but I really think it's going to be awfully annoying considering your opponent has to waste 10 damage to get through the wall.
Spellbook Binder Rating 3(Average): It's still fine as a 2-drop even if you don't get to draw an extra card.
Sunreaver Spy Rating 3(Average): It's another one of those that's alright as a 2-drop, but gets better if you meet the special condition.
Toxfin Rating 4(Poor): This will really depend on your draft, but most of the time I would pass.
Unsleeping Soul Rating 4(Poor): This is only going to be useful in certain situations. The Silence effect just absolutely kills it.
Ursatron Rating 3(Average): It's nice if you can get the Deathrattle bonus, but even so, it's fine as a normal 3-drop.
Vicious Scraphound Rating 3(Average): I can see these little guys gaining ridiculous amounts of Armor if they're hid behind a Taunt. Otherwise, they should be pretty easy to deal with.
Violet Spellsword Rating 4(Poor): It's really going to depend on your draft as to how consistent this minion is.
Violet Warden Rating 2(Good): It's a large, reasonably-priced Taunt with Spell Damage. That's some hefty power-creep on Archmage and I'll take it!
I agree with you. Right now we have Paragon of Light, nice card when gains +1 attack, also not bad in base form, but it never saw play. I'm afraid he will never see a play as well, especially because without any buffs he is not a good 5 drop
Essential I would say, silencing unfair stated minions is fun. I hope though the archetype is not that oppresive, I wouldn't like to suffer it everyday ^^
I said it in hearthpwn, I will say it here as well - this is a tech against freeze mage.
Mark my words, that archtype will pop up next expansion and will run big spells like Pyroblast. In order to survive the early game, it will use stuff like Ice Barrier, Frost Nova + Doomsayer, Blizzard and now Ray of Frost. So instead of raging that you can't interact with your opponent's spells, you can unfreeze your biggest threats and continue pressuring them. And since then don't have Ice Block or Arcane Artificer anymore, you can end the game faster now.
My heart was in Shaman when I first started. That migrated to Hunter, then Paladin, then Rogue. Current;y I enjoy Rogue the most, but if I need gold I have to switch tp my Hunter or Paladin.
So my main? Two answers. When daddy needs a new pair of shoes - Hunter. When I want to have fun, win or lose, Rogue.
I mostly play what my quests tell me to, but Mage has traditionally been my go-to class when I can actually decide myself what to play. However, I already have 500+ wins with it so I'm definitely looking for something new during RoS.
It clearly fits into some kind of control hunter, which historically was not good enough except when it had Deathstalker Rexxar to single-handedly carry pretty much any hunter deck. That said, the value of this card can increase a lot when it copies Dire Frenzy buffed beasts like Vicious Scalehide for great sustain+removal or Savannah Highmane for massive, mana-efficient threats.
Rise of Shadows Card Pack Giveaway
wait, isn't supposed to be on the 4th? that's today. in 9 hours, it will be the fifth.
Final Rise of Shadows Card Reveal Stream
this expansion is looking better and better!
I am very excited to play with all of these cards, especially shaman. shaman has been my favorite class for a long time, and this expansion shall not disappoint! (probably)
New Patch live on PC
awesome, thanks!
New Patch live on PC
The new Patch is now live on PC - have fun using the new legendary card! Share your ideas and decks you built with him
Rise of Shadows: Arena Impact
Scargil Rating 3(Average): It's probably not going to be very useful in Arena, but a 4/4 body for four mana will do just fine.
Arcane Fletcher Rating 4(Poor): You might have a couple of 1-cost minions, but this is situational, at best.
Azerite Elemental Rating 4(Poor): If you could protect it for several turns it could be crazy in the right deck, but slow and lackluster the rest of the time.
Darkest Hour Rating 4(Poor): It's another bid to RNG that you'll never want to use unless you've got a board full of tokens or just desperately outmatched on the board.
Jumbo Imp Rating 2(Good): Warlock has no shortage of Demons and I wouldn't be surprised to see this make an appearance in the mid-game on a regular basis.
Magic Carpet Rating 4(Poor): I don't know that it's unplayable, but it's pretty trashy unless you've got a very specific type of deck.
Portal Overfiend Rating 3(Average): When compared to [Hearthstone Card (Faldorei Strider) Not Found] it seems sorta meh, but I still think it has decent stats and the Rush ability on the minions could come in handy.
Waggle Pick Rating 2(Good): It's a good-sized Weapon and you get a (discounted) minion back from the Deathrattle. Not a bad deal!
Whirlwind Tempest Rating 4(Poor): It could be a great surprise finisher if you've already got a Windfury minion on the board.
Witch's Brew Rating 4(Poor): Healing is usually not high on the consideration part for Arena decks, but I can see this being super frustrating when your opponent heals himself for 20 Health in the late game. It's possibly more obnoxious than Healing Rain.
Arcane Watcher Rating 5(Terrible): I don't think I'll be drafting this any time soon. It's pretty awful for Arena.
Convincing Infiltrator Rating 2(Good): This is going to be really annoying when facing Priest because you'll want to avoid it, but you can't because of the Taunt.
Hunting Party Rating 5(Terrible): This is going to be too expensive/situational for an Arena deck.
Impferno Rating 2(Good): It will be situational whether or not it buffs anything for you, but the 1 damage only hits your opponent's minions, so that's worth something.
Kirin Tor Tricaster Rating 3(Average): Giving yourself more expensive spells is not what you want to see in a card. However, having +3 Spell Damage could be devastating for your opponent.
Mad Summoner Rating 4(Poor): It goes so nicely with Impferno, but unlikely to happen often enough to draft it.
Mysterious Blade Rating 3(Average): I think it's fine on its own, but really shines if you have a Secret on the board.
Portal Keeper Rating 3(Average): The effect is identical to Portal Overfiend, but the cost and stats are different. It's unlikely to survive long since it only has 2 Health, but the Rush minions still count for something.
Recurring Villain Rating 4(Poor): It could be mildly interesting in the right deck, but I think I'll pass.
Sunreaver Warmage Rating 3(Average): Depending on your deck, this could be awesome and would definitely go up in value if you're spell-heavy.
Sweeping Strikes Rating 3(Average): This could be absolutely devastating, especially if your opponent is dug in behind a Taunt. It won't always be amazing because you've got to have a decent minion to throw it on to start with.
Tunnel Blaster Rating 3(Average): It might come in handy if you're playing from behind, but otherwise it's going to blow up your side of the board too.
Underbelly Angler Rating 3(Average): It's fine as a regular two-drop, but in the right deck this easily moves up in ranking as it will generate a ton of additional minions.
Underbelly Ooze Rating 4(Poor): It's probably too slow for Arena but can certainly get out of hand in the right deck.
Arcane Servant Rating 3(Average): It's nothing special, but at least it has an Elemental tag.
Blessing of the Ancients Rating 3(Average): It could be really nice mid-game with the Twinspell aspect.
Burly Shovelfist Rating 2(Good): It's expensive, but the Rush ability with its size is nothing to ignore.
Dalaran Crusader Rating 2(Good): I can see this is going to be really annoying to deal with.
Dalaran Librarian Rating 3(Average): It's much more of a constructed card, but will be fine if played on curve as a regular 2-drop.
Daring Escape Rating 5(Terrible): It's not often you'll find a situation you want to return ONLY your minions to your hand in Arena.
Eccentric Scribe Rating 2(Good) You end up getting 10/8 of combined stats for only 6 mana which is awesome! I'm reserving final judgment until we find out what the Vengeful Scrolls that get summoned do.
Faceless Rager Rating 3(Average): It's good to see Ragers getting some more love and it's about as good as you would expect it to be. Although, it could be a real problem in the mid-late game once you start putting larger minions on the board.
Flight Master Rating 1(Excellent): I generally don't like giving my opponent anything, but you're getting 5/6 worth of combined stats for only 3 mana. That is amazing! If you're able to take care of the 2/2 your opponent gets without trading in your own 2/2, then you've gained a huge advantage.
Hench-Clan Shadequill Rating 2(Good): This goes back to the Zombie Chow mentality, but since it's more expensive it's not nearly as amazing. Looking at Chillwind Yeti sort of puts it in perspective.
Heroic Innkeeper Rating 3(Average): You need at least 2 other minions already on the board to make it worth it. That shouldn't be hard to do, but if you aren't able to buff it, then it's going to be a real disappointment.
Magic Dart Frog Rating 3(Average): It's like Flamewaker's baby brother.
Mana Reservoir Rating 5(Terrible): It's only a threat if you've got the spells to support it.
Mutate Rating 3(Average): It's like the discount version of Unstable Evolution.
Potion Vendor Rating 3(Average): The effect is nice, but the minion is so small it will difficult to really be happy when you've drawn it.
Proud Defender Rating 3(Average): It can be pretty good if you've got an empty board, but it's awkward to keep out there.
Rapid Fire Rating 3(Average): It's nice to get a small ping with Twinspell. It could come in handy.
Safeguard Rating 3(Average): I feel sorta 'meh' about this, but I really think it's going to be awfully annoying considering your opponent has to waste 10 damage to get through the wall.
Soul of the Murloc Rating 3(Average): It's like a cheaper, less threatening version of Soul of the Forest.
Spellbook Binder Rating 3(Average): It's still fine as a 2-drop even if you don't get to draw an extra card.
Sunreaver Spy Rating 3(Average): It's another one of those that's alright as a 2-drop, but gets better if you meet the special condition.
Toxfin Rating 4(Poor): This will really depend on your draft, but most of the time I would pass.
Unsleeping Soul Rating 4(Poor): This is only going to be useful in certain situations. The Silence effect just absolutely kills it.
Ursatron Rating 3(Average): It's nice if you can get the Deathrattle bonus, but even so, it's fine as a normal 3-drop.
Vicious Scraphound Rating 3(Average): I can see these little guys gaining ridiculous amounts of Armor if they're hid behind a Taunt. Otherwise, they should be pretty easy to deal with.
Violet Spellsword Rating 4(Poor): It's really going to depend on your draft as to how consistent this minion is.
Violet Warden Rating 2(Good): It's a large, reasonably-priced Taunt with Spell Damage. That's some hefty power-creep on Archmage and I'll take it!
New Neutral Minion - Recurring Villain
I agree with you. Right now we have Paragon of Light, nice card when gains +1 attack, also not bad in base form, but it never saw play. I'm afraid he will never see a play as well, especially because without any buffs he is not a good 5 drop
Final Rise of Shadows Card Reveal Stream
This stream was a massive improvement over the previous one. Thank you Team 5.
Rise of Shadows
Make Druid Meta Again
Rise of Shadows
Looking forward to the expansion
Rise of Shadows
Can't wait until xpac arrives~!hype
New Neutral Minion - Magic Carpet
Pretty good tool for aggro builds, I hope it's not too strong though :P
New Neutral Minion - Dalaran Librarian
Essential I would say, silencing unfair stated minions is fun. I hope though the archetype is not that oppresive, I wouldn't like to suffer it everyday ^^
New Neutral Minion - Magic Carpet
Reminds me of a more defensive Hobgoblin. Seems pretty cool!
New Neutral Minion - Dalaran Librarian
Great card for silence priest!
what class do you main?
Don’ ask! You already knou de answa
Two New Cards - Barista Lynchen & Exotic Mountseller
Barista looks interesting, I will definitely try it in my shaman decks)
New Hunter Spell - Hunting Party
Huge tempo loss, so is the value. Could see some play if an archetype with high-impact beasts emerges in a very slow meta.
New Neutral Minion - Dalaran Librarian
I said it in hearthpwn, I will say it here as well - this is a tech against freeze mage.
Mark my words, that archtype will pop up next expansion and will run big spells like Pyroblast. In order to survive the early game, it will use stuff like Ice Barrier, Frost Nova + Doomsayer, Blizzard and now Ray of Frost. So instead of raging that you can't interact with your opponent's spells, you can unfreeze your biggest threats and continue pressuring them. And since then don't have Ice Block or Arcane Artificer anymore, you can end the game faster now.
New Hunter Spell - Hunting Party
If you compare this to War Master Voone you will see how this is trash
what class do you main?
My heart was in Shaman when I first started. That migrated to Hunter, then Paladin, then Rogue. Current;y I enjoy Rogue the most, but if I need gold I have to switch tp my Hunter or Paladin.
So my main? Two answers. When daddy needs a new pair of shoes - Hunter. When I want to have fun, win or lose, Rogue.
New Neutral Minion - Arcane Servant
The art is so cool!
what class do you main?
I mostly play what my quests tell me to, but Mage has traditionally been my go-to class when I can actually decide myself what to play. However, I already have 500+ wins with it so I'm definitely looking for something new during RoS.
Scargil
I can’t wait to try him in Wild
New Hunter Spell - Hunting Party
It clearly fits into some kind of control hunter, which historically was not good enough except when it had Deathstalker Rexxar to single-handedly carry pretty much any hunter deck. That said, the value of this card can increase a lot when it copies Dire Frenzy buffed beasts like Vicious Scalehide for great sustain+removal or Savannah Highmane for massive, mana-efficient threats.
New Hunter Spell - Hunting Party
I really like the effect but this seems way too expensive at 5 mana