Arch-Villain Rafaam (1): Chances r the legendaries will be better than the cards you have. Or you get one specific legendary that will turn the tides and the rest will just snowball/wont matter. Also the stats for the cost is good, so you dont lose any tempo playing it.
Archivist Elysiana (3): Not sure about this one, will depend if slower decks are gonna rise to the top or not. But mostly it would be a dead card for a better part of the game, unless you wanted to try and discover an answer you are looking for to save you, but then you have to draw into it anyway.
Archmage Vargoth (2): This card seems quite strong and has decent enough stats that you can easilly play him on curve, but you will have to be careful what kind of spells you cast. It might backfire big time. But overall, i think he would be seens as big enough threat for your opponent that would sprout an immediate reaction and obviously you would most likely get some value out of him, since you would have the control.
Barista Lynchen (1): Absolute top card. You will always have battlecry minions in your deck and those will probably be good battlecry minions, otherwise why pick em? Even gettin a single card with this is awesome, any more and it will be nuts.
Catrina Muerte (1): Even resurrectin a 2-drop is worth the stats for 8 mana, getting a big guy will be huge and having her survive a turn will probably win you the game on the spot.
Chef Nomi (5): I guess there r worse legendaries, but a textless 6/6 for 7 is just not very good :)
Commander Rhyssa (3): Decent stats for a 3-drop and a nice ability, but you dont generally want to draft paladin secrets, so yeah.
Fel Lord Betrug (2): Pretty slow card, but if it lives it can win the game on its own. Can even be comboed with your hero power for 10 mana givin you a chance to remove something. It can whiff on a spell tho, so you cant be too sure about its consistency, even tho arena decks are mostly minions.
Heistbaron Togwaggle (3): Draft dependant, but if you can pull it off, it will be beyond worth it.
Jepetto Joybuzz (3): Drawing cards is good, but im not too sure about this one. Not the greatest stats itself and it will make your minions weaker, but at least you can combo it all for 10 mana. And also you might have never drawn into them anyway, so the 1/1 body doesnt rly matter too much, but the card is a very slow play, which i think will be its biggest obstackle.
Kalecgos (1): Super heavy card, but damn if it doesnt bring value. Kinda a Tortollan Primalist with a better body and you can choose the targets. The ongoin ability might not matter as much on future turns after you play it, but is for sure nice to have.
Keeper Stalladris (2): Good enough 2-drop with a superb ability, but the ability is draft dependant. Chances are you will trigger it at least once on average, but thats just theory.
Khadgar (3): Not great stats for a 2-drop and a slightly niche ability. Obviously it will provide a lots of value if it triggers, but will it trigger tho?
Lucentbark (3): Draft dependant. Resurrecting it just once is already worth it, tho on itself it is a big taunt, even if overpriced, so its playable. It can actually end up working in your favor, since the dormant minion can split your board and you can play more easilly around certain removals.
Madame Lazul (1): Nice value generator which will let you peak into your opponents hand. It will be very shitty play and even shittier card in a topdeck battle, but id say on average it should get decent value. Def interested to try her out.
Nozari (3): I would say this is indirectly draft dependant, you will have to decide in which direction your deck goes in the moment you get him offered.
Oblivitron (5): This might actually be a sleeper card, if Piloted Shredder makes a comeback :D Obviously if you can hit literally any minion with the battlecry, the card is great, otherwise its unplayable. Very draft dependant, probably not worth it, even with several deathrattle mechs, since you dont know when will you get it.
Scargil (3): Passable body for the cost. Ability is nice, but even tho there were quite a few murlocs introduced in ROS, i doubt you will be able to get a decent value out of this, let alone on average.
Swampqueen Hagatha (1): Pretty slow play for 7 mana, not gonna lie, but the value it provides is quite huge, easilly game winning, if you hit the right spells and you have two discover options to try and land what you need. Looks pretty good for arena.
Tak Nozwhisker (4): Passable stats, its still a big body, but the ability will most likely not trigger, more so, you probably will not want to trigger it either.
The Boom Reaver (1): Amazing card for arena, little bit like Fel Lord Betrug in terms of the initial value and what it provides, but slightly more tempo oriented and does not need additional support (apart from having minions in your deck lol).
Arcane Fletcher (5): You will not have many 1-cost minions, nor spells; less so will you combo it with this card lol. This will not work.
Azerite Elemental (3): Can be quite insane in certain classes/drafts, if you get it to stick. At least it triggers Elemental synergies too, the stats r quite bad, tho not unplayable.
Batterhead (2): Might be a bit tricky to set up, if you would want to attack with it many times, but honestly even just as a 3/12 Rush "Windfury" (as i would guess that two attacks is the average you will get) is pretty good.
Big Bad Archmage (2): It can whiff on a weak 6-drop, but if it survives a turn, it can win you the game by itself. Tho 10 mana is super costly, you kinda have to be in a very good spot to be able to play this and not yolo it.
Crystal Stag (4): Kinda draft dependant, chances are you are not gonna restore 5 Health even if you have cards that do so before turn 5, so most likely aint gonna play it on curve either.
Crystalsong Portal (1): Decent spell that gives you some options that can became completely insane in terms of value in a topdeck war. No UIs either, no cards druid might actually be a thing lul.
Darkest Hour (5): Can be interesting if you have lots of token generation, but chances this will not perform very well in arena.
Dragon Speaker (3): If you can hit at least one dragon, the card is ok. The stats are bad, but could be worse. That being said, i would not pick it in draft early and hoped for dragons, only picked it if i already had few of them in my deck and honestly even then i might pass.
Duel! (5): Very draft dependant, better the heavier your deck is, but heavy decks dont get very far in arena. And it can completely backfire on you. I would not risk this.
Hench-Clan Hag (2): Decent board swarm that can provide additional synergies.
Jumbo Imp (3): Draft dependant, draw dependant. Would def have potential, if you draft lots of demons, otherwise not very impressive.
Lazul's Scheme (4): Can act as a semi-removal when u have board, so its basically a win more card, but will do pretty much nothing if you are behind, dont think it is worth it. Forget about any Cabal combos in arena lol, both cards are epic too.
Magic Carpet (5):You will have like one 1-cost minion in your deck on average, not worth it lol. The stats r also quite horrible.
Mana Cyclone (1): Even just one spell (and that spell can be coin), it is very worth it.
Muckmorpher (4): Will be quite draft dependant based on how many deathrattles or "auras" you have, otherwise a 4/4 for 5 is nothing to write home about.
Nine Lives (4): Draft dependant, draw dependant. It can be decent in a right deck, but it will be a dead card on average in most decks for a long time.
Omega Devastator (1): Yetti with mech synergies and assassinate when on 10 Mana. Hell yeah!
Portal Overfiend (3): You are not sacrificing too many stats for potential future tempo swings and potential demon synergy, id say decent enough card.
Power of Creation (2): I think this one will perform rather ok. You will probably get fair stats for the cost on average, can get some nice abilities too on top of that.
Shadowy Figure (4): Good if you have a deathrattle minion on board, but that can be a tall order on average. You might not even have any (or many) in a first place.
Unseen Saboteur (4): Can be good, but can also screw you big time. Why would you risk that in a first place?
Waggle Pick (1): Truesilver-ish for rogue, yup me want! The deathrattle can be a bonus or not, depending on he situation, but you should be able to control it for the most part, so it will probably be a bonus most of the time.
Whirlwind Tempest (5): Obviously super draft dependent, can provide for some cool games, but imho not worth it. At least it triggers ele synergies, which is good for Shaman, since that is where most Windfury minions lie.
Witch's Brew (3): Might be ok as an insurace to lean on, but it does not give you any tempo or card advantage, if your deck is lacking, more health will not save you.
Wrenchcalibur (3): It's still a weapon, so it will always be ok. The bombs might help, might not, i wouldnt count them into the equation.
Rare
Arcane Watcher (5): Nice stats, but the requirement is kinda hard to pull off. Dalaran Librarian might help and Wailing Soul is back too, but unless you have some of these triggers already, i wouldnt bother, probably not even if you did have them.
Call to Adventure (4): Its a draw card, but the tempo loss is just too big.
Clockwork Goblin (3): Average 3-drop, nothing amazing. Bomb is nice, but you cant rely on that.
Conjurer's Calling (1): I think this spell will be one of those cards that you will absolutely hate. You will have nightmares about it. It is definitely a win more card, but super powerful one. It can be used to go through taunts as well, tho i think you will be mostly casting this on your own minions.
Convincing Infiltrator (2): I want to give it a better score, but the low attack prevents me to do so. Chances are that whatever is trading into this will survive, so the deathrattle is not gonna be as powerful as for Obsidian Statue. But it is still a very strong card.
Desperate Measures (2): Value card, might mess up your opponents plays and there actually are some very powerful secrets for their cost in the mix, Avenge included.
Dimensional Ripper (5): You will simply not want to draft a deck that could make good use of this card. Period.
Dreamway Guardians (3): Good "2-drop", some potantial healing synergy as well and druid might (have to) fall back on its swarm archetype.
Exotic Mountseller (1): Potentially game winning ability with good enough stats for the cost.
Forbidden Words (2): Im gonna be optimistic about this card, cause versatile removal usually performs well enough. You might have to pay more than you would like sometimes, but that single target removal of almost anything you want to get rid of will be preeeeetty nice.
Hagatha's Scheme (1): Insanely powerful board clear. Yes, it wont save you from a top deck like Volcano could, but keep it in hand for a few turns and you basically have a Hellfire closing on Twisting Nether for 5 mana.
Hecklebot (5): If you want to lose games, pick this card. Yes, the stats are good, but you only need to lose 3 games to tap out. This card might very well be the reason for that.
Hunting Party (4): Can be good i suppose if you get many beasts, but even then, the tempo loss is abysmal. If you can get at least 3 cards with it then great, but i dont think you can afford to play this as hunter, if you have other stuff to play. And when you finally have time to play it, your hand is pretty much empty.
Impferno (4): I mean its an aoe, so thats something, if you have many demons, this card might actually become very strong.
Kirin Tor Tricaster (3): I honestly dont know about this card, but +3 Spell Damage is no joke. We will have to see how it performs.
Lifeweaver (2): This might be an insane card generator for druid. Obviously it needs support, but i think it is worth leaning heavilly into this, there r some very good heal cards that you will want to get anyway and they seem to be offered with a decent rate.
Mad Summoner (3): Interesting card, not sure how will it perform. It looks stronger when you are playing it from behind. Like a mini-Onyxia and your opponent having a board will not benefit him too much. The demon tag(s) might be what could push this card over the top with all the demon synergy around.
Magic Trick (3): You will mostly get secrets, which is not what you want, there is a Volcanic Potion in the mix, but dunno. If you have any spell synergy this is good and discover has good versatility so you can adjust different situations, but the card pool offered for this is just not amazing, thats all.
Mass Resurrection (3): Im a bit torn about this card. Its obviously expensive AF, but 3 minions is decent enough value. Obviously you cant low roll 2-drops, that would be bad. My problem is you are not playing anything else the turn you play this and it is a bit too RNG heavy for my taste. You can influence the minion pool to some extent, in the drafting phase and in game, but it still might be very difficult to being able to afford to play this, but who knows. It could very well be a sleeper card that will become another one of those completely broken priest cards and you will fear T9 every game vs priest lol.
Mysterious Blade (3): It is a weapon, so that is a plus. But even as a 2/3 its not the best thing ever.
Plot Twist (5): We've seen this effect in arena before during Taverns of Time arena event - Possibility Seeker. And it was actually rly rly good, but that was due to the fact, that the effect essentially cost 0 mana being glued to a vanilla 4 drop and all. Plot Twist is not gonna be very good, it might help you fish for that aoe you desperately need, but wouldnt you rather have an actual playable card instead? If you have full hand, you probably have cards to play, if you have empty hand and are tapping, you dont want to waste a card just to swap one or two cards. Just dont pick this expecting amazing results.
Portal Keeper (1): Very good card that will provide additional tempo. Think of this as a neutral Fal'dorei Strider. Good? Yeah, good!
Recurring Villain (3):Decent enough 5-drop, if you can buff its attack it becomes insane.
Shimmerfly (1): Kinda Babbling Book for hunter, looks pretty good at first glance. Beast synergy on top and mby even some small deathrattle one.
Sludge Slurper (1): Ok 1-drop that gives you a relatively good card? Hell yeah.
Spellward Jeweler (2): Solid 3/4 for 3 with an upside, what's not to like?:)
Sunreaver Warmage (4): Obviously completely insane if you have few 5+ cost spells, but otherwise below average 5-drop.
Sweeping Strikes (1): It works as a small aoe, and stays on the minion so it needs to be dealt with otherwise more value will be reaped. Even if it only damages one other minion, for 2 mana that is already worth it. Yes, you need to have a board, but there r also quite a few rush minions around, especially for warrior.
Togwaggle's Scheme (3): This is a very tricky card for arena. Chances are you will not want to shuffle many, if any minions you have to play and have it sit in your hand will make things potentially even worse, when you will have to shuffle large number of a chosen minion to your deck. Could work out, if you would choose some insane carry. It can also target enemy minions, so that is something to keep in mind, but i think this one will be hard to use properly and could backfire big time.
The Forest's Aid (1): While quite expensive, the sheer value it provides is insane. 1 card that gives you two almost full boards, forcing multiple aoes or trades out of your opponent. Also some random Treant synergy might start to become a thing, which only gives bonus points to this card.
Tunnel Blaster (1): High health taunt combined with a board clear? Holy shit yes. Thousand times yes. Look at this as a Bog Creeper that deals 6 to the attacker and 3 to all other enemy minions, convinced yet? Obviously hitting your board as well is a downside, but you will usually play this on an empty board anyways.
Underbelly Angler (3): Average 2-drop with a potentially amazing ability. Seems good!
Underbelly Fence (3): Average 2-drop with a potentially amazing ability. Seems good!
Underbelly Ooze (4): Kinda [Hearthstone Card (grim pattron) Not Found] 2.0, but not really. Not only is this expensive AF, it summons copies of itself, meaning those copies will be damaged. 3/5 stats are just way too low for this to get any real value. You need to get at least one copy to break even and any after that will be a) hard to get and b) very low on HP. Mage might potentially make use of this with the hero power, but i wouldnt bother.
Unleash the Beast (1): Absolutely friggin OP card. If it didnt have Twinspell it would be amazing, but with Twinspell its just nuts.
Vendetta (3): Expensive Shadow Bolt, that can be good in thief rogue. I mean its removal, so you will pick it from time to time regardless, but dont expect it to cost 0 very often.
Common
Acornbearer (3): Above average 1-drop, but nothing to write home about.
Aranasi Broodmother (3): Decent taunt and some healing on top, demon synergy. Yeah, pretty good card overall.
Arcane Servant (3): Average 2-drop, good for ele synergy. It is actually very good that this card exists, cause there might not be enough 2-drops to choose from.
Bronze Herald (1): Super value oriented card. Not the worst stats either, considering what you get in return.
Burly Shovelfist (2): Big guy and big removal. This card will cause some pain. But it will not fit in every deck, being so expensive and all. But definitely a strong arena card, even if you probably skip it often enough.
Crystal Power (3): Good card, better Holy Smite since you can choose what you need and there is a chance that the healing will have more value than just restoring health with additional support.
Dalaran Crusader (2): I think this card will be underrated by many at start, but it will quickyl become a bane of T5. Very good tempo play and even if the divine shield eats just a hero power or a token, that is still good value for its cost.
Dalaran Librarian (3): Average 2-drop with an ability that can be both negative and a positive, depending on a situation. I liked wailing sould myself back in a day and she is making a comeback and this card is a mini-version of that. Will def become more popular if there will be many freeze effects. Would have been definitely better if Frozen Crusher and Hyldnir Frostrider were still in the mix.
Daring Escape (4): Can be good if you have lots of battlecry and combo minions, but you generally want to play tempo game as a rogue and bouncing back your entire board is not exactly a tempo play.
Dr. Boom's Scheme (5): You basically have to consider this card a dead card for entire game, if you want any decent value out of it. Could be potentially ok in a very heavy control warrior, but even then you have your hero power, this does not look like it will be worth in arena one bit.
EVIL Cable Rat (3): Ok card, it generates some value, even tho it is an abysmal play pretty much anytime in the game, but the lackeys are good enough that a value oriented deck might want this.
EVIL Conscripter (1): MUCH better than EVIL Cable Rat. 2/2 is at least fighting stats and priest can use any "pings" it can get and the lackey abilities fit right in priest "moar cards moar cards moar cards" playstyle lol.
EVIL Genius (3): Could be good in a right deck. Could be good to trigger deathrattle of another minion too.
EVIL Miscreant (2): While the stats suck ass, they r not the end of the world and it gives you more tools to use against your opponent. Not only that, it gives you 1 mana combo activators.
Faceless Rager (2): There seem to be more good ragers than bad ragers at this point. Is the meme dead?:o
Flight Master (3): Seems like an ok 3-drop. The stats "distribution" might be good or bad in different situations, but it should still be ok play no matter what for the most part.
Hench-Clan Burglar (1): Another similar card we've seen in Taverns of Time arena event - [Hearthstone Card (thief of fortunes) Not Found]. Discovering a spell from your opponents class might actually be much better than gettin a random card from your opponents deck too, so this card will be insane guaranteed.
Hench-Clan Shadequill (1): This card is borderline insane. Heal 5 what? What? I cant hear you over your hero portrait exploding. Lol the deathrattle is a complete joke as a downside for the stats on this thing. Priest has problems early game, this wins you early game. Cant even be taken down by fellow priests (unless they have Forbidden Words, in which case you traded 1for1 and they spent a hard removal on a 4 drop, so you got the better end of that trade).
Hench-Clan Sneak (3): Good 3-drop that might make it easier to get back on board too.
Heroic Innkeeper (2): I think this card will actually perform very well and will probably surprise ppl often, until they realize how good it is. You need two minions to make this into an Ironbark Protector, more and you make it into a gigantic monster. Obviously not very good if played from super behind, but can close out games on its own, if ahead.
Improve Morale (2): I think this card is actually very good. Kinda like Elven Archer/Blowgill Sniper that gives you another ability to do something beside dealing 1 dmg.
Lightforged Blessing (3): Looks like a pretty good way to gain back some life. That being said, you might not need it or rather it might not help you win the game, but its cheap enough.
Magic Dart Frog (4): Mini-[Hearthstone Card (flamewaker,) Not Found] dont think its that good. Could have probably been a 2/3 easilly without it being OP.
Mutate (3): I look at this a little bit like a Hand of Protection in a sense. You might highroll, but it is still random, not the worst card ever tho and 0-cost is also to be considered.
Never Surrender! (3): Decent win more card id say. The thing is, the card on itself should not provide much value on average, but just its existence will fuck with your opponent mind and the way he is gonna play, so you can now fake out anti-aoe protection with any secret. That is kinda disgusting if you ask me.
Potion Vendor (4): Cute little fella, but you will probably want to draft a better card. But not like this is the end of the world, nice effect.
Proud Defender (2): [Hearthstone Card (Lone Defender) Not Found] 2.0, problem is that your opponent can negate the bonus simply by not attacking for a turn, chances are you will not want to sit on a single minion forever lol. Still decent taunt regardless.
Rafaam's Scheme (2): You will have to hold it for a while to get good value out of it, but it should be a decent card overall. The low cost will allow for some nice tempo plays.
Rapid Fire (3): 2 damage spread across two targets. Having two pings is pretty good for hunter, you will not be too sad to get this.
Ray of Frost (4): While freeze can be a powerful tempo tool in arena, i still dont think this card is strong enough to be worth it.
Safeguard (2): Pretty strong and annoying taunt to get through. Sludge Belcher 2.0 with the actual Sludge Belcher returning. Getting through taunts might be quite taxing during this meta.
Soldier of Fortune (3): Very good stats and probably a very strong play for a tempo deck, but accelerating opponents mana so he can respond better to what ur putting out is a dangerous game.
Soul of the Murloc (4): Good for swarm type deck, but other than that not that good.
Spellbook Binder (3): Average 2-drop with potentially amazing ability, but one that will be hard to proc.
Sunreaver Spy (3): Average 2-drop with a good ability for secret classes.
Toxfin (5): Godly if you have Murlocs, abysmal if you dont.
[Hearthstone Card (Travelling Healer) Not Found] (3): Pretty decent 4-drop. Good enough body protected by a Divine Shield and some healing is never bad.
Ursatron (3): Average 3-drop that becomes rly rly good if you have a few mechs.
Unsleeping Soul (4): You have to hit at least a 4 drop, good stated one at that. Can be actually insane with Hench-Clan Shadequill, but i wouldnt rely on it.
Vicious Scraphound (3): Pretty nice card that can give you some hp buffer, but since it has below vanilla stats, cant rate it any higher.
Violet Spellsword (5): Pretty bad. You wont have that many spells most likely and you probably dont want to announce to your opponent how many you do have.
Archivist Elysiana Rating 4(Poor): This just seems like a bad idea. You can Discover some absolute garbage, so I think I would stick with the deck I drafted in the first place.
Archmage Vargoth Rating 3(Average): I think he gets bumped up in ranking if you have a spell-heavy deck. He's large enough to survive a turn or two and could give some amazing value, especially with stuff like Arcane Intellect.
Arch-Villain Rafaam Rating 1(Excellent): I like it! It's a large Taunt that is reasonably priced and you could get some awesome value from it as long as the RNG doesn't stick you with a deck full of Lorewalker Cho.
Barista Lynchen Rating 3(Average): You can certainly get some great value from this, but it's just going to depend on the board state. I think she's okay if you play her with no effect and although she's slightly overcosted the stats are still good.
Blastmaster Boom Rating 3(Average): I initially thought this was nearly identical to the original Dr. Boom, but it has the potential (probably not in Arena) to be better. At worst it's still a 7/7 body for 7 mana and that's not terrible.
Catrina Muerte Rating 1(Excellent): The recursion this card offers, for FREE mind you, is simply amazing! The fact that it isn't easily killed is another big plus for this minion.
Chef Nomi Rating 4(Poor): This would have very limited use in Arena and it's otherwise overcosted to play as just a body on the board.
Commander Rhyssa Rating 3(Average): Unless you've got a Secret-heavy deck, this probably won't have a huge impact. By itself it's fine as a 3-drop.
Fel Lord Betrug Rating 2(Good): It has decent stats and gives a lot of value with free Rush minions. My only complaint is that he gives away everything you draw, so there can be no more bluffs or surprises with him on the board.
Heistbaron Togwaggle Rating 4(Poor): It's situational, but could go up in value depending on your draft. That rating also assumes that the "Fantastic Treasures" are actually good!
Jepetto Joybuzz Rating 3(Average): This is only worth it if you draw something with a Battlecry or Deathrattle, otherwise it's pretty underwhelming.
Kalecgos Rating 2(Good): This card is great on the first turn. However, beyond that, unless you have quite a few spells, it just may not perform quite as well as you would like for it to.
Keeper Stalladris Rating 3(Average): I think this will be okay as a standard 2-drop, but the bonus is going to be pretty situational.
Khadgar Rating 3(Average): This is another situational one, but it seems okay as a basic 2-drop in a worst-case scenario.
Lucentbark Rating 3(Average): He's a fairly large wall, but you really got to be able to wake him from his dormant state to take full advantage of him. This is another clear indication they really want Druid players to start healing themselves.
Madame Lazul Rating 2(Good): This gives some good intel in regards to what your opponent has in his hand. If they have less than 3 cards it might not be as valuable, but definitely still useful.
Nozari Rating 4(Poor): It's great if you're fighting from behind, but a Reno Jackson for both players isn't normally what you're looking for in an Arena match.
Oblivitron Rating 5(Terrible): The stars have to be aligned in order for this to work in Arena. If it were for Beasts instead of Mechs I might fold a little bit, but this has pretty narrow flexibility and way too expensive to cast as a simple 3/4 body.
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.
Swampqueen Hagatha Rating 1(Excellent): It's a little slow, but you can definitely get some value out of this one.
Tak Nozwhisker Rating 4(Poor): It probably won't have consistent opportunities to copy cards in Arena and is otherwise just going to be a slightly overcosted minion most of the time.
The Boom Reaver Rating 3(Average): Even if you roll low you'll probably end up around 9/12 worth of combined stats - which is nothing to ignore. I'm concerned about how slow it is and that RNG needs to be in your favor to have an immediate impact.
Vereesa Windrunner Rating 2(Good): Getting a 5/6 body and a 2/3 Weapon for only 7 mana is a pretty good deal.
Epic
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.
Batterhead Rating 3(Average): If you're facing a board of small minions it could come in handy, but if your opponent has a Taunt out it might be an expensive disappointment.
Big Bad Archmage Rating 3(Average): It's really expensive, but you can get some great value out of it once you've ran out of options.
Crystalsong Portal 1(Excellent): Wow! Your hand doesn't even have to be empty - just as long as you don't have any minions it will work.
Crystal Stag Rating 3(Average): You probably won't see many duplicates in Arena, but having Rush on this minion is decent.
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.
Dragon Speaker Rating 4(Poor): It's pretty situational for Arena, but could definitely go up in ranking if your deck supports it.
Duel! Rating 5(Terrible): I just think this is a bad idea unless you've got a deck full of Divine Shield or Poisonous minions.
Hench-Clan Hag Rating 1(Excellent): You get 5/5 worth of combined stats for only 4 mana! Sign me up!
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.
Lazul's Scheme Rating 3(Average): It's a cool card that can let you make some beneficial trades or outright kill a minion for free. I also expect some Mind Control effect shenanigans to pop up every so often.
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.
Mana Cyclone Rating 3(Average): It's fine if you want to play it as a 2-drop, but has the potential to get some additional value later in the game.
Muckmorpher Rating 4(Poor): I'm not sure how useful the Battlecry will be in Arena. It may have no immediate impact other than letting your opponent know at least one other minion you have included in your deck.
Nine Lives Rating 3(Average): It's definitely situational, but when it works it's pretty good!
Omega Devastator Rating 1(Excellent): It's a Yeti with an upside, so it's a pretty good deal. The stats are good enough on their own, but this card really shines in the late game.
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.
Power of Creation Rating 2(Good): That is some serious value, especially if you Discover anything over 4/4 or with a Battlecry.
Shadowy Figure Rating 3(Average): This is another one that's fine as a 2-drop, but has the potential to improve, depending on the board state.
Unidentified Contract Rating 2(Good): I'm not sure what the bonus effects are, but for Rogue to get removal without conditions and the potential of something extra is a good thing.
Unseen Saboteur Rating 3(Average): I really like the disruption this card causes, but the RNG could work against you. Keep in mind that for any non-targeted spells you've probably just given them an advantage, especially if it's something like Arcane Intellect.
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.
Wrenchcalibur Rating 3(Average): It's not amazing by itself, but it's still a decent weapon that can generate 10 potential additional damage to your opponent.
Rare
Arcane Watcher Rating 5(Terrible): I don't think I'll be drafting this any time soon. It's pretty awful for Arena.
Call to Adventure Rating 4(Poor): This just doesn't feel good to me. You may not be able to cast it right away unless you're mid-late game and by then it might not matter. I think I'll just stick with Blessing of Kings, thanks.
Clockwork Goblin Rating 3(Average): It's fine as a 3-drop and tossing the Bomb in your opponent's deck is a bonus.
Conjurer's Calling Rating 1(Excellent): You can use this on a minion that's about to die and get some amazing value and then use it again because of Twinspell!
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.
Desperate Measures Rating 3(Average): Typically, Paladin Secrets aren't amazing, but the Twinspell makes this fairly decent overall.
Dreamway Guardians Rating 1(Excellent): Getting 2/4 worth of combined stats with Lifesteal for only two mana is pretty amazing.
Dimensional Ripper Rating 4(Poor): There is a good chance you blow your entire turn getting a couple of mediocre minions. It doesn't seem worth it to me.
Eager Underling Rating 2(Good): This is another that has a great, situational effect. It's certainly going to cause disruption for your opponent since they won't want to kill it until they've removed any minions it could buff.
Exotic Mountseller Rating 3(Average): It's slow, but it's got decent stats and nice ability if you've got the spells to support it. It will really depend on your draft if you decide to include this minion.
Forbidden Words Rating 3(Average): I can see this being extremely frustrating. Not because you may have to wait a turn to get rid of something, but because it completely kills your turn. You will likely have to spend all of your mana to kill one thing and won't be able to do anything else to establish your board.
Hagatha's Scheme Rating 1(Excellent): I don't like that it kills your board too, but it's a pretty amazing and powerful piece of removal!
Hecklebot Rating 4(Poor): He is a fairly large Taunt, but giving your opponent a random, free minion is usually a bad idea.
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.
Lifeweaver Rating 3(Average): The effect is great, but you typically don't have that much healing floating around for Druid. Although it looks like some of the new cards may be pushing towards that.
Mad Summoner Rating 4(Poor): It goes so nicely with Impferno, but unlikely to happen often enough to draft it.
Magic Trick Rating 3(Average): I like the Discover aspect, but you're still ultimately paying an extra mana for a spell that may have a minor impact on the game. It's going to be fairly situational, but you could have some good moments.
Mass Resurrection Rating 4(Poor): You're at the mercy of RNG and since it's a late-game card you run the risk and summoning early game minions that are not going to be very helpful.
Mysterious Blade Rating 3(Average): I think it's fine on its own, but really shines if you have a Secret on the board.
Plot Twist Rating 3(Average): It's a cheap replacement effect, but it's a coin toss to RNG. You're definitely not guaranteed to get anything better and you may even get the same cards back.
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.
Shimmerfly Rating 3(Average): It's like the brother for Jeweled Macaw and it has the potential to give you something really good. On its own it's fine as a one-drop, especially with the Beast tag.
Sludge Slurper Rating 1(Excellent): You can get some great value out of this with the Lackey and the Overload impact is minimal. Considering you'll still be able to cast the Lackey you just drew on your following turn I think this has the potential to be a real troublemaker.
Spellward Jeweler Rating 2(Good): The stats are good and it could cause some frustration for your opponent, which is always fun.
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.
The Forest's Aid Rating 2(Good): It's expensive, but you're getting 10/10 worth of combined stats for only 8 mana. That's a bargain! Of course, any AoE is just going to absolutely wreck you.
Togwaggle's Scheme Rating 4(Poor): This seems extremely situational to me. You need a decent target first and that is never guaranteed. You may also seal your own fate by forcing yourself to keep drawing a minion that is no longer useful against your opponent and you can't draw any of your removal because your deck is completely stuffed with a mediocre minion.
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 Fence Rating 3(Average): It definitely goes up in ranking if you have several cards that allow you to "burgle" your opponent's cards, but otherwise it makes a fine two-drop.
Underbelly Ooze Rating 4(Poor): It's probably too slow for Arena but can certainly get out of hand in the right deck.
Unleash the Beast Rating 3(Average): I feel cheated with this after looking at Militia Commander, but the Twinspell counts for something and having another big minion in your pocket isn't a bad thing.
Vendetta Rating 2(Good): I think it's good as is, but if you manage to get it for free, then it's great!
Common
Acornbearer Rating 3(Average): I think getting 4/3 worth of combined stats for three mana is typical, so it's nothing amazing.
Aranasi Broodmother Rating 3(Average): It's a decent-sized minion with Taunt and heals are always welcome in Warlock.
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.
Bronze Herald Rating 2(Good): Unless it's hit with a Silence it can generate some great value, allowing you to put out some nice mid-range minions for a couple of turns.
Burly Shovelfist Rating 2(Good): It's expensive, but the Rush ability with its size is nothing to ignore.
Crystal Power Rating 3(Average): It's cheap and flexible, giving you the option of removal or healing.
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.
Dr. Boom's Scheme Rating 4(Poor): This is so slow and dull. It can definitely have it's uses, but I would rather not hold onto a single card for an entire Arena game just to gain a massive amount of Armor.
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.
EVIL Cable Rat Rating 3(Average): You're getting 2/2 worth of combined stats with a random Battlecry for 3 mana. I think it's alright.
EVIL Conscripter Rating 3(Average): I think it's alright as long as you get a decent Lackey.
EVIL Genius Rating 3(Average): It sounds like a really good deal, but you're still destroying one of your other minions, so you're rolling the dice to get some Lackey love from the Battlecry.
EVIL Miscreant Rating 2(Good): You're getting 3/7 worth of combined stats for a minimum of 4 mana, which is nothing to frown upon. Not to mention, you've also got a couple of Battlecries from the Lackeys that could prove useful.
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 Burglar Rating 3(Average): The stats are alright, but I really like how they changed the Discover aspect. Going forward other new Rogue cards will be discovered in this same way instead of only from your opponent's class.
Hench-Clan Hogsteed Rating 3(Average): I think the stats are alright and the Rush is nice, but it's nothing too crazy.
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.
Hench-Clan Sneak Rating 3(Average): Seems like a typical, average card to me.
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.
Improve Morale Rating 3(Average): I like the cheap removal, but you almost want your target to survive so you can get the Lackey too.
Lightforged Blessing Rating 4(Poor): Evidently they want Paladins to heal a lot more. Ultimately you still need a body to put this on or it's just a waste. I think I'd rather have a minion in this slot even though it's likely to be an annoying spell, especially with the Twinspell aspect.
Never Surrender! Rating 2(Good): This will be more difficult to test for than most other Paladin secrets and in Arena your opponent may not have an effective way to do that. This absolutely wrecks AoE like Consecration and Flamestrike.
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.
Rafaam's Scheme Rating 3(Average): This is one that may be fairly situational, depending on the board state, but it's still decent.
Rapid Fire Rating 3(Average): It's nice to get a small ping with Twinspell. It could come in handy.
Ray of Frost Rating 3(Average): This card has a lot of flexibility by letting you delay attacks from your opponent or destroy small, troublesome minions.
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.
Soldier of Fortune Rating 5(Terrible): No way do you want to keep tossing your opponent Coins. This would actually be perfect with Unsleeping Soul, but otherwise not worth it.
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.
[Hearthstone Card (Travelling Healer) Not Found] Rating 3(Average): Because this has Divine Shield it may actually be a little better than Average. I'm still undecided on it.
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!
Walking Fountain Rating 1(Excellent): This guy is big and can turn a game around in a hurry. I can see his Lifesteal ability being super frustrating, especially when it can take out a couple of mid-sized minions and still be left standing.
We know that Priests are considered on the EVIL side of this year's expansions and will be headed by Madame Lazul, the fortune teller, but even that doesn't give us much of a tell. Maybe we'll be able to look into her crystal ball to see what our opponent is going to draw next and get a copy of it.
Rise of Shadows is Hearthstone's eleventh expansion and is set to release on April 9, 2019.
New Keyword: Twinspell - You get a second copy of the spell (without the Twinspell keyword). Schemes - Spells that get more powerful the longer you hold them in your hand. Lackeys - These are 1/1 tokens created by other cards that have a variety of Battlecry abilities, such as dealing damage, giving other minions Attack/Health bonuses, or summoning new minions. More will be introduced throughout the year. Old Mechanics: Look for some old mechanics that haven't been used in awhile to make a resurgence throughout the year. We'll definitely be seeing the "Forbidden" mechanic from Whispers of the Old Gods where you are required to spend all of your mana to play the card (Forbidden: Ancient, Flame, Shaping, Ritual, and Healing). Arena: The cardpool availability will change to include the following sets: Basic, Classic, Naxxramas, Whispers of the Old Gods, Goblins VS Gnomes, The Witchwood, and Rise of Shadows. Pre-Order: $50 and $80 options will be available for pre-order and both come with the new card back "The Jewel of Lazul" shown below.
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how each of the Arena Mods rated the cards revealed so far!
You can read each Mod's detailed card evaluation by clicking on the links below.
Below you will find links for all of the cards that have been revealed so far.
I am super looking forward to this card. The turn 10 dream of Kalecgos into Pyroblast will probably happen to my opponents more than myself though =(
It is nice to see another 4/12 dragon added to the game. I wonder what other Dragons we may see in this set. With Kalecgos and Dalaran somehow being involved (Magic, yay) it makes me think Mages may get another blue dragon in the set. Year of the Dragon Mage?
@NovaShock I haven't seen or heard anything else about the game than that it's Marvel related. People tend to think it might be a card game due to the history of the team but I wouldn't expect that. But who knows.
Rise of Shadows Card Pack Giveaway
*quality comment*
Does it count?...
Rise of Shadows Card Pack Giveaway
Good luck to everyone who enters!
Rise of Shadows
Welcome Liid!
I like the card designs thus far. Seems like this will be a fun and fresh set.
Rise of Shadows
I have no idea when you guys did all of this but... me like :v
Rise of Shadows: Arena Impact
Legendary
Arch-Villain Rafaam (1): Chances r the legendaries will be better than the cards you have. Or you get one specific legendary that will turn the tides and the rest will just snowball/wont matter. Also the stats for the cost is good, so you dont lose any tempo playing it.
Archivist Elysiana (3): Not sure about this one, will depend if slower decks are gonna rise to the top or not. But mostly it would be a dead card for a better part of the game, unless you wanted to try and discover an answer you are looking for to save you, but then you have to draw into it anyway.
Archmage Vargoth (2): This card seems quite strong and has decent enough stats that you can easilly play him on curve, but you will have to be careful what kind of spells you cast. It might backfire big time. But overall, i think he would be seens as big enough threat for your opponent that would sprout an immediate reaction and obviously you would most likely get some value out of him, since you would have the control.
Barista Lynchen (1): Absolute top card. You will always have battlecry minions in your deck and those will probably be good battlecry minions, otherwise why pick em? Even gettin a single card with this is awesome, any more and it will be nuts.
Blastmaster Boom (4): War Golem 99% of the time. Guess there r worse legendaries.
Catrina Muerte (1): Even resurrectin a 2-drop is worth the stats for 8 mana, getting a big guy will be huge and having her survive a turn will probably win you the game on the spot.
Chef Nomi (5): I guess there r worse legendaries, but a textless 6/6 for 7 is just not very good :)
Commander Rhyssa (3): Decent stats for a 3-drop and a nice ability, but you dont generally want to draft paladin secrets, so yeah.
Fel Lord Betrug (2): Pretty slow card, but if it lives it can win the game on its own. Can even be comboed with your hero power for 10 mana givin you a chance to remove something. It can whiff on a spell tho, so you cant be too sure about its consistency, even tho arena decks are mostly minions.
Heistbaron Togwaggle (3): Draft dependant, but if you can pull it off, it will be beyond worth it.
Jepetto Joybuzz (3): Drawing cards is good, but im not too sure about this one. Not the greatest stats itself and it will make your minions weaker, but at least you can combo it all for 10 mana. And also you might have never drawn into them anyway, so the 1/1 body doesnt rly matter too much, but the card is a very slow play, which i think will be its biggest obstackle.
Kalecgos (1): Super heavy card, but damn if it doesnt bring value. Kinda a Tortollan Primalist with a better body and you can choose the targets. The ongoin ability might not matter as much on future turns after you play it, but is for sure nice to have.
Keeper Stalladris (2): Good enough 2-drop with a superb ability, but the ability is draft dependant. Chances are you will trigger it at least once on average, but thats just theory.
Khadgar (3): Not great stats for a 2-drop and a slightly niche ability. Obviously it will provide a lots of value if it triggers, but will it trigger tho?
Lucentbark (3): Draft dependant. Resurrecting it just once is already worth it, tho on itself it is a big taunt, even if overpriced, so its playable. It can actually end up working in your favor, since the dormant minion can split your board and you can play more easilly around certain removals.
Madame Lazul (1): Nice value generator which will let you peak into your opponents hand. It will be very shitty play and even shittier card in a topdeck battle, but id say on average it should get decent value. Def interested to try her out.
Nozari (3): I would say this is indirectly draft dependant, you will have to decide in which direction your deck goes in the moment you get him offered.
Oblivitron (5): This might actually be a sleeper card, if Piloted Shredder makes a comeback :D Obviously if you can hit literally any minion with the battlecry, the card is great, otherwise its unplayable. Very draft dependant, probably not worth it, even with several deathrattle mechs, since you dont know when will you get it.
Scargil (3): Passable body for the cost. Ability is nice, but even tho there were quite a few murlocs introduced in ROS, i doubt you will be able to get a decent value out of this, let alone on average.
Swampqueen Hagatha (1): Pretty slow play for 7 mana, not gonna lie, but the value it provides is quite huge, easilly game winning, if you hit the right spells and you have two discover options to try and land what you need. Looks pretty good for arena.
Tak Nozwhisker (4): Passable stats, its still a big body, but the ability will most likely not trigger, more so, you probably will not want to trigger it either.
The Boom Reaver (1): Amazing card for arena, little bit like Fel Lord Betrug in terms of the initial value and what it provides, but slightly more tempo oriented and does not need additional support (apart from having minions in your deck lol).
Vereesa Windrunner, Thori'dal, the Stars' Fury (1): Good enough stats and you get a decent weapon. Pretty good.
Epic
Arcane Fletcher (5): You will not have many 1-cost minions, nor spells; less so will you combo it with this card lol. This will not work.
Azerite Elemental (3): Can be quite insane in certain classes/drafts, if you get it to stick. At least it triggers Elemental synergies too, the stats r quite bad, tho not unplayable.
Batterhead (2): Might be a bit tricky to set up, if you would want to attack with it many times, but honestly even just as a 3/12 Rush "Windfury" (as i would guess that two attacks is the average you will get) is pretty good.
Big Bad Archmage (2): It can whiff on a weak 6-drop, but if it survives a turn, it can win you the game by itself. Tho 10 mana is super costly, you kinda have to be in a very good spot to be able to play this and not yolo it.
Crystal Stag (4): Kinda draft dependant, chances are you are not gonna restore 5 Health even if you have cards that do so before turn 5, so most likely aint gonna play it on curve either.
Crystalsong Portal (1): Decent spell that gives you some options that can became completely insane in terms of value in a topdeck war. No UIs either, no cards druid might actually be a thing lul.
Darkest Hour (5): Can be interesting if you have lots of token generation, but chances this will not perform very well in arena.
Dragon Speaker (3): If you can hit at least one dragon, the card is ok. The stats are bad, but could be worse. That being said, i would not pick it in draft early and hoped for dragons, only picked it if i already had few of them in my deck and honestly even then i might pass.
Duel! (5): Very draft dependant, better the heavier your deck is, but heavy decks dont get very far in arena. And it can completely backfire on you. I would not risk this.
Hench-Clan Hag (2): Decent board swarm that can provide additional synergies.
Jumbo Imp (3): Draft dependant, draw dependant. Would def have potential, if you draft lots of demons, otherwise not very impressive.
Lazul's Scheme (4): Can act as a semi-removal when u have board, so its basically a win more card, but will do pretty much nothing if you are behind, dont think it is worth it. Forget about any Cabal combos in arena lol, both cards are epic too.
Magic Carpet (5):You will have like one 1-cost minion in your deck on average, not worth it lol. The stats r also quite horrible.
Mana Cyclone (1): Even just one spell (and that spell can be coin), it is very worth it.
Muckmorpher (4): Will be quite draft dependant based on how many deathrattles or "auras" you have, otherwise a 4/4 for 5 is nothing to write home about.
Nine Lives (4): Draft dependant, draw dependant. It can be decent in a right deck, but it will be a dead card on average in most decks for a long time.
Omega Devastator (1): Yetti with mech synergies and assassinate when on 10 Mana. Hell yeah!
Portal Overfiend (3): You are not sacrificing too many stats for potential future tempo swings and potential demon synergy, id say decent enough card.
Power of Creation (2): I think this one will perform rather ok. You will probably get fair stats for the cost on average, can get some nice abilities too on top of that.
Shadowy Figure (4): Good if you have a deathrattle minion on board, but that can be a tall order on average. You might not even have any (or many) in a first place.
Unidentified Contract (1): Siphon Soul that instead of +3 heal can become a Meteor or Holy Water. Yeah, preeeeetty good.
Unseen Saboteur (4): Can be good, but can also screw you big time. Why would you risk that in a first place?
Waggle Pick (1): Truesilver-ish for rogue, yup me want! The deathrattle can be a bonus or not, depending on he situation, but you should be able to control it for the most part, so it will probably be a bonus most of the time.
Whirlwind Tempest (5): Obviously super draft dependent, can provide for some cool games, but imho not worth it. At least it triggers ele synergies, which is good for Shaman, since that is where most Windfury minions lie.
Witch's Brew (3): Might be ok as an insurace to lean on, but it does not give you any tempo or card advantage, if your deck is lacking, more health will not save you.
Wrenchcalibur (3): It's still a weapon, so it will always be ok. The bombs might help, might not, i wouldnt count them into the equation.
Rare
Arcane Watcher (5): Nice stats, but the requirement is kinda hard to pull off. Dalaran Librarian might help and Wailing Soul is back too, but unless you have some of these triggers already, i wouldnt bother, probably not even if you did have them.
Call to Adventure (4): Its a draw card, but the tempo loss is just too big.
Clockwork Goblin (3): Average 3-drop, nothing amazing. Bomb is nice, but you cant rely on that.
Conjurer's Calling (1): I think this spell will be one of those cards that you will absolutely hate. You will have nightmares about it. It is definitely a win more card, but super powerful one. It can be used to go through taunts as well, tho i think you will be mostly casting this on your own minions.
Convincing Infiltrator (2): I want to give it a better score, but the low attack prevents me to do so. Chances are that whatever is trading into this will survive, so the deathrattle is not gonna be as powerful as for Obsidian Statue. But it is still a very strong card.
Desperate Measures (2): Value card, might mess up your opponents plays and there actually are some very powerful secrets for their cost in the mix, Avenge included.
Dimensional Ripper (5): You will simply not want to draft a deck that could make good use of this card. Period.
Dreamway Guardians (3): Good "2-drop", some potantial healing synergy as well and druid might (have to) fall back on its swarm archetype.
Eager Underling (4): I guess balanced Fungalmancer? rofl, balanced but barely playable.
Exotic Mountseller (1): Potentially game winning ability with good enough stats for the cost.
Forbidden Words (2): Im gonna be optimistic about this card, cause versatile removal usually performs well enough. You might have to pay more than you would like sometimes, but that single target removal of almost anything you want to get rid of will be preeeeetty nice.
Hagatha's Scheme (1): Insanely powerful board clear. Yes, it wont save you from a top deck like Volcano could, but keep it in hand for a few turns and you basically have a Hellfire closing on Twisting Nether for 5 mana.
Hecklebot (5): If you want to lose games, pick this card. Yes, the stats are good, but you only need to lose 3 games to tap out. This card might very well be the reason for that.
Hunting Party (4): Can be good i suppose if you get many beasts, but even then, the tempo loss is abysmal. If you can get at least 3 cards with it then great, but i dont think you can afford to play this as hunter, if you have other stuff to play. And when you finally have time to play it, your hand is pretty much empty.
Impferno (4): I mean its an aoe, so thats something, if you have many demons, this card might actually become very strong.
Kirin Tor Tricaster (3): I honestly dont know about this card, but +3 Spell Damage is no joke. We will have to see how it performs.
Lifeweaver (2): This might be an insane card generator for druid. Obviously it needs support, but i think it is worth leaning heavilly into this, there r some very good heal cards that you will want to get anyway and they seem to be offered with a decent rate.
Mad Summoner (3): Interesting card, not sure how will it perform. It looks stronger when you are playing it from behind. Like a mini-Onyxia and your opponent having a board will not benefit him too much. The demon tag(s) might be what could push this card over the top with all the demon synergy around.
Magic Trick (3): You will mostly get secrets, which is not what you want, there is a Volcanic Potion in the mix, but dunno. If you have any spell synergy this is good and discover has good versatility so you can adjust different situations, but the card pool offered for this is just not amazing, thats all.
Mass Resurrection (3): Im a bit torn about this card. Its obviously expensive AF, but 3 minions is decent enough value. Obviously you cant low roll 2-drops, that would be bad. My problem is you are not playing anything else the turn you play this and it is a bit too RNG heavy for my taste. You can influence the minion pool to some extent, in the drafting phase and in game, but it still might be very difficult to being able to afford to play this, but who knows. It could very well be a sleeper card that will become another one of those completely broken priest cards and you will fear T9 every game vs priest lol.
Mysterious Blade (3): It is a weapon, so that is a plus. But even as a 2/3 its not the best thing ever.
Plot Twist (5): We've seen this effect in arena before during Taverns of Time arena event - Possibility Seeker. And it was actually rly rly good, but that was due to the fact, that the effect essentially cost 0 mana being glued to a vanilla 4 drop and all. Plot Twist is not gonna be very good, it might help you fish for that aoe you desperately need, but wouldnt you rather have an actual playable card instead? If you have full hand, you probably have cards to play, if you have empty hand and are tapping, you dont want to waste a card just to swap one or two cards. Just dont pick this expecting amazing results.
Portal Keeper (1): Very good card that will provide additional tempo. Think of this as a neutral Fal'dorei Strider. Good? Yeah, good!
Recurring Villain (3):Decent enough 5-drop, if you can buff its attack it becomes insane.
Shimmerfly (1): Kinda Babbling Book for hunter, looks pretty good at first glance. Beast synergy on top and mby even some small deathrattle one.
Sludge Slurper (1): Ok 1-drop that gives you a relatively good card? Hell yeah.
Spellward Jeweler (2): Solid 3/4 for 3 with an upside, what's not to like?:)
Sunreaver Warmage (4): Obviously completely insane if you have few 5+ cost spells, but otherwise below average 5-drop.
Sweeping Strikes (1): It works as a small aoe, and stays on the minion so it needs to be dealt with otherwise more value will be reaped. Even if it only damages one other minion, for 2 mana that is already worth it. Yes, you need to have a board, but there r also quite a few rush minions around, especially for warrior.
Togwaggle's Scheme (3): This is a very tricky card for arena. Chances are you will not want to shuffle many, if any minions you have to play and have it sit in your hand will make things potentially even worse, when you will have to shuffle large number of a chosen minion to your deck. Could work out, if you would choose some insane carry. It can also target enemy minions, so that is something to keep in mind, but i think this one will be hard to use properly and could backfire big time.
The Forest's Aid (1): While quite expensive, the sheer value it provides is insane. 1 card that gives you two almost full boards, forcing multiple aoes or trades out of your opponent. Also some random Treant synergy might start to become a thing, which only gives bonus points to this card.
Tunnel Blaster (1): High health taunt combined with a board clear? Holy shit yes. Thousand times yes. Look at this as a Bog Creeper that deals 6 to the attacker and 3 to all other enemy minions, convinced yet? Obviously hitting your board as well is a downside, but you will usually play this on an empty board anyways.
Underbelly Angler (3): Average 2-drop with a potentially amazing ability. Seems good!
Underbelly Fence (3): Average 2-drop with a potentially amazing ability. Seems good!
Underbelly Ooze (4): Kinda [Hearthstone Card (grim pattron) Not Found] 2.0, but not really. Not only is this expensive AF, it summons copies of itself, meaning those copies will be damaged. 3/5 stats are just way too low for this to get any real value. You need to get at least one copy to break even and any after that will be a) hard to get and b) very low on HP. Mage might potentially make use of this with the hero power, but i wouldnt bother.
Unleash the Beast (1): Absolutely friggin OP card. If it didnt have Twinspell it would be amazing, but with Twinspell its just nuts.
Vendetta (3): Expensive Shadow Bolt, that can be good in thief rogue. I mean its removal, so you will pick it from time to time regardless, but dont expect it to cost 0 very often.
Common
Acornbearer (3): Above average 1-drop, but nothing to write home about.
Aranasi Broodmother (3): Decent taunt and some healing on top, demon synergy. Yeah, pretty good card overall.
Arcane Servant (3): Average 2-drop, good for ele synergy. It is actually very good that this card exists, cause there might not be enough 2-drops to choose from.
Blessing of the Ancients (3): Could be good in a right deck. But it is not very cheap.
Bronze Herald (1): Super value oriented card. Not the worst stats either, considering what you get in return.
Burly Shovelfist (2): Big guy and big removal. This card will cause some pain. But it will not fit in every deck, being so expensive and all. But definitely a strong arena card, even if you probably skip it often enough.
Crystal Power (3): Good card, better Holy Smite since you can choose what you need and there is a chance that the healing will have more value than just restoring health with additional support.
Dalaran Crusader (2): I think this card will be underrated by many at start, but it will quickyl become a bane of T5. Very good tempo play and even if the divine shield eats just a hero power or a token, that is still good value for its cost.
Dalaran Librarian (3): Average 2-drop with an ability that can be both negative and a positive, depending on a situation. I liked wailing sould myself back in a day and she is making a comeback and this card is a mini-version of that. Will def become more popular if there will be many freeze effects. Would have been definitely better if Frozen Crusher and Hyldnir Frostrider were still in the mix.
Daring Escape (4): Can be good if you have lots of battlecry and combo minions, but you generally want to play tempo game as a rogue and bouncing back your entire board is not exactly a tempo play.
Dr. Boom's Scheme (5): You basically have to consider this card a dead card for entire game, if you want any decent value out of it. Could be potentially ok in a very heavy control warrior, but even then you have your hero power, this does not look like it will be worth in arena one bit.
Eccentric Scribe (1): Big drop that summons tokens after it dies. Where did we only see that? Oh yeah, Savannah Highmane, Violet Wurm. Good cards? Yeah.
EVIL Cable Rat (3): Ok card, it generates some value, even tho it is an abysmal play pretty much anytime in the game, but the lackeys are good enough that a value oriented deck might want this.
EVIL Conscripter (1): MUCH better than EVIL Cable Rat. 2/2 is at least fighting stats and priest can use any "pings" it can get and the lackey abilities fit right in priest "moar cards moar cards moar cards" playstyle lol.
EVIL Genius (3): Could be good in a right deck. Could be good to trigger deathrattle of another minion too.
EVIL Miscreant (2): While the stats suck ass, they r not the end of the world and it gives you more tools to use against your opponent. Not only that, it gives you 1 mana combo activators.
Faceless Rager (2): There seem to be more good ragers than bad ragers at this point. Is the meme dead?:o
Flight Master (3): Seems like an ok 3-drop. The stats "distribution" might be good or bad in different situations, but it should still be ok play no matter what for the most part.
Hench-Clan Burglar (1): Another similar card we've seen in Taverns of Time arena event - [Hearthstone Card (thief of fortunes) Not Found]. Discovering a spell from your opponents class might actually be much better than gettin a random card from your opponents deck too, so this card will be insane guaranteed.
Hench-Clan Hogsteed (1): Bluegill Warrior that poops out a 1/1 after it does its job? Hell yeah!
Hench-Clan Shadequill (1): This card is borderline insane. Heal 5 what? What? I cant hear you over your hero portrait exploding. Lol the deathrattle is a complete joke as a downside for the stats on this thing. Priest has problems early game, this wins you early game. Cant even be taken down by fellow priests (unless they have Forbidden Words, in which case you traded 1for1 and they spent a hard removal on a 4 drop, so you got the better end of that trade).
Hench-Clan Sneak (3): Good 3-drop that might make it easier to get back on board too.
Heroic Innkeeper (2): I think this card will actually perform very well and will probably surprise ppl often, until they realize how good it is. You need two minions to make this into an Ironbark Protector, more and you make it into a gigantic monster. Obviously not very good if played from super behind, but can close out games on its own, if ahead.
Improve Morale (2): I think this card is actually very good. Kinda like Elven Archer/Blowgill Sniper that gives you another ability to do something beside dealing 1 dmg.
Lightforged Blessing (3): Looks like a pretty good way to gain back some life. That being said, you might not need it or rather it might not help you win the game, but its cheap enough.
Magic Dart Frog (4): Mini-[Hearthstone Card (flamewaker,) Not Found] dont think its that good. Could have probably been a 2/3 easilly without it being OP.
Mana Reservoir (5): Horrible arena card. Dont.
Marked Shot (1): Amazing arena card. Do!
Messenger Raven (1): Very good value card.
Mutate (3): I look at this a little bit like a Hand of Protection in a sense. You might highroll, but it is still random, not the worst card ever tho and 0-cost is also to be considered.
Never Surrender! (3): Decent win more card id say. The thing is, the card on itself should not provide much value on average, but just its existence will fuck with your opponent mind and the way he is gonna play, so you can now fake out anti-aoe protection with any secret. That is kinda disgusting if you ask me.
Potion Vendor (4): Cute little fella, but you will probably want to draft a better card. But not like this is the end of the world, nice effect.
Proud Defender (2): [Hearthstone Card (Lone Defender) Not Found] 2.0, problem is that your opponent can negate the bonus simply by not attacking for a turn, chances are you will not want to sit on a single minion forever lol. Still decent taunt regardless.
Rafaam's Scheme (2): You will have to hold it for a while to get good value out of it, but it should be a decent card overall. The low cost will allow for some nice tempo plays.
Rapid Fire (3): 2 damage spread across two targets. Having two pings is pretty good for hunter, you will not be too sad to get this.
Ray of Frost (4): While freeze can be a powerful tempo tool in arena, i still dont think this card is strong enough to be worth it.
Safeguard (2): Pretty strong and annoying taunt to get through. Sludge Belcher 2.0 with the actual Sludge Belcher returning. Getting through taunts might be quite taxing during this meta.
Soldier of Fortune (3): Very good stats and probably a very strong play for a tempo deck, but accelerating opponents mana so he can respond better to what ur putting out is a dangerous game.
Soul of the Murloc (4): Good for swarm type deck, but other than that not that good.
Spellbook Binder (3): Average 2-drop with potentially amazing ability, but one that will be hard to proc.
Sunreaver Spy (3): Average 2-drop with a good ability for secret classes.
Toxfin (5): Godly if you have Murlocs, abysmal if you dont.
[Hearthstone Card (Travelling Healer) Not Found] (3): Pretty decent 4-drop. Good enough body protected by a Divine Shield and some healing is never bad.
Ursatron (3): Average 3-drop that becomes rly rly good if you have a few mechs.
Unsleeping Soul (4): You have to hit at least a 4 drop, good stated one at that. Can be actually insane with Hench-Clan Shadequill, but i wouldnt rely on it.
Vicious Scraphound (3): Pretty nice card that can give you some hp buffer, but since it has below vanilla stats, cant rate it any higher.
Violet Spellsword (5): Pretty bad. You wont have that many spells most likely and you probably dont want to announce to your opponent how many you do have.
Violet Warden (2): Really good taunt. Archmage with taunt, literally.
Walking Fountain (1): Seems like a very good minion. Can help you recover on board and in life total. Elemental on top of everything, yeah, solid.
Rise of Shadows: Arena Impact
Legendary
Archivist Elysiana Rating 4(Poor): This just seems like a bad idea. You can Discover some absolute garbage, so I think I would stick with the deck I drafted in the first place.
Archmage Vargoth Rating 3(Average): I think he gets bumped up in ranking if you have a spell-heavy deck. He's large enough to survive a turn or two and could give some amazing value, especially with stuff like Arcane Intellect.
Arch-Villain Rafaam Rating 1(Excellent): I like it! It's a large Taunt that is reasonably priced and you could get some awesome value from it as long as the RNG doesn't stick you with a deck full of Lorewalker Cho.
Barista Lynchen Rating 3(Average): You can certainly get some great value from this, but it's just going to depend on the board state. I think she's okay if you play her with no effect and although she's slightly overcosted the stats are still good.
Blastmaster Boom Rating 3(Average): I initially thought this was nearly identical to the original Dr. Boom, but it has the potential (probably not in Arena) to be better. At worst it's still a 7/7 body for 7 mana and that's not terrible.
Catrina Muerte Rating 1(Excellent): The recursion this card offers, for FREE mind you, is simply amazing! The fact that it isn't easily killed is another big plus for this minion.
Chef Nomi Rating 4(Poor): This would have very limited use in Arena and it's otherwise overcosted to play as just a body on the board.
Commander Rhyssa Rating 3(Average): Unless you've got a Secret-heavy deck, this probably won't have a huge impact. By itself it's fine as a 3-drop.
Fel Lord Betrug Rating 2(Good): It has decent stats and gives a lot of value with free Rush minions. My only complaint is that he gives away everything you draw, so there can be no more bluffs or surprises with him on the board.
Heistbaron Togwaggle Rating 4(Poor): It's situational, but could go up in value depending on your draft. That rating also assumes that the "Fantastic Treasures" are actually good!
Jepetto Joybuzz Rating 3(Average): This is only worth it if you draw something with a Battlecry or Deathrattle, otherwise it's pretty underwhelming.
Kalecgos Rating 2(Good): This card is great on the first turn. However, beyond that, unless you have quite a few spells, it just may not perform quite as well as you would like for it to.
Keeper Stalladris Rating 3(Average): I think this will be okay as a standard 2-drop, but the bonus is going to be pretty situational.
Khadgar Rating 3(Average): This is another situational one, but it seems okay as a basic 2-drop in a worst-case scenario.
Lucentbark Rating 3(Average): He's a fairly large wall, but you really got to be able to wake him from his dormant state to take full advantage of him. This is another clear indication they really want Druid players to start healing themselves.
Madame Lazul Rating 2(Good): This gives some good intel in regards to what your opponent has in his hand. If they have less than 3 cards it might not be as valuable, but definitely still useful.
Nozari Rating 4(Poor): It's great if you're fighting from behind, but a Reno Jackson for both players isn't normally what you're looking for in an Arena match.
Oblivitron Rating 5(Terrible): The stars have to be aligned in order for this to work in Arena. If it were for Beasts instead of Mechs I might fold a little bit, but this has pretty narrow flexibility and way too expensive to cast as a simple 3/4 body.
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.
Swampqueen Hagatha Rating 1(Excellent): It's a little slow, but you can definitely get some value out of this one.
Tak Nozwhisker Rating 4(Poor): It probably won't have consistent opportunities to copy cards in Arena and is otherwise just going to be a slightly overcosted minion most of the time.
The Boom Reaver Rating 3(Average): Even if you roll low you'll probably end up around 9/12 worth of combined stats - which is nothing to ignore. I'm concerned about how slow it is and that RNG needs to be in your favor to have an immediate impact.
Vereesa Windrunner Rating 2(Good): Getting a 5/6 body and a 2/3 Weapon for only 7 mana is a pretty good deal.
Epic
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.
Batterhead Rating 3(Average): If you're facing a board of small minions it could come in handy, but if your opponent has a Taunt out it might be an expensive disappointment.
Big Bad Archmage Rating 3(Average): It's really expensive, but you can get some great value out of it once you've ran out of options.
Crystalsong Portal 1(Excellent): Wow! Your hand doesn't even have to be empty - just as long as you don't have any minions it will work.
Crystal Stag Rating 3(Average): You probably won't see many duplicates in Arena, but having Rush on this minion is decent.
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.
Dragon Speaker Rating 4(Poor): It's pretty situational for Arena, but could definitely go up in ranking if your deck supports it.
Duel! Rating 5(Terrible): I just think this is a bad idea unless you've got a deck full of Divine Shield or Poisonous minions.
Hench-Clan Hag Rating 1(Excellent): You get 5/5 worth of combined stats for only 4 mana! Sign me up!
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.
Lazul's Scheme Rating 3(Average): It's a cool card that can let you make some beneficial trades or outright kill a minion for free. I also expect some Mind Control effect shenanigans to pop up every so often.
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.
Mana Cyclone Rating 3(Average): It's fine if you want to play it as a 2-drop, but has the potential to get some additional value later in the game.
Muckmorpher Rating 4(Poor): I'm not sure how useful the Battlecry will be in Arena. It may have no immediate impact other than letting your opponent know at least one other minion you have included in your deck.
Nine Lives Rating 3(Average): It's definitely situational, but when it works it's pretty good!
Omega Devastator Rating 1(Excellent): It's a Yeti with an upside, so it's a pretty good deal. The stats are good enough on their own, but this card really shines in the late game.
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.
Power of Creation Rating 2(Good): That is some serious value, especially if you Discover anything over 4/4 or with a Battlecry.
Shadowy Figure Rating 3(Average): This is another one that's fine as a 2-drop, but has the potential to improve, depending on the board state.
Unidentified Contract Rating 2(Good): I'm not sure what the bonus effects are, but for Rogue to get removal without conditions and the potential of something extra is a good thing.
Unseen Saboteur Rating 3(Average): I really like the disruption this card causes, but the RNG could work against you. Keep in mind that for any non-targeted spells you've probably just given them an advantage, especially if it's something like Arcane Intellect.
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.
Wrenchcalibur Rating 3(Average): It's not amazing by itself, but it's still a decent weapon that can generate 10 potential additional damage to your opponent.
Rare
Arcane Watcher Rating 5(Terrible): I don't think I'll be drafting this any time soon. It's pretty awful for Arena.
Call to Adventure Rating 4(Poor): This just doesn't feel good to me. You may not be able to cast it right away unless you're mid-late game and by then it might not matter. I think I'll just stick with Blessing of Kings, thanks.
Clockwork Goblin Rating 3(Average): It's fine as a 3-drop and tossing the Bomb in your opponent's deck is a bonus.
Conjurer's Calling Rating 1(Excellent): You can use this on a minion that's about to die and get some amazing value and then use it again because of Twinspell!
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.
Desperate Measures Rating 3(Average): Typically, Paladin Secrets aren't amazing, but the Twinspell makes this fairly decent overall.
Dreamway Guardians Rating 1(Excellent): Getting 2/4 worth of combined stats with Lifesteal for only two mana is pretty amazing.
Dimensional Ripper Rating 4(Poor): There is a good chance you blow your entire turn getting a couple of mediocre minions. It doesn't seem worth it to me.
Eager Underling Rating 2(Good): This is another that has a great, situational effect. It's certainly going to cause disruption for your opponent since they won't want to kill it until they've removed any minions it could buff.
Exotic Mountseller Rating 3(Average): It's slow, but it's got decent stats and nice ability if you've got the spells to support it. It will really depend on your draft if you decide to include this minion.
Forbidden Words Rating 3(Average): I can see this being extremely frustrating. Not because you may have to wait a turn to get rid of something, but because it completely kills your turn. You will likely have to spend all of your mana to kill one thing and won't be able to do anything else to establish your board.
Hagatha's Scheme Rating 1(Excellent): I don't like that it kills your board too, but it's a pretty amazing and powerful piece of removal!
Hecklebot Rating 4(Poor): He is a fairly large Taunt, but giving your opponent a random, free minion is usually a bad idea.
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.
Lifeweaver Rating 3(Average): The effect is great, but you typically don't have that much healing floating around for Druid. Although it looks like some of the new cards may be pushing towards that.
Mad Summoner Rating 4(Poor): It goes so nicely with Impferno, but unlikely to happen often enough to draft it.
Magic Trick Rating 3(Average): I like the Discover aspect, but you're still ultimately paying an extra mana for a spell that may have a minor impact on the game. It's going to be fairly situational, but you could have some good moments.
Mass Resurrection Rating 4(Poor): You're at the mercy of RNG and since it's a late-game card you run the risk and summoning early game minions that are not going to be very helpful.
Mysterious Blade Rating 3(Average): I think it's fine on its own, but really shines if you have a Secret on the board.
Plot Twist Rating 3(Average): It's a cheap replacement effect, but it's a coin toss to RNG. You're definitely not guaranteed to get anything better and you may even get the same cards back.
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.
Shimmerfly Rating 3(Average): It's like the brother for Jeweled Macaw and it has the potential to give you something really good. On its own it's fine as a one-drop, especially with the Beast tag.
Sludge Slurper Rating 1(Excellent): You can get some great value out of this with the Lackey and the Overload impact is minimal. Considering you'll still be able to cast the Lackey you just drew on your following turn I think this has the potential to be a real troublemaker.
Spellward Jeweler Rating 2(Good): The stats are good and it could cause some frustration for your opponent, which is always fun.
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.
The Forest's Aid Rating 2(Good): It's expensive, but you're getting 10/10 worth of combined stats for only 8 mana. That's a bargain! Of course, any AoE is just going to absolutely wreck you.
Togwaggle's Scheme Rating 4(Poor): This seems extremely situational to me. You need a decent target first and that is never guaranteed. You may also seal your own fate by forcing yourself to keep drawing a minion that is no longer useful against your opponent and you can't draw any of your removal because your deck is completely stuffed with a mediocre minion.
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 Fence Rating 3(Average): It definitely goes up in ranking if you have several cards that allow you to "burgle" your opponent's cards, but otherwise it makes a fine two-drop.
Underbelly Ooze Rating 4(Poor): It's probably too slow for Arena but can certainly get out of hand in the right deck.
Unleash the Beast Rating 3(Average): I feel cheated with this after looking at Militia Commander, but the Twinspell counts for something and having another big minion in your pocket isn't a bad thing.
Vendetta Rating 2(Good): I think it's good as is, but if you manage to get it for free, then it's great!
Common
Acornbearer Rating 3(Average): I think getting 4/3 worth of combined stats for three mana is typical, so it's nothing amazing.
Aranasi Broodmother Rating 3(Average): It's a decent-sized minion with Taunt and heals are always welcome in Warlock.
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.
Bronze Herald Rating 2(Good): Unless it's hit with a Silence it can generate some great value, allowing you to put out some nice mid-range minions for a couple of turns.
Burly Shovelfist Rating 2(Good): It's expensive, but the Rush ability with its size is nothing to ignore.
Crystal Power Rating 3(Average): It's cheap and flexible, giving you the option of removal or healing.
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.
Dr. Boom's Scheme Rating 4(Poor): This is so slow and dull. It can definitely have it's uses, but I would rather not hold onto a single card for an entire Arena game just to gain a massive amount of Armor.
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.
EVIL Cable Rat Rating 3(Average): You're getting 2/2 worth of combined stats with a random Battlecry for 3 mana. I think it's alright.
EVIL Conscripter Rating 3(Average): I think it's alright as long as you get a decent Lackey.
EVIL Genius Rating 3(Average): It sounds like a really good deal, but you're still destroying one of your other minions, so you're rolling the dice to get some Lackey love from the Battlecry.
EVIL Miscreant Rating 2(Good): You're getting 3/7 worth of combined stats for a minimum of 4 mana, which is nothing to frown upon. Not to mention, you've also got a couple of Battlecries from the Lackeys that could prove useful.
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 Burglar Rating 3(Average): The stats are alright, but I really like how they changed the Discover aspect. Going forward other new Rogue cards will be discovered in this same way instead of only from your opponent's class.
Hench-Clan Hogsteed Rating 3(Average): I think the stats are alright and the Rush is nice, but it's nothing too crazy.
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.
Hench-Clan Sneak Rating 3(Average): Seems like a typical, average card to me.
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.
Improve Morale Rating 3(Average): I like the cheap removal, but you almost want your target to survive so you can get the Lackey too.
Lightforged Blessing Rating 4(Poor): Evidently they want Paladins to heal a lot more. Ultimately you still need a body to put this on or it's just a waste. I think I'd rather have a minion in this slot even though it's likely to be an annoying spell, especially with the Twinspell aspect.
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.
Marked Shot Rating 1(Excellent): I think the 4 damage is fine, but getting to Discover a spell along with it is astounding!
Messenger Raven Rating 3(Average): The stats are so-so, but discovering another minion can certainly come in handy.
Mutate Rating 3(Average): It's like the discount version of Unstable Evolution.
Never Surrender! Rating 2(Good): This will be more difficult to test for than most other Paladin secrets and in Arena your opponent may not have an effective way to do that. This absolutely wrecks AoE like Consecration and Flamestrike.
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.
Rafaam's Scheme Rating 3(Average): This is one that may be fairly situational, depending on the board state, but it's still decent.
Rapid Fire Rating 3(Average): It's nice to get a small ping with Twinspell. It could come in handy.
Ray of Frost Rating 3(Average): This card has a lot of flexibility by letting you delay attacks from your opponent or destroy small, troublesome minions.
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.
Soldier of Fortune Rating 5(Terrible): No way do you want to keep tossing your opponent Coins. This would actually be perfect with Unsleeping Soul, but otherwise not worth it.
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.
[Hearthstone Card (Travelling Healer) Not Found] Rating 3(Average): Because this has Divine Shield it may actually be a little better than Average. I'm still undecided on it.
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!
Walking Fountain Rating 1(Excellent): This guy is big and can turn a game around in a hurry. I can see his Lifesteal ability being super frustrating, especially when it can take out a couple of mid-sized minions and still be left standing.
Rise of Shadows
Frosty you ... you're not wrong.
Rise of Shadows: Arena Impact
NEUTRAL
Rise of Shadows: Arena Impact
WARRIOR
Rise of Shadows: Arena Impact
WARLOCK
Rise of Shadows: Arena Impact
SHAMAN
Rise of Shadows: Arena Impact
ROGUE
Rise of Shadows: Arena Impact
PRIEST
Rise of Shadows: Arena Impact
PALADIN
Rise of Shadows: Arena Impact
MAGE
Rise of Shadows: Arena Impact
HUNTER
Rise of Shadows: Arena Impact
DRUID
Rise of Shadows: Arena Impact
New Priest Spell - Forbidden Words
The forbidden mechanic makes a return! This card has me pumped for some control priest action though there are two unfortunate parts to this reveal:
We know that Priests are considered on the EVIL side of this year's expansions and will be headed by Madame Lazul, the fortune teller, but even that doesn't give us much of a tell. Maybe we'll be able to look into her crystal ball to see what our opponent is going to draw next and get a copy of it.
Rise of Shadows: Arena Impact
Rise of Shadows is Hearthstone's eleventh expansion and is set to release on April 9, 2019.
New Keyword: Twinspell - You get a second copy of the spell (without the Twinspell keyword).
Schemes - Spells that get more powerful the longer you hold them in your hand.
Lackeys - These are 1/1 tokens created by other cards that have a variety of Battlecry abilities, such as dealing damage, giving other minions Attack/Health bonuses, or summoning new minions. More will be introduced throughout the year.
Old Mechanics: Look for some old mechanics that haven't been used in awhile to make a resurgence throughout the year. We'll definitely be seeing the "Forbidden" mechanic from Whispers of the Old Gods where you are required to spend all of your mana to play the card (Forbidden: Ancient, Flame, Shaping, Ritual, and Healing).
Arena: The cardpool availability will change to include the following sets: Basic, Classic, Naxxramas, Whispers of the Old Gods, Goblins VS Gnomes, The Witchwood, and Rise of Shadows.
Pre-Order: $50 and $80 options will be available for pre-order and both come with the new card back "The Jewel of Lazul" shown below.
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how each of the Arena Mods rated the cards revealed so far!
You can read each Mod's detailed card evaluation by clicking on the links below.
Below you will find links for all of the cards that have been revealed so far.
Update 3/14/19: Created initial thread.
Update 3/15/19: Added Arch-Villain Rafaam, Chef Nomi, Kalecgos, Forbidden Words, Hagatha's Scheme, Spellward Jeweler, The Forest's Aid, Togwaggle's Scheme, and EVIL Miscreant.
Update 3/19/19: Added Swampqueen Hagatha, Oblivitron, and Lazul's Scheme.
Update 3/21/19: Added Improve Morale, Omega Devastator, and Rafaam's Scheme.
Update 3/22/19: Added Madame Lazul.
Update 3/25/19: Added Clockwork Goblin, EVIL Cable Rat, Dr. Boom's Scheme, Blastmaster Boom, Wrenchcalibur, Heistbaron Togwaggle, Hench-Clan Burglar, Unidentified Contract, [Hearthstone Card (Travelling Healer) Not Found], Khadgar, Power of Creation, and Messenger Raven.
Update 3/26/19: Added Lightforged Blessing, Unleash the Beast, Keeper Stalladris, Never Surrender!, EVIL Genius, EVIL Conscripter, and Vereesa Windrunner.
Update 3/27/19: Added Hench-Clan Hogsteed, Jepetto Joybuzz, Dragon Speaker, Bronze Herald, Mass Resurrection, and Sludge Slurper.
Update 3/28/19: Added Crystal Stag, Crystal Power, Fel Lord Betrug, Hecklebot, Muckmorpher, and Walking Fountain.
Update 3/29/19: Added Commander Rhyssa, Ray of Frost, Mana Cyclone, Nozari, Unseen Saboteur, Shadowy Figure, and Duel!.
Update 3/31/19: Added Marked Shot, Catrina Muerte, Batterhead, Eager Underling, Magic Trick, Crystalsong Portal, Acornbearer, Vendetta, Nine Lives, Plot Twist, Dreamway Guardians, and Lifeweaver.
Update 4/1/19: Added Archmage Vargoth, Tak Nozwhisker, Desperate Measures, Big Bad Archmage, Call to Adventure, Underbelly Fence, Lucentbark, and Aranasi Broodmother.
Update 4/2/19: Added Dimensional Ripper, Shimmerfly, Hench-Clan Hag, and Archivist Elysiana.
Update 4/3/19: Added Barista Lynchen, Exotic Mountseller, The Boom Reaver, Conjurer's Calling, and the rest of the cards from the reveal stream.
This is a work in progress!
Rise of Shadows
I'm pretty sure Kalecgos is a Dragon, Flux. ;)
New Mage Minion - Kalecgos
I am super looking forward to this card. The turn 10 dream of Kalecgos into Pyroblast will probably happen to my opponents more than myself though =(
It is nice to see another 4/12 dragon added to the game. I wonder what other Dragons we may see in this set. With Kalecgos and Dalaran somehow being involved (Magic, yay) it makes me think Mages may get another blue dragon in the set. Year of the Dragon Mage?
Rise of Shadows
This is looking like a pretty kickass expansion so far. This is going to be an incredible year for Hearthstone!
The Lackeys are such an awesome mechanic, especially so since we'll see it throughout the entire year with more minions being added to the whole pool.
Really looking forward to Kalecgos though. Dude is a beast!
Arch-Villain Rafaam
I LIKE YOU DECK, I THINK I WILL REPLACE IT!
Another Hearthstone Team Member Joins Second Dinner
@NovaShock I haven't seen or heard anything else about the game than that it's Marvel related. People tend to think it might be a card game due to the history of the team but I wouldn't expect that. But who knows.
@TheDarkLord You're not alone :D