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sinti

Senior Writer
Joined 10/20/2018 Achieve Points 2080 Posts 2809

sinti's Comments

  • Originally they didnt want to do it, but at one point, due to overwhelming feedback(?) from the community, they changed their mind. So yes, DK Rexxar's hero power should include beasts from new sets as well.

    In reply to Deathstalker Rexxar
  • - NEW CARDS (ALL CARDS REVEALED) -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    Zephrys the Great (3): Probably not gonna trigger very often, but if you get it early in the draft, might be worth trying a highlander deck for it. Otherwise vanilla stats, so regular 2-drop.

    Octosari (2): Interesting card for arena. Huge body and a deathrattle that will basically repelnish your entire hand. It might be too much for some classes/decks, but even if you draw like 5 card and burn 3, that seems like a good value.

    Vessina (2): An ok 4-drop with a pretty strong ability. But it is also very draft dependant. But id say worth goin for.

    ---

    Blatant Decoy (4): This card will probably be a bit tricky in arena. Could work out for you, but it could also screw you. The fact that it is a deathrattle gives the opponent some control over the effect as well. I dont think i want to risk this.

    Body Wrapper (3): Below average stats for the cost and ability that can be good, or bad. Dont like it too much.

    Crystal Merchant (3): Interesting card, weirdly enough will probably have more value late game, when you can spare some mana to trigger the effect. Should be decent draw option in general.

    Dwarven Archaeologist (3): Vanilla 2-drop with a nice ability. Cant complain.

    History Buff (1): Great 3-drop with insanely strong ability, damn.

    Mischief Maker (3): Not sure how good or bad the ability will be for arena. Might be an interesting way to get a card from another class, but you are giving up one of your own as well. Probably not worth the risk, will depend on the bucket this falls into.

    Vulpera Scoundrel (1): Without the mystery option, it is an amazing minion, lots of value. The mystery option is apparently a 4th discover option that is a random spell (from any class), so that gives extra potential.

    ---

    Dune Sculptor (1): This card is a huge value generator, granted it might be a bit hard to activate it, but it is an ok 3-drop with huge late game potential.

    Garden Gnome (4): This card needs to trigger its battlecry, otherwise its unplayable. Solely draft dependant, but there should be decent options for the spells in the pool, so it has potential.

    Holy Ripple (2): Mini-Holy Nova. The effect seems pretty good for the cost. We sometimes draft arcane explosion, this is a lot better.

    Hyena Alpha (3): This card can be super powerful tempo play, but the condition is quite hard to meet. You dont rly want secrets and if you do get them, it is pretty easy to trigger them. One saving grace is, since it is relatively easy to play around hunter secrets, opponent might leave it up; or be "forced" to pop it before T4 giving you some tempo back for playing a secret in your early turns.

    Mogu Fleshshaper (2): There have to be 4 minions on the board to make this cost efficient, that doesnt sound so bad. Can be played for free in a rly bad situation, helping you get back into the game. Looks promissing.

    Naga Sand Witch (3): Interesting card for arena, the ability can help or hurt. A lot. Stats alone are ok for the cost, depends on what spells you drafted to consider this or avoid it.

    Quicksand Elemental (1): Kinda powercreep on Shrinkmeister. This card is an autopick for any deck and any class. The ability is pretty strong, allowing for safer trades and the body is just a good 2-drop minion. Powerful stuff.

    Ramkahen Wildtamer (2): Good 3-drop that can potentially generate another minion. Pretty good stuff. Draft dependant tho.

    Swarm of Locusts (1): To be honest, i dont think i like all these powerful removal options for hunter that also have a lot of versatility.

    ---

    Armored Goon (1): Boulderfist Ogre with a pretty good ability.

    Ancestral Guardian (3): Decently sticky minion that cant rly be too ignored. Potential for some serious healing. Not super great tempo wise tho, so will probably depend on a bucket placement.

    Ancient Mysteries (5): Can help make some spell or secret synergy plays easier by making the secret cost 0, but you have to have secrets in your deck, which is something you generally dont want; and if you do draft some, it is not many, so this will be super inconsistent and definitely not worth a card.

    Beaming Sidekick (2): Pretty good buff card, helping your minions surive the trade.

    Bug Collector (2): Kinda mix between Murloc Tidehunter and Blowgill Sniper. Decent 2-drop.

    Candletaker (2): Arguably better [Hearthstone Card (scarlett crusader) Not Found], cause you cant ping it away both times.

    Clever Disguise (1): Two mana gain two cards - spells - seems like a very good deal.

    Desert Hare (3): Ok for hand buff, token or evolve synergy, otherwise kinda poor 3-drop.

    Faceless Lurker (3): Good taunt, wihout any extra synergy pretty much Fen Creeper. With hand buffs this can get insane.

    Golden Scarab (1): Jeweled Scarab's cousin. Pretty good value generator. Not a 3-drop tho!

    Injured Tol'vir (3): Decent taunt for a 2-drop. A lot better in priest.

    Kobold Sandtrooper (4): Might be decent in an aggro deck, where 3 face damage might be quite good. Otherwise very shitty 2-drop.

    Living Monument (3): It is a pretty good taunt overall, but you are not gonna do anything else in the turn and that is always dangerous.

    Neferset Thrasher (4): I feel like the drawback is way too big. You want to keep it alive, but if you do, you are slowly killing yourself. Might be ok if you draft couple cards that have synergy with damage to your hero, but without healings, this card can very well loose you a game.

    Oasis Surger (1): Extremely powerful card with some versatility. 5/5 rush for 5 mana is quite frankly insane. Spiked Hogrider was a premium card that provided big tempo swings and that didnt even work every time. This does. Granted cant go face, but definitely a great value-removal. Basically Militia Commander for one more mana that keeps the attack buff.

    Penance (2): Great cheap removal with some bonus healing, whats no to like. Only problem is it cant go face.

    Phalanx Commander (3): Not the best stats for the cost, not the worst. Ability that can be relevant from time to time. If you have lots of taunts, this increases in value quite a bit.

    Pit Crocolisk (1): One of the strongest cards of this set, if not the strongest, for arena. One of the strongest cards in a while actually. This card will dictate games and T8 will be once again the turn to win or lose the games off a single card like it was with pre-nerf Bonemare. This card is beyond insane.

    Sandhoof Waterbearer (1): Smaller version of Ragnaros, Lightlord. Good stats and powerful effect, very strong card.

    Sandstorm Elemental (1): Pretty much Twilight Flamecaller for one less mana and with elemental synergy. The overload can be seen as bonus in some cases too.

    Serpent Egg (4): Nerubian Egg where token lost 1 Attack for a beast tag. Same with any egg, if you dont have deck for it, dont pick it.

    Sinister Deal (1): This card is actually super strong due to its flexibility. You are not guaranteed to discover the lackey you want 100%, but chances are very high and any lackey gets great value anyway in the end.

    Spitting Camel (4): Honestly i dont think it is worth it. Extra stats are so you can keep the minion alive longer, but keeping this alive will just keep damaging your other minions, not a great trade off. But if you are desperate for 2-drops, get it.

    Subdue (2): Literally Hunter's Mark+. Paladin doesnt have much in terms of hard removal, so this should be a good pick up.

    Temple Berserker (3): Not the worst 2-drop, not the best. Can be nice if you need some body to stick on the board, but if you cant capitalize on that, it is a slow roll.

    Totemic Surge (3): Interesting card, not sure how well it will work in arena, but can make your totems useful. I guess if you think about it, at worse it is a 2/2 with an ability with 25% to get a naked 3/1 for 2 mana with your hero power, thats not that bad.

    Wasteland Scorpid (2): Good minion with a pretty big body. Can easilly trade for multiple cards.

    Worthy Expedition (1): Very versatile card. Value generator. Good stuff.

     

  • I think they lost their minds with this set considering arena :D This will be interesting. This looks so good it might actually be used in constructed as well. Certainly an amazing new player card for the regular budget tempo deck too.

  • Thats insane, if they are Scavenging Hyenas.

  • I guess neutral cards can powercreep class cards too? woot? Shrinkmeister

  • Quote From Kovachut

    Thanks all, but I'm still confused:

    If the enemy has a lot of minions on the board and I'm low on health, I would probably get an AOE, right?

    Yes, they said that in a specific situation like this for example, it would actually offer you two or even three aoes, just to tell you "you really need to clear this board!" :D and gives you option like Brawl, so you can play something else on your turn or Twisting Nether, if you want to be sure everything dies etc.

  • They didnt say that the one remaining highlander card is a legendary tho. It could be, but it doesnt have to be.

  • Mana Addicts have to survive a turn, right? That can be a tall order. Maybe add Red Mana Wyrms for their better survivability?

    In reply to Lyra got Addicted !
  • Yes, many times, even from 11-0 to 11-3. You have to understand that at these high wins, everyone has a great deck. So if you get unlucky and draw poorly for couple of first turns, that creates an enormous deficit for you in most situations, since your opponent can tempo out with a strong deck.

    Could be just bad luck and not much you can do about it. Could be you actually got lucky and got to high wins with a subpar deck where you always drew the half of the deck that carried you and now you are drawing from the worse half. Could be number of things really. Like i said, at these high wins, everyone has a great deck so it is more volatile than around 3-5 wins for example, where you might be steamrolling with a much better deck than your opponents have.

    Congrats to a pretty high WR overall, you obviously know what ur doing, so just keep at it and you will break through ;-)

    PS: Moved thread to Arena section.

  • Its good to have more options, both cards will probably not go into the same deck.

  • 4 card seems way too low. I would like about 5-6. But we will see.

  • This looks like it should be fairly easy to complete. Pretty powerful stuff once you do. I can see Midrange Reborn Quest priest starting to form.

  • Wording is pretty clear. The hero power has a bonus effect if you target a minion, so it will give +3/+3 to a minion always.

  • Added Highlander archetype (separate from Reno) to each class.

    Also added Deathrattle Priest.

    Feel free to pm us or write on discord in #site-support if you feel like an archetype is missing, we can always add it if it makes sense.


    About setting two archetypes for one deck, i dont think we will do that. It would create more complications when looking for decks etc. Like i said, feel free to holler at us, if you think there is an archetype missing, otherwise pick one that fits your decks main theme best and any subthemes you can list in the deck name.

  • Not sure if it is constructed material, but will shine in arena.

  • - NEW CARD -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    Wrapped Golem (1): Neutral Obsidian Destroyer that traded 2 Health for the Reborn keyword. Seems quite decent. I think i would prefer the original, but the reborn can bring a different kind of value and survivability, so im ok with the "copy" as well.

  • Obsidian Destroyer's great great great great great grandfather.

  • - NEW CARDS -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    Khartut Defender (3): Decent taunt and heal split among two bodies. Taunt and heal is always nice. It might end up performing better than just an average minion, but we shall see. Reborn has one big weakness in arena and that is ping classes. As much as the reborn minion is nice value addition, vs the best classes it will usually just mean getting pinged by a hero power. At least you get some heals here.

    Wretched Reclaimer (1): Passable 3-drop with an extreme combo and/or lategame potential. Can trigger deathrattles and reborn effects bringing the original minion back. Can heal reborn minions or any minion in general by bringing it back with full health. This card will be annoying.

  • I dont know how plausible is to make this since it would have to be interactive in the text editor already, but i could see it being of use to some ppl, especially on mobile. Tho i would prefer it if it was an option in user settings, so everyone could turn it on and off as desired. Personally, i dont think i would want to use it, cause having a list with many possible cards pop up would probably annoy me, but who knows, maybe i would come around :)

  • - NEW CARDS -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    King Phaoris (4): You usually dont have that many spells in arena and certainly not all of them at once in your hand. This could have potential in certain decks, but it will be a weak play most of the time.

    [Hearthstone Card (Sahket Mercenary) Not Found] (2): Im not sure what to think about this card, but i guess it provides some kind of tempo with its deathrattle most of the time, so it should be pretty good.