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 :)
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.
That is one hell of a legendary. I dont think it would fit into Spiteful Decks, cause there usually isnt that many spells, tho i suppose two 10 cost minions would be enough value. More like a Big Spell Mage or maybe some kind of Paladin deck in wild with Dinosize and Steed and stuff like that. The new Pharaoh's Blessing would fit in there too.
This card is amazing, but as pointed out, not Zilliax amazing, cause of the lifesteal and mana cost. But that is ok! It will serve a different purpose, but it will see play.
Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
Flame Ward (2): Basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
Turn 1 is shorter than other turns. Maybe ppl just thinking about their cards or something. Sure, they can be dicks, but if they rope only T1, chances are they didnt do it on purpose.
Conjured Mirage (5): Huge pile of stats, it can and probably will buy you a turn, but what of it? You spend a card doing nothing. Maybe it could help you later on to protect your board when you have more mana to play other stuff, but drawing into a "dead" card over and over does not seem like a good solution. Maybe warlock can utilize it, but other than that, dont think so.
This card will be insane, maybe not in constructed, since Paladin doesnt rly have any non-aggro or mech deck that could utilize this, but it will wreck havoc in arena.
This card is strong as is already. You get two 5-cost taunts (Fen Creeper) with a mech tag for 8 mana. Now give it any kind of hand buff and the value goes through the roof.
This definitely feels like the downside is way too severe to even entertain the idea of using this. That being said, maybe mech warrior could use it when it would have rush? You can clear the reborn minions of your opponent with your hero power quite easilly. And magnetizing anything on this monster could be fatal. I guess we will see.
Pharaoh's Blessing (1): This card will be new T6 power turn, similar to the strength of Spikeridged Steed, mark my words. Obviously same downside as any buff card, you need to have a board, but when you do, oh boy. You will create a huge taunt what will be able to trade into an enemy minion for free. Will trade 2for1 most of the time with potential to absorb even more cards from your opponent.
Tomb Warden (1): Pretty great play for the cost even without the taunts and mech tags. I dont think you will want to draft any taunt-hand buff cards in arena since they are poor standalone cards, but in constructed, you will probably see this monster grow quite a lot.
Embalming Ritual (1): Pretty decent card. Look at this as a "Give a minion "Deathrattle:Summon a Magma Rager"" for 1 mana for example. Pretty good, eh? More bonus with deathrattle minions and auras and priest's hero power as well. This card might not end up being something completely broken (even tho it might), but i think it will be just something really solid for most situations and will definitely be worth the cost.
Pharaoh Cat (1): Good stats for 1-drop for a rogue and creates card advantage. What more can you ask for from a card like this.
Shadow of Death (5): This is not arena card. You cannot sacrifice a card and this much tempo for a potential gain in the future. Maybe priest or warlock could afford it, not rogue. Not to mention there has to be a minion worth copying in a first place. Just no.
Mortuary Machine (4): It is a big baddy for 5 mana and the mech tag might make it even scarier. But the downside is quite big. I mean it could work out for you, but only in fast decks imho. If you are goin for midrange/control decks, the stats are not worth the amount of value your opponent can get in return.
- 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.
That is one hell of a legendary. I dont think it would fit into Spiteful Decks, cause there usually isnt that many spells, tho i suppose two 10 cost minions would be enough value. More like a Big Spell Mage or maybe some kind of Paladin deck in wild with Dinosize and Steed and stuff like that. The new Pharaoh's Blessing would fit in there too.
This card is amazing, but as pointed out, not Zilliax amazing, cause of the lifesteal and mana cost. But that is ok! It will serve a different purpose, but it will see play.
I hate it.
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
Flame Ward (2): Basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
Wow, amazing job on the reveal video!
Turn 1 is shorter than other turns. Maybe ppl just thinking about their cards or something. Sure, they can be dicks, but if they rope only T1, chances are they didnt do it on purpose.
Nice summary ;-)
Good anti-aggro tech, either trade your entire board for this or give me a one more turn to get into my aoe. Seems pretty good.
- NEW CARD -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Conjured Mirage (5): Huge pile of stats, it can and probably will buy you a turn, but what of it? You spend a card doing nothing. Maybe it could help you later on to protect your board when you have more mana to play other stuff, but drawing into a "dead" card over and over does not seem like a good solution. Maybe warlock can utilize it, but other than that, dont think so.
This card will be insane, maybe not in constructed, since Paladin doesnt rly have any non-aggro or mech deck that could utilize this, but it will wreck havoc in arena.
Serious blocker right here.
Meow, meow meow meow, meow meow meow meow meow.
This card is strong as is already. You get two 5-cost taunts (Fen Creeper) with a mech tag for 8 mana. Now give it any kind of hand buff and the value goes through the roof.
This definitely feels like the downside is way too severe to even entertain the idea of using this. That being said, maybe mech warrior could use it when it would have rush? You can clear the reborn minions of your opponent with your hero power quite easilly. And magnetizing anything on this monster could be fatal. I guess we will see.
Yes it can. This will 100% see play in probably all rogue decks lol.
- NEW CARDS -
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
Pharaoh's Blessing (1): This card will be new T6 power turn, similar to the strength of Spikeridged Steed, mark my words. Obviously same downside as any buff card, you need to have a board, but when you do, oh boy. You will create a huge taunt what will be able to trade into an enemy minion for free. Will trade 2for1 most of the time with potential to absorb even more cards from your opponent.
Tomb Warden (1): Pretty great play for the cost even without the taunts and mech tags. I dont think you will want to draft any taunt-hand buff cards in arena since they are poor standalone cards, but in constructed, you will probably see this monster grow quite a lot.
Embalming Ritual (1): Pretty decent card. Look at this as a "Give a minion "Deathrattle:Summon a Magma Rager"" for 1 mana for example. Pretty good, eh? More bonus with deathrattle minions and auras and priest's hero power as well. This card might not end up being something completely broken (even tho it might), but i think it will be just something really solid for most situations and will definitely be worth the cost.
Pharaoh Cat (1): Good stats for 1-drop for a rogue and creates card advantage. What more can you ask for from a card like this.
Bone Wraith (2): It is no Sludge Belcher, but it is very close.
Shadow of Death (5): This is not arena card. You cannot sacrifice a card and this much tempo for a potential gain in the future. Maybe priest or warlock could afford it, not rogue. Not to mention there has to be a minion worth copying in a first place. Just no.
Mortuary Machine (4): It is a big baddy for 5 mana and the mech tag might make it even scarier. But the downside is quite big. I mean it could work out for you, but only in fast decks imho. If you are goin for midrange/control decks, the stats are not worth the amount of value your opponent can get in return.
I never wanted a card like this to exist, tho i knew it was just the matter of time. This will obliterate arena, if not bucketed correctly.