Wow, that sucks a lot. Usually with the pre-launch patch, you get to play with unreleased cards when they get generated via random effects, i guess they learned their lesson, but the fix is a pretty poor one.
Magician of Patience and Riftjumper Vexion is also added to the Battlegrounds
These are interesting, but i think they need to be in a higher tavern tier. This is waaaaaaaay too easy to give you early triples. Honestly id even say as far as tier5.
So, just put each card one tier higher? I can do that
By the way wouldnt Vexion became a golden copy of a card, if you played it? Kinda loses the point of it being golden. I guess you can say it wouldnt work like that, but ... and it seems like Magician of Patience would be more powerful, since it would a) give you back 1 gold once you sell it b) could trigger multiple times off Brann. I guess Vexion does not need extra space on the board and can keep the effect till next round (i assume), but from the two, it seems like it is a weaker one. It being a legendary is fine, just that maybe he should be in the lower tier :p
Magician of Patience and Riftjumper Vexion is also added to the Battlegrounds
These are interesting, but i think they need to be in a higher tavern tier. This is waaaaaaaay too easy to give you early triples. Honestly id even say as far as tier5. You would still be able tol cycle with them and get your late game comp triple'd.
As always with a new content, random effects include the stuff after the patch prior release. I would not be surprised if you were able to generate Demon Hunter cards as well.
Inner Demon (2/5): Very costly card, but having one in your deck will probably be worth it, since it can help you close out games; or you can use it as removal. Biggest downside might be that it can block your other cards from triggering Outcast.
Glaivebound Adept (5/5): Essentially "6 mana 7/4 deal 4+1 damage", combined with your Hero Power. Pretty damn strong. If you have a weapon equiped, it gives you more leeway.
Aldrachi Warblades (4/5): Weapon is always good. Lifesteal weapon is going to be really nice. You can bump the Attack to 3 with your Hero Power too.
Coordinated Strike (4/5): Three 1/1 tokens for 3 mana would already be playable. Rush on top makes this pretty decent.
Satyr Overseer (3/5): This will probably act as a 4-drop more often than not because without it triggering at least once it would be a pretty bad card. But with your Hero Power, this is actually a decent T4 play.
Soul Cleave (3/5): Decent small removal with some healings, not amazing, but not bad either.
Shadowhoof Slayer (3/5): Pretty good 1-drop as 1-drops go. You dont want to have too many, but you wont be sad to have one or two.
Initiate Set
Nethrandamus (3/5): This card might be more draft dependant than one might think. If you can get it early, it can scale pretty well and you can make a huge play on T9, but if you gate it late, it might take a while until it reaches some good value. Not to mention it can block cards in your hand from triggering Outcast. That being said, even getting 2-drops from this is a decent value for its cost.
Altruis the Outcast (4/5): It might not be as easy to deal more than 1 or 2 damage with him on the turn you play him, not to mention you need to play specific cards from your hand, but the fact that it only damages enemies is incredibly strong.
Wrathspike Brute (5/5): Insanely powerful card. Taunt that acts as a board clear? Holy shit. This just destroys any token deck and takes the game back from them with a single card.
Wrathscale Naga (2/5): Probably not an Arena card, but it might find its niche in a very aggressive deck, the amount of damage that it can potentially put out could be scary, especially combined with stuff like Coordinated Strike for example.
Eye Beam (5/5): Small removal plus healing and it might even be free. Pretty good.
Hulking Overfiend (5/5): Batterhead as a class card. 2 less Health, 2 more Attack. I think that is preferrable, since it will let you clear bigger minions. Pretty powerful card.
Raging Felscreamer (3/5): Passable 4-drop, goes up in value if you have some Demons.
Soul Split (1/5): Draft dependant, need to have a Demon on board. Eh.
Feast of Souls (5/5): Main card draw engine of any Demon Hunter deck i'd imagine. And for good reason. Even drawing a single card with this is acceptable, anything more and the card is superb.
Blade Dance (3/5): Not very impressive without a setup. With your Hero Power, its kinda 3-cost Arcane Missiles, so you need to have a weapon or buffed attack for this to work. One note tho, you can bet your ass right now that there will be a game, where you will lose to Inner Demon+Blade Dance combo. I can guarantee you that.
Umberwing (5/5): I think this card might be a sleeper of the set, at least when it comes to Arena. What does this look like as? Let me tell you … Muster for Battle. Yup. Let that sink in.
Mana Burn (2/5): I am very interested to see how this card plays out in Arena, but it will most likely act as a win-more card than anything. Would be a pretty bad topdeck in a topdeck war, but denying 2 Mana from your opponent is actually noticable, just look at Shaman on their Overloaded turn for example.
Battlefiend (4/5): Scaling one drop with premium stats? Just wow.
Consume Magic (3/5): There are actually going to be A LOT of stuff you will want to silence, but silence alone is a costly resource, if you can trigger the Outcast, then the card is superb, but it might make your turn awkward. I will definitely try the card out, but im not too optimistic.
Blur (1/5): This card would definitely be interesting in combination with some weapons, especially Warglaives of Azzinoth, but it does not do much as a standalone card, which makes it pretty bad. Would you draft Flash Heal if it cost 0? Still no.
Twin Slice (3/5): 0-cost Claw(ish), lets you have some ping options, lets you trigger hero attack synergies, i think this card should perform rather well.
Ashes of Outland
Metamorphosis (2/5): I mean it is removal/face damage, but super slow. Most likely the other two options will be better.
Kayn Sunfury (5/5): Good stats, good abilities. Definitely could act as a finisher or at least let you trade into minions hidden behind taunts.
Pit Commander (3/5): Big taunt is always nice, but this one is quite costly. If you have Demons, this goes up in value a lot.
Warglaives of Azzinoth (4/5): Literally powercreep on Fool's Bane. Lets you attack heroes as well. But same as with Fool's Bane, clearing out minions with face hits is very costly and unlike warrior, DH does not have consistent way of regaining life.
Coilfang Warlord (5/5): Beyond broken card. Like i dont have have words. Holy shit.
Imprisoned Antaen (4/5): Very strong card, but question is, if you can afford to skip a turn like that. It might at least force your opponent to sack his board before this awakens, but you might just be dead before it happens. I guess we shall see if DH can afford to play the control game, cause if it can, this card will become insane.
Skull of Gul'dan (4/5): Card draw is always good. There will probably be very few times when you play this on the turn you draw it, but you might activate the Outcast eventually, from the other end.
Furious Felfin (5/5): A good 2-drop that can become [Hearthstone Card (shadowbolt) Not Found]? Yes, please!
Fel Summoner (2/5): This will be very draft dependant. Stats are pretty bad, i mean you want it to die, but not for free. The 8 Attack can be scary, if you cant deal with it and the potential that it can summon something like Coilfang Warlord or Priestess of Fury is going to make you crap your pants every time.
Ashtongue Battlelord (5/5): Get as many of these as you can. I dont care, get 30 of them.
Netherwalker (5/5): 2-drop with card generation. Yup, me like.
Spectral Sight (3/5): Easier to play willy-nilly when you draw into it than Skull of Gul'dan. Decent card draw, but not an auto-pick by any means.
Crimson Sigil Runner (4/5): Ok 1-drop that can cycle itself. You will have to play it right away, but it shouldnt be too much of a problem most of the time.
Druid
Ysiel Windsinger (1/5): You dont have that many spells in Arena to really take advantage of this and dropping a 5/5 for 9 mana will not do you any favors.
Marsh Hydra (5/5): Insanely strong card. Huge body, acts as a removal and gives you another big card. If this is allowed to attack for the second time, chances are you are going to win the game.
Glowfly Swarm (1/5): So you would need three spells for this to be playable. Not impossible, not realible either tho. Guess if you get it late in the draft and you are spell heavy pick it, otherwise avoid. Giving your opponent information about how many spells you have isnt greatest thing ever either.
Germination (3/5): While it does need a setup, this can be a very powerful play and added taunt can help as well.
Ironbark (4/5): Pretty good early game buff that can stay relevant during entire game.
Fungal Fortunes (1/5): You are not drafting spell druid in arena, you are just not.
Overgrowth (2/5): I feel like there will be a draft, where you can get away with this, but you will need some serious comeback turn after you play this. Dont think it will perform that well on average tho.
Bogbeam (3/5): Small removal, nothing too fancy, but druid does not have that many options, so this is nice.
Imprisoned Satyr (3/5): Not sure how well will this perform in arena, but wasting 3 mana for a potential swing turn isnt going to set you back that much i think, so it might end up being really strong.
Hunter
Beastmaster Leoroxx (2/5): Very draft dependant and you might not want to waste battlecries on those beasts either. But it could provide for a very strong turn too.
Zixor, Apex Predator (5/5): Small removal that shuffles a big removal into your deck. Yeah, nice.
Nagrand Slam (3/5): Decent effect for its cost for Arena, but not sure if it would be enough, not being able to do anything else on the turn. Guess we will have to see it in action.
Augmented Porcupine (3/5): Pretty ok 3-drop, but it would need an attack buff for it to really shine.
Scrap Shot (3/5): If you have a beast in hand, this card is insane. Otherwise, meh.
Pack Tactics (4/5): Pretty good cost efficient Secret. Can even provide more value, if the target had deathrattle etc.
Imprisoned Felmaw (3/5): Honestly, this is a bit meh. The low cost will make this playable, but having to wait two turns just to have a semi-removal that might not even go where you need it? Yeah, not sure if it will be worth it.
Scavenger's Ingenuity (2/5): If you have beasts, this is awesome, if you dont … well, dont draft it.
Helboar (3/5): Decent if you have beasts, otherwise hard pass.
Mage
Astromancer Solarian (5/5): The Prime has some RNG element in it, but it should work out for you, hopefully. It can very well just win you the game on the spot, so i guess it shouldnt be underestimated.
Evocation (5/5): Insane value generator. Even if you get to play only one spell suited for the situation ur in, that is already good enough.
Apexis Blast (3/5): You are not going to summon the 5-drop, you are just not, deal with it. But a bad Fireball is still a playable card on itself.
Apexis Smuggler (3/5): 2-drop with a big upside, pretty good.
Deep Freeze (5/5): Very strong card. You would gladly play it even if it just summoned the 2 Water Elementals.
Imprisoned Observer (4/5): Great card, tho the board state might look very different in two turns, but it can allow you to slow down your opponent, which is very bad news for him.
Font of Power (5/5): Amazing card, you will never get to keep all three, but you can discover powerful minions, especially legendaries, that you do not have in your deck. Very worth it.
Netherwind Portal (3/5): Might be a while before this activates, since your opponent will not want to waste a spell to check for Counterspell willy-nilly and this just becomes even more of a problem. The sheer existance of this card tho can act as a soft-lock on casting spells since the tempo loss of summoning a 4-drop in a wrong time might be pretty painfull.
Incanter's Flow (1/5): Even if you draft a lot of spells, this just isnt worth it.
Lady Liadrin (3/5): Draft and draw dependant, but if you can get even one spell out of her, she did her job.
Murgur Murgurgle (5/5): Good early minion into a relatively powerful board fill. Just be careful vs priest so they dont steal it :)
Libram of Hope (5/5): Very strong effect, game turning in fact. Be on a lookout vs paladins if you want to close out games, this might just stop you in your tracks.
Aldor Truthseeker (5/5): Awesome taunt on its own, if it can reduce the cost of your Librams, even better.
Libram of Wisdom (4/5): Explorer's hat was never a very strong card in Arena, but Paladin might make better use of it, since they can create a target for it with their Hero Power at least. Still might be too slow, but the ability to buff itself to trade up or survive a trade in a class that cares about staying on the board might just make this a superior pick. If you can discount it, then you're golden.
Imprisoned Sungill (3/5): Good t1 play, not a horrible later play, but you need to wait 2 turns for it to activate, im not sure if that is going to be worth it.
Aldor Attendant (4/5): This card can actually play a pivotal role in your game plan, the discount on Librams makes them so much scarier. And being able to do it early and not lose any tempo for that? That looks very powerful.
Soul Mirror (4/5): Im still a bit torn about this card, i guess it is a good card? It either lets you summon a board for 7 mana, or potentially clear your opponent? Which is pretty good. I guess just the way it works, it leaves me with a bad feeling, is all.
Reliquary of Souls (3/5): To be honest, this is probably the weakest of the Primes of all classes. While the lifesteal is good, it just does not do much as the others do.
Skeletal Dragon (5/5): Insane card. Huge taunt that generates powerful cards. Can even generate itself :) Probably an auto-pick in lot of situations.
Sethekk Veilweaver (4/5): Another potential card generation for a priest and with a relatively easy condition. It having a decent stats makes this an amazing 2-drop.
Psyche Split (4/5): This can be used in a number of ways, but the buff guarantees that whatever you target, it should be a cost efficient outcome. Notice the wording, you can target an enemy minion and get a copy of it!
Dragonmaw Overseer (5/5): Shadow Ascendant was a great card. This scales twice as fast. If your opponent cant remove this card, they are going to lose, fast.
Dragonmaw Sentinel (2/5): Decent 2-drop for dragon decks, meh otherwise.
Apotheosis (5/5): Super strong buff, especially in a class that can heal its minions. Vellen's Chosen distant cousin, which will perform almost as well.
Renew (5/5): Heal is nice, but the discover is the real kicker here. Can even trigger some additional synergies like Sethekk Veilweaver.
Akama (5/5): Good stats and the Prime can be your win condition.
Shadowjeweler Hanar (2/5): Very draft dependent and even tho all three new secrets are awesome, you still wont have that many of them to be able to consistently play them in combination with this.
Greyheart Sage (3/3): Passable 3-drop with an incredible upside, but very draft dependant.
Bamboozle (5/5): This card will probably make ppl cry, this card will bully you into submission and lose you games. It will be very interesting to see, how matches vs rogue go, when they have a secret up. You can still remove minions with spells to avoid this, but a 3-cost increase is nothing to scoff at.
Ambush (5/5): Even better than Venomstrike Trap and that card was good. Basically an [Hearthstone Card (emperror Cobra) Not Found] on curve for 2 mana, damn.
Ashtongue Slayer (3/5): Nice 2-drop with an upside, pretty good, tho i dont think you will get to utilize its ability very often.
Blackjack Stunner (5/5): Absolutely draft dependant, but the power level is beyond insane. Targeted Freezing Trap, a better Kidnapper. Yes, you need to have a Secret equipped, but all three introduced are very much playable, so you will want to draft them. You can target friendlies too, keep that in mind for possible shenanigans!
Cursed Vagrant (4/5): Huge pile of stats, followed by even more stats. This card will be very scary at pushing face damage.
Dirty Tricks (4/5): Pretty nice card draw, tho you might have to wait for it to activate. Added bonus tho, you can fake your opponent out by making him think it is a Bamboozle, leaving your minions alone. Or triggering it early by wanting to remove minions with a spell to avoid Bamboozle. These two secrets have a great synergy with itself just by existing in the same set.
Spymistress (4/5): Great 1-drop for rogue, you want 1- and 3-drops more than any class and you often gladly take Worgen Infiltrator, this is an upgrade, not to mention the newly introduced Stealth synergies.
Shaman
The Lurker Below (5/5): Pretty good potential AOE, even just deal 3 damage is passable.
Lady Vashj (4/5): Ok 3-drop, Prime can be good, but you need to have spells (left) in your deck.
Boggspine Knuckles (4/5): Great stats and elemental tag, the ability is very strong and should not be too much of a problem to set it up. The sheer existance of these effects will make your opponent wonder, if you might play it next turn or not and make their life difficlut.
Shattered Rumbler (5/5): Decent weapon with two Evolve charges. Seems quite strong, will see how it performs.
Torrent (5/5): Flame Lance 2.0, in a class where only hard removal is basically Hex, this is good for Shaman, and bad for everyone else.
Vivid Spores (3/5): Can be powerful, but can be tricky to find the rigth time to play this.
Bogstrok Clacker (5/5): Very strong card, can blow up the game in an instant.
Serpentshrine Portal (5/5): King Mukla, here we go! No, but really, this is a very good card, no matter what it summons.
Totemic Reflection (4/5): Just the combo with your Hero Power makes this already playable. And even if you have to buff non-totem, you wont lose that much tempo to do so, you might even save some by having your minion survive the trade.
Marshspawn (5/5): Great stats and a powerful ability. The Coin is a spell.
Kanrethad Ebonlocke (3/5): Draft dependant, Prime too. You need to have demons to take advantage of this, but if you can, this can be your win condition.
Darkglare (5/5): Free card draw, weeeeeeee! You will see this card in constructed pretty much in any WL deck, it just has so much potential. Not only it allows you to use your Hero Power for free, any self-damage will ramp you. Damn.
Shadow Council (4/5): These kind of random effects werent very good in the past, but the +2/+2 on top of that looks like it might just push it into the "perform well on average" category. Guess it can be draft/draw dependant, you might not want to get rid of your aoes/removals, but getting a bunch of beefed up demons sure sounds like a good deal to me.
Enhanced Dreadlord (5/5): Insane card, big taunt with a big body left behind that has Lifesteal. Huge deal for Warlock.
The Dark Portal (2/5): Not impossible to activate in arena, sometimes you can (or have to) be pretty greedy, but i wouldnt count on it, not to mention if you draw like a 2-drop? Meh!
Imprisoned Scrap Imp (5/5): Oh yeah, this is a card. This card will win you games. Simple as that. +2/+2 on everything in your hand? Hello? I already hate this card and i havent even seen it in action.
Hand of Gul'dan (2/5): Warlock usually does not have a problem with card draw, id rather have something else, that can let me not get smashed in the face so i can Tap instead. But i mean card draw is card draw, so not like this is a horrible card.
Nightshade Matron (4/5): Interesting card, definitely a strong play that should trade for 2 cards on average making up for the discarded card. As WL, you usually dont have a problem wasting a card if you can keep yourself at nice Health level so you can Tap like a madman. Nice combo with Hand of Gul'dan, but i wouldnt attempt that on purpose.
Unstable Felbolt (2/5): Decent if you have no board, otherwise hard pass.
Warrior
Kargath Bladefist (5/5): Good early removal that creates a late game removal that gives you shitton of Armor, whats not to like?
Bulwark of Azzinoth (1/5): While it might save you a decent amount of Health, it also might not. And i will always rather have anything else than this.
Warmaul Challenger (3/5): At first i didnt really like the card, but looking at it for a while, this can do 3-4 damage on average before it dies, or can even survive if you target something small(er), so if you look at it as a removal for 3 mana, then it starts to look decent.
Bladestorm (3/5): This will probably be about as awkward to play as Bouncing Blade was, but it is still AOE, so i will give it a chance until i see it in action.
Bloodboil Brute (5/5): Even without any discount this is a great minion.
Scrap Golem (5/5): Another stab at Shieldmaiden? Pretty good taunt as far as protection goes.
Corsair Cache (3/5): If you have a few weapons, amazing! If you dont, well …
Bonechewer Raider (5/5): Should be easy to trigger it most of the time. If not, not the worst thing you can play on T3.
Imprisoned Gan'arg (3/5): I'd rather have an actual Fiery War Axe than to wait for it 2 turns, but this is a decent card. If you can play it on T1 it can set you up greatly for the midgame.
Sword and Board (2/5): Nice "ping", but like thats about it.
Neutral
Kael'thas Sunstrider (2/5): You will have a hard time taking advantage of his ability in any class, so the stats-cost ratio is pretty bad on its own.
Al'ar (1/5): I guess we found a new low? I mean if you are ahead, maybe it can resurrect, but like why would you pick this in a first place. I expect to see this only via random effects.
Maiev Shadowsong (5/5): Hard removal, that has a timer on it. Two turns is certainly a long time to nuke your opponent's huge taunt and try to finish him off or draw into an answer. Amazing tempo play. Moat Lurker was a pretty great card actually and it would hardly survive two turns if you werent going to finish your opponent in that time and Maiev does not even trigger deathrattles.
Magtheridon (5/5): I think this will actually be pretty insane in Arena, you dont even need to get like a full board clear, just play it whenever you have a good opportunity to remove some of your opponent's stuff and get a big guy up. It can be a tricky to play him properly, given the situation, but i believe this will perform better than expected most of the time. If only cause your opponent might panic and misplay as well.
Teron Gorefiend (3/5): A little bit dangerous play if you ask me, could very well backfire or you might not be able to kill it off fast enough helping your opponent in a process. But it can also bring back a strong board for you. It will require some thinking while playing with this card. Synergy with other deathrattles is obvious, i hope.
Waste Warden (5/5): Even doing 3 damage to a single minion is awesome! Hitting more than 1 is a dream, tho be careful not to smite your own board.
Replicat-o-tron (3/5): Interesting card, you can have two of these at the end of the 1st turn, tho it can backfire and you might not be able to keep anything else on the board :D Guess Paladin and Shaman should like this more than others due to their Hero Powers.
Mo'arg Artificer (3/5): Above average stats for a 2-drop and neutral at that and possibly with an upside as well. Tho it can backfire horribly and the bonus stats might be its downfall where you might not be able to kill it off in time, so be careful.
Scrapyard Colossus (4/5): Very strong taunt minion, but you wont be able to do anything else in the turn. It is basically a hail mary play, but it might work out more often than not. Having this in the pool for evolve and other random effects is the most scary thing imho.
Blistering Rot (2/5): Needs to be buffed to become good.
Infectious Sporeling (5/5): I like this card a lot! It is a very interesting card, can act as a hard removal that keeps on giving, but your opponent can turn it back against you. Im looking forward seeing how this cards end up performing, it is one of those that im excited about the most.
Supreme Abyssal (3/5): Big pile of stats. Not being able to attack heroes sucks, but it can keep trading with enemy minions for a while.
Bonechewer Vanguard (5/5): Big taunt that will only get more dangerous. This card will be pain to deal with.
Scavenging Shivarra (4/5): Similar to Madder Bomber, but a LOT better since it wont waste hits on face. Also, you wont kill yourself!
Dragonmaw Sky Stalker (4/5): Great minion to keep you on the board, nothing spectacular, just stats, but you need that too.
Ruststeed Raider (5/5): Lets imagine that this is a Silverback Patriarch with a battlecry "Deal 5 damage to a minion.", does that sound ok? I think so.
Burrowing Scorpid (5/5): Arguably better than Fire Plume Phoenix, since it can gain Stealth and has more attack, but it is more vulnerable as well. Shouldnt be too much trouble to use it as finisher on average tho, so amazing value!
Disguised Wanderer (4/5): I think many ppl will underestimate this card. Look at it more like Cursed Disciple. Weaker initial body, that is resistant to pings tho and a BIG follow up that has to be answered. Anyone but mage will have to spend resources dealing with that 9/1, so this card should trade in value quite well.
Felfin Navigator (3/5): Passable 4-drop, if you have murlocs, this is great, otherwise meh.
Rustsworn Cultist (3/5): Getting a bunch of tokens is nice, some classes will like this more than others.
Frozen Shadoweaver (5/5): This card will make itself known. Glacial Shard was an amazing card, this will be too. While it will be a bit harder to play it whenever, lets face it, 1 mana is less than 3, who knew, eh? It has good aggressive statline that you can thrown down on curve or make use of the freeze later on. It wont win games on the spot, but it will allow you to have more leeway in what you want to do.
Terrorguard Escapee (3/5): Should be an ok play most of the time, but i dont personally like to give my opponent anything. The tokens might trade into your other, damaged minions or be buffed etc.
Rocket Augmerchant (5/5): Can turn (almost) any of your minions into an instant removal, pretty good, we know how strong Goblin Lackey is. Also, this can act as a ping, which is awesome!
Guardian Augmerchant (5/5): Another super strong effect on a 1-drop and can be used as a ping!
Wow, that sucks a lot. Usually with the pre-launch patch, you get to play with unreleased cards when they get generated via random effects, i guess they learned their lesson, but the fix is a pretty poor one.
By the way wouldnt Vexion became a golden copy of a card, if you played it? Kinda loses the point of it being golden. I guess you can say it wouldnt work like that, but ... and it seems like Magician of Patience would be more powerful, since it would a) give you back 1 gold once you sell it b) could trigger multiple times off Brann. I guess Vexion does not need extra space on the board and can keep the effect till next round (i assume), but from the two, it seems like it is a weaker one. It being a legendary is fine, just that maybe he should be in the lower tier :p
These are interesting, but i think they need to be in a higher tavern tier. This is waaaaaaaay too easy to give you early triples. Honestly id even say as far as tier5. You would still be able tol cycle with them and get your late game comp triple'd.
As always with a new content, random effects include the stuff after the patch prior release. I would not be surprised if you were able to generate Demon Hunter cards as well.
I was about to say the same thing!
Yes, that is correct.
You got free dust AND you kept the cards. If you dont want the cards, DE for regular value :P
Never say never :)
Basic Set
Initiate Set
Ashes of Outland
Neutral
Warrior
Warlock
Shaman
Rogue
Priest
Paladin
Mage
Hunter
Druid
Demon Hunter
Basic Set
Initiate Set
Ashes of Outland
Cause it was hidden? xaxa