Descent of Dragons is Hearthstone's 13th expansion and is set to release on December 10, 2019.
Drafting Pool
"Free" Arena Ticket
Players who have an active Arena run when expansion launches will have their current run retired and will receive an Arena Ticket as compensation (plus any reward for current number of wins for that run).
Play out your run to x-2 (x wins and max. 2 losses) if you want more rewards from your run, or just leave it at 0-0 if you dont want to bother playing.
Friendly Neighborhood Gladiator: if you do plan on leaving your run at 0-0, you might as well start two games and concede to two players, getting some positive karma :) You will get the identical rewards for 0-0 and 0-2 score.
FAQ
Q: When should I start my run to receive a free Arena Ticket for a retired run?
A: Ideally several hours before the expansion launch, arena entries are generally closed few hours prior.
Q: Where are my rewards for the retired run? I opened my arena rewards but didn't get any pack or gold/dust.
A: This is a known bug, arena rewards are actually awarded to you once you finish your last arena game, before you open up the reward boxes. When an arena reset happens, it gets even more confusing because this happens on log in; sometimes you have to restart the game.
People often see (1) pack in their inventory, don't think much about it, open it and then go collect arena rewards only to find out they didn't get anything. But the fact is, that (1) pack on log in was actually the one from the retired arena run. Same with gold/dust, it was already added to your account even before you opened the arena rewards. You didn't lose anything.
Murozond the Infinite (5/5): I hate priests in arena. They always beating you with cards from your own deck, often times before you even get to play them yourself. Just an overall shitty feeling. While this is not the case exactly, it still is a great threat that looms over you every turn. And dont think just cause it is a legendary, you wont encounter it that often. One word: Discover!
E
Blowtorch Saboteur (4/5): 3/4 3-drop with a positive effect, yes please! While the 1 mana increase on HP might seem insignificant and it might be true later in the game, if you can play this on curve, especially vs ping classes, chances are you will force them to waste one of their early turns to play out the 3-cost HP giving you basically a free turn or letting you get better trades without pinging your guys.
Dark Skies (1/5): At first i thought it was "deal damage to a minion", not random. That would actually be fair and cool. As it stands, its unplayable.
Grizzled Wizard (3/5): Good 2-drop with a potential upside. Better in classes like warrior where you can utilize your opponent's hero power against him. Gets better in late game too, since you can use both hero powers in a turn if you dont have anything else to do leaving your opponent with none for their turn.
Lightforged Crusader (3/5): In 99% cases, this will be War Golem. If you can get into the very late game tho, you might be able to generate some extra value with this. Unlikely to happen tho, chances are you would need to play it for tempo before that happens anyway, but ok stats with an potential upside is never bad.
Mana Giant (4/5): Actually not a bad card for arena, 8/8 for 8 is already ok and decreasing its cost shouldnt be too hard. Obviously draft dependant, but with all the discover effects flying around (among other things), it shouldnt be too much of a problem.
Ramming Speed (5/5): One-time use of Supercollider. While that card was beyond broken cause without weapon removal, it basically almost negated your opponent's ability to get on the board, this is still strong enough. You can set up the trade and get great value for 3 mana.
Dragonmaw Poacher (5/5). Ouch. This card will, just by sheer existance, make playing early dragons a huge risk. You thought Dragonslayer gave a lot of tempo? Try 8/8 crushing into your Bronze Explorer on curve. You might as well concede right there. We'll see how often this card appears in the draft, but you should pick it over probably anything.
Elemental Allies (1/5): Super draft dependent, even drafts with relatively plenty elementals sometimes have a problem activating their synergies, this needs you to still have at least two after you play it and dont break the chain. Not to mention you might not even have enough spells in your deck (left) to benefit from this. Can work in some drafts, especially when arena drafting pool will be more focused on sets with elementals, but other than that this is a big no.
Faceless Corruptor (5/5): So you know how Quest Druid gets carried by [Hearthstone Card (oassis surger) Not Found]s? How about if every class could just do that too? Yikes!
Hoard Pillager (2/5): This card is obviously only good in weapon classes and you have to have played and destroeyed one of your weapons already, but the value it can provide is huge. Definitely a great card for warrior for example. Rogues could probably make a decent tempo turn out of this as well, essentially making it a 2 mana 4/2.
Lightforged Zealot (1/5): This is just not going to happen. It might in very late game, but with such a shitty stats, you cant play it without the battlecry and keeping a dead card in your hand for a situation that might never come, just skip this one.
Sky Claw (3/5): Technically a 5/4 worth of stats for 3 mana, but with a very weak distribution. Its not the worst card for its cost and token decks will appretiate it, but nothing to write home about.
Skybarge (3/5): Ship's cannon finally got its Mech tag lol! Decent stats for a 3-drop, better in arena rotation with more pirates, obviously; or mechs (what about both? xaxa). Good card that can have an insane synergy in right deck.
Storm's Wrath (5/5): Literally reverse powercreep on [Hearthstone Card (mark of lotus) Not Found], but in Shaman it is obviously stronger, since the hero power can provide bodies out of thin air. Should find a very nice use in most shaman decks and any token buffer is always nice to have.
Utgarde Grapplesniper (1/5): Way too risky. I mean why would you risk losing a game by summoning a big dragon for your opponent? Ofc it might not happen, but it might. Just dont.
Big Ol' Whelp (5/5): Azure Drake got a little thicc over the years :) Pretty much auto-pick in most scenarios.
Blazing Battlemage (4/5): Premium stats on a 1-drop. [Hearthstone Card (Misstress of Mixtures) Not Found] was picked for stats most of the time regardless of the benefit for your opponent (even tho sometimes you liked your heal too, obviously). This will perform about as good, better even for decks that can curve out from T1.
Bloodsail Flybooter (3/5): Ok 1-drop, generates some tokens for Combo activators and other possibilities.
Evasive Chimaera (4/5): Pit Snake that has a much higher chance to survive vs ping classes and actually kill something. Will often trade up too unless there are tokens. Great card.
Evasive Feywing (5/5): Elusive dragon with good aggressive statline. Great card. Potential to trade 2for1 more often than not.
Evasive Wyrm (5/5): Insanely strong card, that has a high potential to trade 2for1. Similar to Argent Commander, but cant go face right away, which trades for better stats and Elusive effect, not to mention dragon tag. A lot better deal for arena.
Fire Hawk (3/5): It is basically a Goblin Sapper, if you can get it down in the right time and it keeps the buff. Later on, it might whiff, if you get into a topdeck war. Elemental tag gives it added value for some drafts.
Goboglide Tech (3/5): Ok 3-drop that can become super good, if you controll a mech. Draft dependent for sure.
Grave Rune (5/5): Yes, you need to have a minion up first, but this card will be such a broken BS. Just you wait, you will cry. While you dont get the great body of Carnivorous Cube, in exchange you get to pop the deathrattle right away, if you play it on a minion that you want to trade away, providing immetiate value and avoding the chance to get the Cube silenced/transformed.
Gyrocopter (5/5): Poor Windfury Harpy, she gets shit on yet again. Super easy to trade 2for1 at least, possibly more. Bonus for mech synergy.
Living Dragonbreath (4/5): 3/4 statline, elemental tag and a positive effect? Me like. Tho the effect might be largely irrelevant most of the time, it can come in handy to make a sneaky play. Will be a cute combo with Frozen Crusher once both sets are in the pool at the same time.
Parachute Brigand (2/5): Can be nice with other Pirates, obviously. Otherwise 2/2 for 2 is not great.
Rain of Fire (2/5): It is still an aoe, dont discount that, but WL has other, better options and damaging your board might not be worth it, tho damaging your hero might. This card can shine in some drafts actually.
Scalerider (4/5): Obviously draft dependent, but with the amount of dragons coming in, this should be a premium card. Basically Fire Plume Phoenix for 1 less mana.
Shrubadier (3/5): Good 2-drop and possible Treant synergy. Good card.
Sky Raider (4/5): Ok enough 1-drop that generates a card. Yup, me like! Especially with cards like Hoard Pillager in the mix.
Squallhunter (5/5): Not a 4mana 7/7, but still amazing. Well above average stats, Spell Damage that can matter and a dragon tag. Yes, overload sucks, but id take that penalty any day for what im getting.
Strength in Numbers (4/5): This is actually a decent quest that you can complete in few turns by doing what you were going to do anyway.
Surging Tempest (3/5): Another member of the 1-drop family with a 1/3 statline. Nothing too OP, but just a decent card you will not be sad to "have to" pick it.
Tasty Flyfish (3/5): Seems like a pretty good card, obviously draft dependent, but should find a target most of the time.
Whispers of EVIL (4/5): Pretty good card. Can have its use in any stage of the game and can give you options based on the Lackey you get. Lackeys are always good.
Wing Commander (3/5): Should be a decent 4-drop, you are most likely have to have some dragons, so it should be at least Chillwind Yeti on average. One problem i have with this card is telegraphing to your opponents you have dragons and how many.
And that is it folks! Reveal season is over. Few more days before we can get into the action with new cards! Cant wait!
Goru the Mightree (4/5): The ability is probably going to be irrelevant, but it is a great taunt for the cost.
Embiggen (3/5): I really dont know how to evaluate this, so i will go with neutral rating right now. I think it will end up being rather strong, since you dont sacrifice any tempo playing the buff and when you do play those buffed minions, even with increased cost, you are probably playing at least vanilla or better stats for the final cost. And having beefed up minions for the rest of the game seems like a very strong effect on paper. Guess we'll see.
Wyrmrest Purifier (2/5): Interesting effect, some classes will probably like this more than others. That being said, usually, most decks consist of a lot of neutral cards, but neutral cards you do want to have. While class cards could be better, they could be worse. I guess it will depend on your draft a lot, if you dont have a cohesive strategy with your deck, you can just flip a coin and maybe get something better, but for now, it seems like this can be just another Renounce Darkness. I dont know.
Cobalt Spellkin (5/5): Card generator with passable stats. And ofc a dragon tag. Yup, preeeetty good.
Treenforcements (4/5): Great card, premium 1-drop with added versatility. There also seem to be more and more treant synergy, so that will matter more and more going forward.
Bronze Explorer (5/5): Not a 3-drop, lets get that out of the way. Other than that, premium card, great value generator and some healing in one.
EVIL Quartermaster (4/5): Lackeys are great, they provide decent advanage. The card itself has pretty bad stats, but at least it gives some Armor in return. All in all good card, tho you probably dont want to play it as your 3-drop.
Platebreaker (3/5): The ability will be largely irrelevant in arena, most armor gain cards are not great arena cards and armor classes usually have weapons so they dont keep much armor anyway. Stacking up armor is not a thing in arena, not usually. So this card is just an ok 5-drop for the stats.
It is interesting the kind of controversial effects they introduce this xpac. First stealing a weapon, now destroying ALL armor. Both have been requested by community, but also found pretty busted and unfun to play against whenever someone made that as custom effect. Interesting indeed.
Mindflayer Kaahrj (5/5): Absolutely ridiculous. An ok 3-drop on its own that can spawn another minion via its Deathrattle. Scales great into late game too. I guess the only downside is the "new copy", which probably implies that it will not retain any buffs. Good thing is, you can target a 6/1 Boulderfist Ogre and spawn it with full Health tho!
Stormhammer (4/5): Obviously draft dependent, but there will be a lot of dragons in the pool. This card actually looks kinda scary, since if you lose a dragon, you can just wait till you play another one before you start swinging again. There is a comparison to be made with Eaglehorn Bow and i think this has a bigger potential to get more mileage in arena than the Bow, since you dont generally want to pick Secrets nor waste time to play them. Dragons on the other hand, you do want.
Tentacled Menace (3/5): You will probably pick this card for the stats and be happy with it. The heavier your deck is (which it shouldnt be), the more chance is you get a benefit from it, tho your opponent will most likely be trying for a lighter deck as well, so in the end, the effect shouldnt harm you too much on average. You can even use this to get some information about the card your opponent drew. The worst part is, your opponent gets a card too. Giving anything to your opponent is not great. At least you are not sacrificing any tempo to do so.
Depth Charge (1/5): This really is a poor man's Doomsayer. Deals less damage (technically), has lower survivability; the lower cost dost not save it at all. It can work sometimes, same as Doomsayer, but would be very rare to get it go off, let alone to clear a board with it. I mean it would be perfectly fine to trade for a 2-drop with this, but if you dont get it early, it will most likely become a dead card for the rest of the game. I guess 1 mana "heal 5 to your hero" is also a card, but one that no one drafts.
Chronobreaker (5/5): Another insanely strong dragon. And ofc it is in priest. God, this card will be absolutely disgusting. It already makes me sick. What do you not want to do vs priest? Play slow. What does this card forces you to do? Trade your board off. Disgusting. You'll probably see it a bunch, not only from drafts but via discover effects too. ugh
This is what i wrote about Wax Dragons when Goliath didnt know how to introduce them :D
Quote From Sinti
Every little Kobold on their 10th birthday has to take their first and only bath in life. This is the time, when they gather all of their ear wax and make an offering to their King. In exchange, they receive their first pick axe and can select their adult name. Each generation, one Kobold is selected who molds Waxadred from the ear wax that all the youngsters donated and bounds his soul with Waxadred, giving it life. As Waxadred, he then protects the new generation of Kobolds from all evils, making sure that the new generation will come to pass. And so the cycle continues.
Frizz Kindleroost (4/5): Good stats for a 4-drop and pretty decent effect. Tho the effect might not ever matter, so if there are more impactful legendaries as other two options, you might want to pick those.
Averaging a legendary per 18,5 packs is not the best outcome? Greedy greedy :D
Descent of Dragons is Hearthstone's 13th expansion and is set to release on December 10, 2019.
Drafting Pool
"Free" Arena Ticket
Players who have an active Arena run when expansion launches will have their current run retired and will receive an Arena Ticket as compensation (plus any reward for current number of wins for that run).
Friendly Neighborhood Gladiator: if you do plan on leaving your run at 0-0, you might as well start two games and concede to two players, getting some positive karma :) You will get the identical rewards for 0-0 and 0-2 score.
Q: When should I start my run to receive a free Arena Ticket for a retired run?
A: Ideally several hours before the expansion launch, arena entries are generally closed few hours prior.
Q: Do Arena Tickets stack?
A: Yes. (proof)
Q: Do Arena Tickets expire?
A: No.
Q: Where are my rewards for the retired run? I opened my arena rewards but didn't get any pack or gold/dust.
A: This is a known bug, arena rewards are actually awarded to you once you finish your last arena game, before you open up the reward boxes. When an arena reset happens, it gets even more confusing because this happens on log in; sometimes you have to restart the game.
People often see (1) pack in their inventory, don't think much about it, open it and then go collect arena rewards only to find out they didn't get anything. But the fact is, that (1) pack on log in was actually the one from the retired arena run. Same with gold/dust, it was already added to your account even before you opened the arena rewards. You didn't lose anything.
Yeah, the 1 damage to your hero might actually push this card to be very playable, since warlock has many synergies with damaging himself.
- NEW CARDS -
1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent
L
Galakrond, the Tempest (x/5): not draftable in Arena.
Murozond the Infinite (5/5): I hate priests in arena. They always beating you with cards from your own deck, often times before you even get to play them yourself. Just an overall shitty feeling. While this is not the case exactly, it still is a great threat that looms over you every turn. And dont think just cause it is a legendary, you wont encounter it that often. One word: Discover!
E
Blowtorch Saboteur (4/5): 3/4 3-drop with a positive effect, yes please! While the 1 mana increase on HP might seem insignificant and it might be true later in the game, if you can play this on curve, especially vs ping classes, chances are you will force them to waste one of their early turns to play out the 3-cost HP giving you basically a free turn or letting you get better trades without pinging your guys.
Dark Skies (1/5): At first i thought it was "deal damage to a minion", not random. That would actually be fair and cool. As it stands, its unplayable.
Dragon's Pack (x/5): not draftable in Arena.
Grizzled Wizard (3/5): Good 2-drop with a potential upside. Better in classes like warrior where you can utilize your opponent's hero power against him. Gets better in late game too, since you can use both hero powers in a turn if you dont have anything else to do leaving your opponent with none for their turn.
Lightforged Crusader (3/5): In 99% cases, this will be War Golem. If you can get into the very late game tho, you might be able to generate some extra value with this. Unlikely to happen tho, chances are you would need to play it for tempo before that happens anyway, but ok stats with an potential upside is never bad.
Mana Giant (4/5): Actually not a bad card for arena, 8/8 for 8 is already ok and decreasing its cost shouldnt be too hard. Obviously draft dependant, but with all the discover effects flying around (among other things), it shouldnt be too much of a problem.
Ramming Speed (5/5): One-time use of Supercollider. While that card was beyond broken cause without weapon removal, it basically almost negated your opponent's ability to get on the board, this is still strong enough. You can set up the trade and get great value for 3 mana.
Rolling Fireball (5/5): Flame Lance that dose not waste any excess damage. Sounds good to me!
Skyfin (3/5): Draft dependent, cant really be played without the battlecry, but if you can trigger it, it will provide great value.
R
Aeroponics (2/5): You need just one treant to make this an Arcane Intellect, but that still might be a tall order. Card draw is card draw tho.
Corrupt Elementalist (x/5): not draftable in Arena.
Dragonmaw Poacher (5/5). Ouch. This card will, just by sheer existance, make playing early dragons a huge risk. You thought Dragonslayer gave a lot of tempo? Try 8/8 crushing into your Bronze Explorer on curve. You might as well concede right there. We'll see how often this card appears in the draft, but you should pick it over probably anything.
Elemental Allies (1/5): Super draft dependent, even drafts with relatively plenty elementals sometimes have a problem activating their synergies, this needs you to still have at least two after you play it and dont break the chain. Not to mention you might not even have enough spells in your deck (left) to benefit from this. Can work in some drafts, especially when arena drafting pool will be more focused on sets with elementals, but other than that this is a big no.
Faceless Corruptor (5/5): So you know how Quest Druid gets carried by [Hearthstone Card (oassis surger) Not Found]s? How about if every class could just do that too? Yikes!
Hoard Pillager (2/5): This card is obviously only good in weapon classes and you have to have played and destroeyed one of your weapons already, but the value it can provide is huge. Definitely a great card for warrior for example. Rogues could probably make a decent tempo turn out of this as well, essentially making it a 2 mana 4/2.
Lightforged Zealot (1/5): This is just not going to happen. It might in very late game, but with such a shitty stats, you cant play it without the battlecry and keeping a dead card in your hand for a situation that might never come, just skip this one.
Ritual Chopper (x/5): not draftable in Arena.
Sky Claw (3/5): Technically a 5/4 worth of stats for 3 mana, but with a very weak distribution. Its not the worst card for its cost and token decks will appretiate it, but nothing to write home about.
Skybarge (3/5): Ship's cannon finally got its Mech tag lol! Decent stats for a 3-drop, better in arena rotation with more pirates, obviously; or mechs (what about both? xaxa). Good card that can have an insane synergy in right deck.
Storm's Wrath (5/5): Literally reverse powercreep on [Hearthstone Card (mark of lotus) Not Found], but in Shaman it is obviously stronger, since the hero power can provide bodies out of thin air. Should find a very nice use in most shaman decks and any token buffer is always nice to have.
Utgarde Grapplesniper (1/5): Way too risky. I mean why would you risk losing a game by summoning a big dragon for your opponent? Ofc it might not happen, but it might. Just dont.
C
Awaken! (x/5): not draftable in Arena.
Big Ol' Whelp (5/5): Azure Drake got a little thicc over the years :) Pretty much auto-pick in most scenarios.
Blazing Battlemage (4/5): Premium stats on a 1-drop. [Hearthstone Card (Misstress of Mixtures) Not Found] was picked for stats most of the time regardless of the benefit for your opponent (even tho sometimes you liked your heal too, obviously). This will perform about as good, better even for decks that can curve out from T1.
Bloodsail Flybooter (3/5): Ok 1-drop, generates some tokens for Combo activators and other possibilities.
Disciple of Galakrond (x/5): not draftable in Arena.
Evasive Chimaera (4/5): Pit Snake that has a much higher chance to survive vs ping classes and actually kill something. Will often trade up too unless there are tokens. Great card.
Evasive Feywing (5/5): Elusive dragon with good aggressive statline. Great card. Potential to trade 2for1 more often than not.
Evasive Wyrm (5/5): Insanely strong card, that has a high potential to trade 2for1. Similar to Argent Commander, but cant go face right away, which trades for better stats and Elusive effect, not to mention dragon tag. A lot better deal for arena.
Fire Hawk (3/5): It is basically a Goblin Sapper, if you can get it down in the right time and it keeps the buff. Later on, it might whiff, if you get into a topdeck war. Elemental tag gives it added value for some drafts.
Goboglide Tech (3/5): Ok 3-drop that can become super good, if you controll a mech. Draft dependent for sure.
Grave Rune (5/5): Yes, you need to have a minion up first, but this card will be such a broken BS. Just you wait, you will cry. While you dont get the great body of Carnivorous Cube, in exchange you get to pop the deathrattle right away, if you play it on a minion that you want to trade away, providing immetiate value and avoding the chance to get the Cube silenced/transformed.
Gyrocopter (5/5): Poor Windfury Harpy, she gets shit on yet again. Super easy to trade 2for1 at least, possibly more. Bonus for mech synergy.
Hippogryph (4/5): Good taunt with a bonus. Powercreeped Stegodon stuck in a human form.
Invocation of Frost (x/5): not draftable in Arena.
Living Dragonbreath (4/5): 3/4 statline, elemental tag and a positive effect? Me like. Tho the effect might be largely irrelevant most of the time, it can come in handy to make a sneaky play. Will be a cute combo with Frozen Crusher once both sets are in the pool at the same time.
Parachute Brigand (2/5): Can be nice with other Pirates, obviously. Otherwise 2/2 for 2 is not great.
Rain of Fire (2/5): It is still an aoe, dont discount that, but WL has other, better options and damaging your board might not be worth it, tho damaging your hero might. This card can shine in some drafts actually.
Scalerider (4/5): Obviously draft dependent, but with the amount of dragons coming in, this should be a premium card. Basically Fire Plume Phoenix for 1 less mana.
Shrubadier (3/5): Good 2-drop and possible Treant synergy. Good card.
Sky Raider (4/5): Ok enough 1-drop that generates a card. Yup, me like! Especially with cards like Hoard Pillager in the mix.
Squallhunter (5/5): Not a 4mana 7/7, but still amazing. Well above average stats, Spell Damage that can matter and a dragon tag. Yes, overload sucks, but id take that penalty any day for what im getting.
Strength in Numbers (4/5): This is actually a decent quest that you can complete in few turns by doing what you were going to do anyway.
Surging Tempest (3/5): Another member of the 1-drop family with a 1/3 statline. Nothing too OP, but just a decent card you will not be sad to "have to" pick it.
Tasty Flyfish (3/5): Seems like a pretty good card, obviously draft dependent, but should find a target most of the time.
Troll Batrider (5/5): Scaled down Bomb Lobber. Still powerful as hell for arena.
Violet Spellwing (3/5): Decent card. Not a Babbling Book, but you wont be too sad to get this.
Whispers of EVIL (4/5): Pretty good card. Can have its use in any stage of the game and can give you options based on the Lackey you get. Lackeys are always good.
Wing Commander (3/5): Should be a decent 4-drop, you are most likely have to have some dragons, so it should be at least Chillwind Yeti on average. One problem i have with this card is telegraphing to your opponents you have dragons and how many.
And that is it folks! Reveal season is over. Few more days before we can get into the action with new cards! Cant wait!
If you think about this, it is literally being portrayed as a meal for dragons in art, name and the effect. PG rating just went up a level ahahah!
Tess does not play out summoned minions battlecries either. Makes sense this wouldnt too.
- NEW CARDS -
1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent
Goru the Mightree (4/5): The ability is probably going to be irrelevant, but it is a great taunt for the cost.
Embiggen (3/5): I really dont know how to evaluate this, so i will go with neutral rating right now. I think it will end up being rather strong, since you dont sacrifice any tempo playing the buff and when you do play those buffed minions, even with increased cost, you are probably playing at least vanilla or better stats for the final cost. And having beefed up minions for the rest of the game seems like a very strong effect on paper. Guess we'll see.
Wyrmrest Purifier (2/5): Interesting effect, some classes will probably like this more than others. That being said, usually, most decks consist of a lot of neutral cards, but neutral cards you do want to have. While class cards could be better, they could be worse. I guess it will depend on your draft a lot, if you dont have a cohesive strategy with your deck, you can just flip a coin and maybe get something better, but for now, it seems like this can be just another Renounce Darkness. I dont know.
Cobalt Spellkin (5/5): Card generator with passable stats. And ofc a dragon tag. Yup, preeeetty good.
Treenforcements (4/5): Great card, premium 1-drop with added versatility. There also seem to be more and more treant synergy, so that will matter more and more going forward.
Bronze Explorer (5/5): Not a 3-drop, lets get that out of the way. Other than that, premium card, great value generator and some healing in one.
EVIL Quartermaster (4/5): Lackeys are great, they provide decent advanage. The card itself has pretty bad stats, but at least it gives some Armor in return. All in all good card, tho you probably dont want to play it as your 3-drop.
Platebreaker (3/5): The ability will be largely irrelevant in arena, most armor gain cards are not great arena cards and armor classes usually have weapons so they dont keep much armor anyway. Stacking up armor is not a thing in arena, not usually. So this card is just an ok 5-drop for the stats.
I ... dont ... like that.
I did. It was time to move to somethin HS related 😎
LoR failed me since Cait hasent been added yet 😢
It is interesting the kind of controversial effects they introduce this xpac. First stealing a weapon, now destroying ALL armor. Both have been requested by community, but also found pretty busted and unfun to play against whenever someone made that as custom effect. Interesting indeed.
Nice target for Dragonrider Talritha for sure.
Thats actually a fair comparison. I think i will bump my rating.
- NEW CARDS -
1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent
Mindflayer Kaahrj (5/5): Absolutely ridiculous. An ok 3-drop on its own that can spawn another minion via its Deathrattle. Scales great into late game too. I guess the only downside is the "new copy", which probably implies that it will not retain any buffs. Good thing is, you can target a 6/1 Boulderfist Ogre and spawn it with full Health tho!
Stormhammer (4/5): Obviously draft dependent, but there will be a lot of dragons in the pool. This card actually looks kinda scary, since if you lose a dragon, you can just wait till you play another one before you start swinging again. There is a comparison to be made with Eaglehorn Bow and i think this has a bigger potential to get more mileage in arena than the Bow, since you dont generally want to pick Secrets nor waste time to play them. Dragons on the other hand, you do want.
Tentacled Menace (3/5): You will probably pick this card for the stats and be happy with it. The heavier your deck is (which it shouldnt be), the more chance is you get a benefit from it, tho your opponent will most likely be trying for a lighter deck as well, so in the end, the effect shouldnt harm you too much on average. You can even use this to get some information about the card your opponent drew. The worst part is, your opponent gets a card too. Giving anything to your opponent is not great. At least you are not sacrificing any tempo to do so.
Depth Charge (1/5): This really is a poor man's Doomsayer. Deals less damage (technically), has lower survivability; the lower cost dost not save it at all. It can work sometimes, same as Doomsayer, but would be very rare to get it go off, let alone to clear a board with it. I mean it would be perfectly fine to trade for a 2-drop with this, but if you dont get it early, it will most likely become a dead card for the rest of the game. I guess 1 mana "heal 5 to your hero" is also a card, but one that no one drafts.
Chronobreaker (5/5): Another insanely strong dragon. And ofc it is in priest. God, this card will be absolutely disgusting. It already makes me sick. What do you not want to do vs priest? Play slow. What does this card forces you to do? Trade your board off. Disgusting. You'll probably see it a bunch, not only from drafts but via discover effects too. ugh
They obviously have to be better. If they weren't, something would be very very wrong :D
That cat knows she's the boss :d
I was going to make that joke, but then realized how many other 3 mana 3/2 weapons there are :o
This is what i wrote about Wax Dragons when Goliath didnt know how to introduce them :D
The End!
I think wl has way better ways to clear the board than with a Treachery combo 🤣 but it is the thought that counts 👍
You should have kept the name :D
- NEW CARD -
1=Terrible, 2=Poor, 3=Average, 4=Good, 5=Excellent
Frizz Kindleroost (4/5): Good stats for a 4-drop and pretty decent effect. Tho the effect might not ever matter, so if there are more impactful legendaries as other two options, you might want to pick those.