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sinti

Senior Writer
Joined 10/20/2018 Achieve Points 2080 Posts 2807

sinti's Comments

  • Looking at the revealed minions so far, the Dragons will once again reign supreme in arena and dragon synergy will be a strong one. But even just the new "Discover a dragon" theme gives powerful tools via pretty strong card generators. And some of the new dragons, for example Emerald Explorer, Evasive Drakonid or Twin Tyrant especially, will be a super powerful cards in arena.

    And with influx of new dragons, some old heavy hitters will probably punch you in a gut very often, since there will be plenty of triggers. How about Crowd Roaster, Book Wyrm or Blackwing Corruptor? Yuck!

    Oh and my personal nemesis - Netherspite Historian. I guess i wont no longer be able to be mad about ppl actually drafting this, since dragons will be plentiful.

    I guess the only consolation is, Drakonid Operative isnt going to be around ... this time.

  • Welcome to our Descent of Dragons Arena Impact Thread!

    We will again evaluate and go over each card to give you an insight about how we think it might do in the Arena environment. Feel free to join us and share your thoughts on the cards!


    So far we are unsure if Galakrond and Invoke minions, as well as Sidequests, will be draftable in arena.

    My personal opinion is that Galakrond and Invoke minions will get the C'thun + C'thun followers treatment, meaning these will in fact not be in the drafting pool at all.

    Both revealed Sidequests seem like they shouldnt be impossible to complete in arena, Hunter one having a lot easier requirement tho. And with them not being treated as "unique", since you can have more than one copy of them in the deck, so possibly even more than two in arena, i'd wager these will be regular spells in the pool. But we shall see.

  • Yes, we get it Blizzard. Galakrond is intended for Miracle decks. You dont need to be this obvious haha :P

  • Well, she wasnt part of any actual pre-order, but rather part of a special promotion for Twitch. So i dont think we will see skins from HS pre-orders given to us, let alone for free, anytime soon, if ever.

  • Yes, thats what they're saying :)

  • They always dump like 20-30 unreveald cards after the final reveal stream all at once anyways. So for them to reveal a few extra during Blizzcon is just a great bonus for us, not the opposite.

  • Good luck then!

  • *Important Note: Legendary Quests will automatically replace an existing quest if your quest log is full, so be sure to have an empty spot on these days!

    Guess after finally implementing more deck slots, 4th Quest slot was just too much to ask for. Maybe on 10th anniversary?

  • Quote From DoubleSummon
    Quote From sinti
    Quote From AliRadicali

    I assume the designers were smart enough ...

    Man, thank you. I havent had such a good laugh in a while :)

    But yeah, you need to have Galakrond in your hand, deck or be Galakrond already for Invoke to do anything. Which means discarding it sucks, also getting Invoke cards via random effects sucks, unless you are already playing a Galakrond deck.

    Zoo-ish Galakrond Warlock looks like it could be a thing.

    so the whole galakrond package is absent from arena then.

    I would assume so. C'thun+followers treatment basically would be my guess

  • This card will have so much utility. Small spell cycle, midgame tempo play, combos with Khadgar etc. I think this might end up being a very underrated card that will take many ppl by surprise how powerful it will end up being.

  • Quote From AliRadicali

    I assume the designers were smart enough ...

    Man, thank you. I havent had such a good laugh in a while :)

    But yeah, you need to have Galakrond in your hand, deck or be Galakrond already for Invoke to do anything. Which means discarding it sucks, also getting Invoke cards via random effects sucks, unless you are already playing a Galakrond deck.

    Zoo-ish Galakrond Warlock looks like it could be a thing.

  • Cant wait for the Trollden videos where ppl drop it and it kills off their own board :D You know its gonna happen :D

  • Mass Dispel + Mass Hysteria = Mass Concede :D (or less fun, Plague of Death)

  • DoD Sinti's Rankings

    Legendary
    • Ancharrr (2/5): Great if you have Pirates, not so much without. Not much else to say, still a weapon i guess, so that is always something.
    • Bandersmosh (5/5): Stats are good for the cost and gettin a random legendary in the process is pretty good. Can get access to something you should not have and on T5 no less. This card could easilly snowball.
    • Chenvaala (3/5): Not the worse stats for a 3-drop and has a positive effect plus an elemental tag. It would probably depend on what you already drafted to see value in this. Doubt you will in an average game play 3 spells in a turn, especially early. I guess it could have potential in the late game, where you would have mana to drop this and play some spells, but it just feels too inconsistent in theory.
    • Deathwing, Mad Aspect (5/5): Most likely a full board clear, potentially can leave a body behind. Do keep in mind it attacks ALL minions. That means your minions as well!
    • Dragonbane (4/5): Decent 4-drop with an upside. Mech tag can be relevant and ability that can snowball, if left unchecked.
    • Dragonqueen Alexstrasza (3/5): I almost want to say its worth drafting a highlander deck for this, but then again, with so many discover a dragon cards this expansion and all the other strong cards, probably not. What is going to happen instead, because this is a neutral legendary, it will come from those discover effects and it will crush dreams. Probably still ok to draft for the offchance you can trigger the battlecry, would depend on the other choices in any given time. 9 mana 8/8 dragon … you can do worse.
    • Dragonrider Talritha (4/5): Looks like a pretty good card, if you have any amount of dragons. 3/3 for 3 is ok and it has effect that can do some work.
    • Flik Skyshiv (5/5): Assassinate on a stick. Literally. Very good value and in arena, it could potentially hit multiple minions. Just be sure you are not sniping your own. The battlecry does not discriminate :)
    • 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.
    • Galakrond, the Nightmare (x/5): Not draftable in Arena.
    • Galakrond, the Tempest (x/5): not draftable in Arena.
    • Galakrond, the Unbreakable (x/5): Not draftable in Arena.
    • Galakrond, the Unspeakable (x/5): Not draftable in Arena.
    • Galakrond, the Wretched (x/5): Not draftable in Arena.
    • Goru the Mightree (4/5): The ability is probably going to be irrelevant, but it is a great taunt for the cost.
    • Kronx Dragonhoof (x/5): Not draftable in Arena.
    • Malygos, Aspect of Magic (5/5): Decent body for the cost i guess, tho shitty stat distribution. But powerful ability.
    • 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!
    • 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!
    • Nithogg (4/5): Can provide nice value, but you need to be in a winning position, since the eggs can be killed off for no benefit by your opponent. I guess the worst case scenario, this is a Shieldmaiden with dragon tag, not a bad deal actually.
    • Nozdormu the Timeless (4/5): I actually think this is a very good card for arena, but as a cheap 8/8 in the late game, not as a 4-drop. You shouldnt try to draft a heavy deck and try to play this on T4, you will probably lose 3 times in a row. Just treat it like a Sea Giant or something. You get a cheap 8/8 to tempo out later.
    • Sathrovarr (4/5): Pretty strong win more card. It does require a setup, but can do a lot for you.
    • Shu'ma (3/5): It is not the best card in the world, but it is a board swarm. I mean there are worse legendaries. If left unchecked, it can actually become quite a nuisance and provide you with free damage to trade into enemy minions each turn.
    • Valdris Felgorge (5/5): The hand size will likely not matter for Arena, but essentially playing Sprint while developing a board? Hell yes!
    • Veranus (5/5): Good stats, dragon tag and a pretty powerful effect that can help you trade up. Obvious combo with Unleash the Hounds, but thats just beginning.
    • Waxadred (5/5): Very good 5-drop that can return for free in the future. Yup, me like. Not to mention the dragon tag.
    • Ysera, Unleashed (5/5): I cant believe they made an even slower version of Ysera, but here we go! Still, it is a pretty powerful effect and 7 cards shuffled means there is a good chance you will benefit from it quite fast on average. It should create a kind of clock on your opponent in which he needs to kill you or be in a very commanding position to not die to this ability.
    • Zzeraku the Warped (4/5): Big dragon that can become a win condition. Basically giving your Hero Power the Jaraxxus HP on top. It is a very slow play and you need to have Health to spare, but even just as a body with a dragon tag should be decent. You can obviously play it for 10 mana to get one drake right away.

    Epic
    • 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.
    • Chromatic Egg (1/5): While the effect can be quite powerful, i dont think you can afford to play a 5 mana do nothing card and be in a great position. And if you can, you dont really need the value anyway at that point. Better pick something that can help you in more situations.
    • Cumulo-Maximus (5/5): Superb card, if you can get the effect off. Can help you get a lot of done for 5 mana on turns, where you are overloaded. Obviously draft dependent, but even if you need to play it just for tempo, it is still good. Elemental synergy on top of all that. Amazing card.
    • 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.
    • Dread Raven (4/5): With each 3/4 3-drop we grow more and more accustomed to it being the baseline we strive for. But it is still rare enough to get such a minion, especially with random sets getting in each rotation, so the statline is still quite premium. And it has a positive, albeit rare, effect too. Pretty good card overall.
    • 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.
    • Envoy of Lazul (4/5): I like this card for arena. It gives you some information about your opponent's deck and also what he might or might not be holding in his hand right now. The information could be invaluable. You will probably get a card less often on average with Envoy than you would with its cousin Curious Glimmerroot, but i think the card will be worth it either way.
    • Fate Weaver (x/5): Not draftable in Arena.
    • Scion of Ruin (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.
    • Kobold Stickyfinger (1/5): While i like the card, i dont think it is a good arena card, not to pick it during draft anyway. How many times you actually snipe a weapon with Ooze? Not that often, but it is at least a decent tempo play. This is subpar 5-drop, hell even subpar 4-drop, for the body alone. I would probably pick Nightblade over this if offered. Pirate tag might matter in some drafts to save this.
    • 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.
    • Necrium Apothecary (4/5): Draft dependent, but if it can trigger literally on anything, it is super powerful.
    • 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!
    • Sanctuary (2/5): This is a hard card to evaluate. Obviously there are turns in Arena, where you dont take damage. Probably more so than in Constructed and certainly, it can happen early, so playing this on curve or on T3/T4 while having board advantage can help you tons. But it will pretty much never triggers while you're behind, which is abysmal. I dont know, maybe it will become the next Tar Creeper, but until i see it in play, i have my doubts.
    • Secure the Deck (3/5): Kinda slow to complete, and the reward isnt that amazing, but its removal. You probably wont be too sad to have to draft this card, if it will be the best out of the three options, but at the same time, you will always hope for something better. One of the better Side Quests considering Arena, thats for sure.
    • Skyfin (3/5): Draft dependent, cant really be played without the battlecry, but if you can trigger it, it will provide great value.
    • 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.
    • Toxic Reinforcements (2/5): I would say this card will depend on your draft. Rather easy requirement to get some tokens on the board that will eventually push 6 face damage on your opponent. But you do have to give up the card and if you get it in the late game, waiting 3 turns to finish this and then probably at least extra turn to kill off Leper Gnomes might be way too slow. And playing this early, you dont want to Hero Power early. So yeah, probably just a bad card overall, but it might fit into a smorc deck.
    • Transmogrifier (5/5): Random legendary is a gamble, but chances are, it will be better than the card you would have drawn. This card can actually snowball hard, if you can play it early and your opponent doesnt have an answer. I dont know why, but im getting Cavern Dreamer vibe when looking at this card as to how can the game be decided on T2, if you get lucky enough
    • Umbral Skulker (x/5): Not draftable in Arena.
    • Veiled Worshipper (x/5): Not draftable in Arena.
    • 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.

    Rare
    • 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.
    • Arcane Breath (3/5): Heavilly dependant on the draft, without dragons, it sucks. With them, its amazing.
    • Bad Luck Albatross (5/5): This card is actually sick for arena. Good aggresive stats for a 3-drop and an effect that can basically negate two draws from your opponent. Sure, it will be RNG if your opponent draws the 1/1s, but it is an ability that can help you win the game. Were it a worse statline, i wouldnt be as excited about it, but since you dont sacrifice any tempo for the effect, just amazing.
    • Breath of Dreams (2/5): Pretty good for dragon decks, but without it, it just cycles itself for 2 mana. I dont think you will draft this without already having plenty of dragons.
    • Breath of the Infinite (5/5): Volcanic Potion that can become even better if you have some dragons. Great card.
    • 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
    • Clear the Way (1/5): Way too draft dependant and probably a bit slow. It can shine, if you do draft a few Rush cards, namely stuff like Swarm of Locusts or Desert Spear, but still, inconsistent.
    • Cobalt Spellkin (5/5): Card generator with passable stats. And ofc a dragon tag. Yup, preeeetty good.
    • Corrupt Elementalist (x/5): not draftable in Arena.
    • Crazed Netherwing (5/5): Abyssal Enforcer 2.0. Pretty much. What makes things worse, you can discover this. I dont like this exists.
    • 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.
    • Diving Gryphon (4/5): Assuming you have some other Rush minions in your deck, this is basically a Shadow Bolt that draws you another removal. Damn. If you dont have other Rush minions, this is still a decent removal option that can benefit from Attack buffs and beast synergies.
    • Dragon Breeder (5/5): Decent 2-drop with a pretty powerful effect, granted its conditional, but with how many dragons are going to be flying around, id say it wont be that hard to trigger it.
    • Dragon's Hoard (4/5): Very strong card advantage card, but as with its predecessors (Hallucination, Journey Below), it is anti-tempo, which is not exactly how you want to play as a Rogue. So not always such an obvious auto-pick.
    • Dragonblight Cultist (x/5): Not draftable in Arena.
    • Dragoncaster (2/5): Obviously if you can get some nice value out of the battlecry, it can be a very powerful card. But you need to have a spell you want to play and a dragon in hand. Might be too much to ask for it to provide consistent value in arena, but if you get draft for it, it can swing games hard.
    • 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.
    • Lightning Breath (4/5): Shadow Bolt that can become a mini-Flamestrike, and hitting 3 minions is usually plenty. Super strong card, if you have some dragons.
    • Molten Breath (4/5): Pretty good removal option with a potential bonus.
    • Nether Breath (3/5): Draft dependent. If you can activate it its amazing, if you cant, its still a removal(ish).
    • Phase Stalker (3/5): Good 2-drop with a potential upside. Beast tag is always nice in Hunter. Cool.
    • Righteous Cause (2/5): This is going to be a tricky quest to finish, but it can give your minions soft-taunt, since your opponent will not want to leave you with a board to get the buff. But lets be honest, you dont want paladin to have a single minion anyway so that might be a moot point. I think its just too slow and inconsistent for it to be worth a card. Saving grace is that hero power counts toward it.
    • Ritual Chopper (x/5): not draftable in Arena.
    • Seal Fate (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.
    • Stowaway (1/5): There is a little to no chance that you will shuffle any cards in your deck in arena. First of all, there is not that many cards that can do that and second, even if you were offered such a card, those are generally bad arena cards so you wouldnt draft them anyway.
    • Time Rip (x/5): Not draftable in Arena.
    • 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.
    • 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.
    • Zul'Drak Ritualist (3/5): I want to like this card, it is a pretty huge taunt for the cost, but giving your opponent 3 minions, even if they are 1-drops, can come back to bite you. For the next rotation, there dont seem to be many bad outcomes, worst is probably Injured Kvaldir and Flame Imp, but stuff like Spirit of the Dead, Spirit of the Raptor or Spirit of the Rhino could potentially lose you the game, not even joking. Again, i will have to see this card in play to pass my final judgment, maybe it will win you more games than it loses in the end.

    Common
    • Abyssal Summoner (3/5): Obviously designed to synergize with the new hand size increase mechanic. Chances are that as WL, you will have cards in your hand most of the game and you need "just" 4 to get decent value. All the new discover effect and Lackey spawners help fill your hand too. This should perform relatively well on average i think.
    • Amber Watcher (5/5): Holy crap. Guardian of Kings is crying in a corner. This card is powerful. Great stats, dragon tag and a huge heal.
    • Awaken! (x/5): not draftable in Arena.
    • Azure Explorer (4/5): Originally, i had this card at 3/5, but with more dragons being revealed, even a crappy body like this is worth it to discover the really strong dragons being introduced.
    • 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.
    • 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.
    • Camouflaged Dirigible (3/5): Decent 6-drop with a potentially strong effect. It will become stronger in rotations with more mechs, obviously, but its ok even without the battlecry.
    • Candle Breath (3/5): Worse Sprint without Dragons. Beyond broken with Dragons.
    • Corrosive Breath (5/5): Good (early game) removal. The bonus effect isnt important, but i guess it is nice.
    • Devoted Maniac (x/5): Not draftable in Arena.
    • Disciple of Galakrond (x/5): not draftable in Arena.
    • Dwarven Sharpshooter (5/5): Love child of Steamwheedle Sniper and Candleshot. Dont ask. Super powerful 1-drop with an amazing ability relevant in any stage of the game.
    • Emerald Explorer (5/5): Insane card. Amazing taunt, Dragon tag and provides card advantage. Holy hell.
    • 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 Drakonid (5/5): Super powerful taunt. War Golem is crying in a corner and will probably not get over this, ever.
    • 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.
    • 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.
    • 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.
    • Fiendish Rites (x/5): Not draftable in Arena.
    • 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.
    • Hot Air Balloon (3/5): Not a bad 1-drop. I would probably prefer a flat 1/3 over this, but mech tag might matter and it can keep buffing itself, if left unchecked. Not like a 1-attack minion would be such a threat, but it is going to be annoying and potential buff target.
    • Invocation of Frost (x/5): not draftable in Arena.
    • Learn Draconic (1/5): This one is actually pretty bad for arena. It would be barely playable, if it was just "spend 8 mana", but on spells specifically? Nope.
    • 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.
    • 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.
    • Praise Galakrond! (x/5): Not draftable in Arena.
    • Primordial Explorer (5/5): Very good card. Emperor Cobra that lets you discover a Dragon. Cobra was already a decent minion on its own, this one pushes it to the top.
    • 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.
    • Sand Breath (4/5): Nice little buff that can help your minions survive trades. If you have dragons, this becomes 10x more powerful.
    • 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.
    • Shield of Galakrond (x/5): Not draftable in Arena.
    • 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.
    • Twin Tyrant (5/5): HOLY HELL. Rember Bomb Lobber? How about with Brann effect, 8 more stat points and a dragon tag for just 3 more mana? Yup. This card is gonna make you cry, mark my words. With all the discover a dragon effects, you will see this often. And it will hurt.
    • 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.

  • Neutral

    Dragonqueen Alexstrasza Card Image Frizz Kindleroost Card Image Kronx Dragonhoof Card Image Sathrovarr Card Image Shu'ma Card Image Blowtorch Saboteur Card Image Chromatic Egg Card Image Dread Raven Card Image Grizzled Wizard Card Image Kobold Stickyfinger Card Image Tentacled Menace Card Image Transmogrifier Card Image Skyfin Card Image Wyrmrest Purifier Card Image Bad Luck Albatross Card Image Cobalt Spellkin Card Image Depth Charge Card Image Dragon Breeder Card Image Dragonmaw Poacher Card Image Faceless Corruptor Card Image Hoard Pillager Card Image Utgarde Grapplesniper Card Image Zul'Drak Ritualist Card Image Big Ol' Whelp Card Image Blazing Battlemage Card Image Camouflaged Dirigible Card Image Devoted Maniac Card Image Evasive Chimaera Card Image Evasive Drakonid Card Image Evasive Feywing Card Image Evasive Wyrm Card Image Fire Hawk Card Image Goboglide Tech Card Image Gyrocopter Card Image Hippogryph Card Image Hot Air Balloon Card Image Living Dragonbreath Card Image Parachute Brigand Card Image Platebreaker Card Image Scalerider Card Image Shield of Galakrond Card Image Tasty Flyfish Card Image Troll Batrider Card Image Twin Tyrant Card Image Wing Commander Card Image


    Tokens

    Tentacle Card Image Annihilation Card Image Decimation Card Image Domination Card Image Reanimation Card Image Albatross Card Image

  • Warrior

    Ancharrr Card Image Deathwing, Mad Aspect Card Image Galakrond, the Unbreakable Card Image Ramming Speed Card Image Scion of Ruin Card Image Molten Breath Card Image Ritual Chopper Card Image Skybarge Card Image Awaken! Card Image EVIL Quartermaster Card Image Sky Raider Card Image

  • Warlock

    Galakrond, the Wretched Card Image Valdris Felgorge Card Image Zzeraku the Warped Card Image Dark Skies Card Image Veiled Worshipper Card Image Crazed Netherwing Card Image Dragonblight Cultist Card Image Nether Breath Card Image Abyssal Summoner Card Image Fiendish Rites Card Image Rain of Fire Card Image


    Tokens

    Nether Drake Card Image Abyssal Destroyer Card Image

  • Shaman

    Bandersmosh Card Image Galakrond, the Tempest Card Image Nithogg Card Image Dragon's Pack Card Image Cumulo-Maximus Card Image Corrupt Elementalist Card Image Lightning Breath Card Image Storm's Wrath Card Image Invocation of Frost Card Image Squallhunter Card Image Surging Tempest Card Image


    Tokens

    Storm Egg Card Image Storm Drake Card Image Spirit Wolf Card Image

  • Rogue

    Flik Skyshiv Card Image Galakrond, the Nightmare Card Image Waxadred Card Image Necrium Apothecary Card Image Umbral Skulker Card Image Dragon's Hoard Card Image Seal Fate Card Image Stowaway Card Image Bloodsail Flybooter Card Image Candle Breath Card Image Praise Galakrond! Card Image


    Tokens

    Waxadred's Candle Card Image The Coin Card Image [Hearthstone Card (Pirate) Not Found]

  • Priest

    Galakrond, the Unspeakable Card Image Murozond the Infinite Card Image Mindflayer Kaahrj Card Image Envoy of Lazul Card Image Fate Weaver Card Image Breath of the Infinite Card Image Chronobreaker Card Image Time Rip Card Image Disciple of Galakrond Card Image Grave Rune Card Image Whispers of EVIL Card Image