Galakrond's Awakening is Hearthstone's newest Solo Adventure and is set to release on January 21, 2020.
The card pool for drafting will (most likely) stay the same and adds Galakrond's Awakening:
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how Arena Mods at Out of Cards rated the cards revealed so far!
You can read everyones detailed card evaluation by clicking on their pictures.
Below you will find links for all of the cards that have been revealed so far.
This is a work in progress!
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* = non-draftable cards
Chaos Gazer - 4 - I love a good Floating Eye of Death. Excellent aggressive stats and the disruption of burning a card or forcing a sub-optimal play make this a great choice in drafts.
Dark Prophecy - 4 - There are a ton of 2 cost minions so this particular discover effect isn't as bulletproof as most but it's still quite good. Very likely you'll get a 3 drop stat for 2 mana and could highroll into some great tempo turns. It could even bail you out with a Doomsayer.
Shotbot - 4 - Good stats, mech syergy, and a nice addition for a class that loves to make something stick for a buff.
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With new Adventure content upon us, here are the new revealed cards so far, that we are getting! Hero Cards will not be draftable in Arena, so the one legendary revealed so far is a non-factor for us in that regard, but the three other cards look very promising. What are your thoughts?
5=Excellent, 4=Good, 3=Average, 2=Poor, 1=Terrible
Grand Lackey Erkh (1): This card is not only draft dependent, but also card pool dependent, if there are no Lackey generators, this does nothing. It can get insane and carry you, but you have to get a pretty lucky draft in a proper setting.
Air Raid (3): pretty decent card overall for the value it provides, nothing too flashy, but you wont be sad to have to pick this.
Winged Guardian (5): Ok, we have a new powerhouse on the horizon, a bog creeper with a beast tag, that cant be targeted by spells or hero powers and spawns another 6/1 elusive taunt. Holy cow. Evasive Drakonid was almost game over when droped in a situation where you were just a bit ahead. This will be a GG on the spot, if your opponent does not have a board.
Aeon Reaver (5): Big removal with a decent body attached to it, this card is very good, even if it does not kill a minion outright, it is going perform as Cloud Prince without the trigger condition most of the time at least.
Winged Guardian - 5 - Because a turn 6 Emerald Explorer really needs backup. :D Sick card with the Reborn and Evasive mechanics.
Aeon Reaver - 4 - Will act as removal that leaves a body behind, similar to Vilespine Slayer but you'll need to massage the stats since it's not an outright removal.
Grand Lackey Erkh - 1 - Only draftable at the end of a draft where you've already secured lots of lackey support.
Air Raid - 4 - Solid face protection. Twinspell makes it a really good card and there's some dude synergy to be found in the current rotation. Makes me realize how old I am when Air Raid ALWAYS triggers Parker Posey in my head.
I am still in my lazy/study phase, but I will try to review some cards in the future, since this is a nice, small set. I will say though that Winged Guardian is a pure beast (pun not intended). It feels a bit weird to see Bog Creeper get powercreeped like this, but seriously, we already learned that ''cannot be targeted by spells'' is a pretty big deal, and the fact it leaves a 6/1 body with taunt that also can't be targeted is just insane. This will be a nightmare in arena.
Sky Gen'ral Kragg (1): Im honestly not sure, if he will even be in the pool, but the wording suggests that it should work with Sidequests, so maybe? It would give you incentive to actually pick some of the Sidequests, since then this would be a pretty good play, but other than that, horrible.
Arcane Amplifier (5): Amazing card, busted even. Decent stats to stick around and making your hero power deal 3 damage is pretty insane. If you can get it to stay for more than a turn, this can snowball very quickly into an insane card advantage, or even a win. Note the wording, multiple stack!
Eye of the Storm (5): Very costly, but a huge hammer drop. Such a taunt wall will not be easy to get through and even the best of AOEs will have problems clearing this up. This card will easily trade for multiple cards from your opponent or just solidifies your board position. This one is quite scary.
Rising Winds (5): Great, versatile card. Play a 2-drop if you need it, or just cycle it for another card, if you dont. Twice!
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