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.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
#1 Arena Player in North America Aug'18
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Heartharena tier score contributor
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!
Sky Gen'ral Kragg - 1 - Like Grand Lackey Erkh, this will only be draftable if you're at the end of your draft and you've ended up with the support for it.
Arcane Amplifier - 5 - Solid stats with a powerful ability as a common, and multiple copies on board will stack the damage you can do with your HP. All topped off with elemental synergy. Really strong card.
Eye of the Storm - 5 - 15/18 for 10 mana at a time in the game when overloading 3 is largely insignificant. Another common card that should be easy to get in every Shaman draft. Yikes!
Rising Winds - 5 - Great for it's versatility and the twinspell makes it incredible.
The Fist of Ra-den (3): While there is a lot smaller chance that this will get Ooze'd than in constructed, there is also a smaller chance you will get (good) enough spells to get mileage from this. Not only do you not get that many spells in an arena deck, plenty of shaman spells you dont want. Not to mention that shaman spells are relatively low cost because of Overload. Obviously Eye of the Storm is a dream scenario, that can happen, but i think at least for arena, this card might look better than it is.
Escaped Manasaber (4): Good 4-drop with Stealth, that alone is pretty nice. The ability is certainly a cool one, can help you accelerate your mana curve, which can help you get on top. Nothing you cant do without, but it is a nice card for sure.
The Fist of Ra-den - 2 - Another entry in the "only draftable late" category. It's a tremendously powerful ability but spells are not always easy to come by when drafting.
Escaped Manasaber - 4 - Very good card that is even better for the classes that can take advantage of the beast tag. It guarantees the extra crystal so it's solid stats and a quick advantage that will be awesome if you can get it early.
Grand Lackey Erkh (1) - Current lackey pool is weak. This card just doesn't have enough support.
Air Raid (3) - Fine card that offers some flexibility and late game double taunts can create some game winning situations.
Winged Guardian (5) - Unbelievable card. Druid gets another powerhouse. On par or better then Wrapped Golem.
Aeon Reaver (5) - Single target Light Bomb with a 4/4. Seems insane to me.
Sky Gen'ral Kragg (1) - Generally terrible, however can find some value in drafts with Sanctuary or cards that can generate random Quests.
Arcane Amplifier (5) - Really strong card that demands an answer. 5 HP on turn 3 is hard to deal with. This thing will probably be a nightmare to deal with.
Eye of the Storm (5) - Seems good enough. I'm wary of high cost cards in Shaman and this overload your next turn down to 7 mana makes it hard to drop consecutive bombs. However, 3x 6 HP taunts is hard to deal with, and impending 15 face damage surely can't be ignored. In another class this might be better, but in Shaman i'm unsure.
Rising Winds (4) - Solid card, but is it a premium ? I don't think so. It has flexibility but it's impact is small.
The Fist of Ra-den (2) - Most shaman spells are small + overload, not many are high costed to maximize value from this weapon. It's slow and hard to combo together with a spell right away.
Escaped Manasaber (4) - Fine stats and drop. Mana ramp is a nice touch, but not often will you be able to benefit full from it. Late game 3/5 stealth no text.
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