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.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
5=Excellent, 4=Good, 3=Average, 2=Poor, 1=Terrible
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.
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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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Boompistol Bully (4): Decent stats and an ability that can be pretty annoying for your opponent, having them play suboptimally. Pretty good.
Shadow Sculptor (3): Can be quite powerful, especially if you can combo it with The Coin, but i feel like it might not be as easy to use in Arena, i guess we will have to see. Definitely better in a low curve deck, thats for sure.
Bomb Wrangler (3): This should end up being at least 3/4 combined stats with a 1-4 damage on token's deathrattle. Pretty good deal for a 3 drop, but it does take a while until you get full value off it and the damage distribution might end up being negated. Not a bad card, just not as amazing in the end.
Chopshop Copter (3): Even without the ability, this is a barely passable 3-drop, if you have any mechs, this skyrockets in value.
Cleric of Scales (3): You need dragons and you need spells in your deck, if you have both, this card is insane. But very draft dependant.
Frenzied Felwing (4): Win more card, but an early win more card, pretty easy to get this to 1 mana just by playing a 2-drop and going face. Early tempo is a powerful thing and this can help you get it. Sucks in topdeck mode or when ur behind, but i think the potential to steal games from early turns is good enough to pick this up almost always.
Licensed Adventurer (3): Standard 2-drop with an upside, good. Will make quests suck a bit less, which is nice.
Risky Skipper (3): This card might end up being super busted ... or not, but the potential is there. Problem is, you are damaging your board as well and you pay more cards to do it, but sometimes that can be useful (Bomb Wrangler). I think it will be just a good card overall with relatively good versatility, sometimes all you need is 1 dmg to clear the tokens and then you can trade it off before playing other minions, which is fine for 1 mana card.
Rotnest Drake (5): You need a dragon, obviously, but then it is a free Deadly Shot on top of a 6/5 body. That is preeeeetty good!
Scalelord (5): The stats alone make this an excellent card, not to mention the dragon tag, the ability is just a bonus, that can actually become insane, if you can muster some murloc friends.
Steel Beetle (3): Average 2-drop with some synergy, but to be honest, id rather not get 5 Armor and not tell my opponent i have (or dont have) a 5+ cost spell in my hand, so not sure how much will i be actually picking this. But if you need 2-drops, go ahead.
Animated Avalanche (3): Super draft dependant, in the right arena setting, this card will be one of the strongest in the pool, but not right now. If you can activate it, the card is insane.
Boom Squad (5): Cheap discover card that gives you a huge selection of options to choose from and at the same time supports multiple tribe synergies that you can pick depending on a given situation. Pretty great and versatile card. Not to mention anything that discovers dragons is pretty strong these days.
Explosive Evolution (5): This card will be a gamble, but upping your minion by 3 cost is a huge jump, you can have a 4-drop on T2 for example, but it will be a strong play at any time. Good thing its never a dead draw, you can play a random 4-drop for 4 mana with your hero power too.
Fiendish Servant (3): Above average 1-drop, aggressive statline and transfers at least +2 Attack to another friendly minion, plus a demon synergy. Pretty great.
Fresh Scent (5): Obviously you need to have beasts, but if you do, this card is beyond insane. Extra Arms were reverted back to 3 mana, just cause how strong the card was. This is exactly that for beasts. At worse, this is a Blessing of Kings for beasts, but so much better, if you can land it on an early drop and carry the momentum.
Hailbringer (3): Assuming the tokens just have the Water Elemental text, this is a pretty decent card overall, swarms the board with annoying tokens that will not only eat an attack, but negate another attack from the same minion, slowing the opponents board progress. It will be pretty annoying card to deal with, especially for non-ping classes, and even then, Druid and Rogue will have to skip their next hero attack. It will be soooooo annyoing for a weapon class to lock them down with a 1/1 weenie :D
Skydiving Instructor (1): Even if you have 1-drops, this isnt that amazing, i mean it pulls a bad draw out of your deck, which is nice, but still. And if you dont have 1-drops, this is abysmal.
Skyvateer (2): This card will be pretty good in regular pirate decks, but for arena this is kinda meh, i mean it has potential to do all kinds of stuff and it cycles itself, but honestly? Id rather have Novice Engineer in its place.
Twisted Knowledge (5): You get two cards for 1 and for just 2 mana. Yes, it can give you crap, but more often than not you will be able to get some powerful cards. Superb value card for its cost.
Waxmancy (5): Its literally as if this card transformed into a battlecry minion and you can play it instead, but better, since you get to choose from 3 options. A discover card that is not anti-tempo? Hell yeah.
And that does it for Glakrond's Awakening. What do you think about the cards for Arena?:)
I'm still not ready for reviews, but promise I will be for the next expansion. I think it's really nice we got some fresh new cards to play with, hope they will do more expansion/adventure mix-up in the future.
And methinks you overrated Fresh Scent ;).
Boompistol Bully (4) - Fine card, not as good as Loatheb, but still playable.
Shadow Sculptor (2) - Inefficient card draw in Arena. Miracle plays with Coin or other small token cards is the dream, otherwise you're probably drawing 1 card which makes this horrible.
Bomb Wrangler (2) - Better then a Harvest Golem. The Kaboom bot is stronger then a 2/1 and can create issues. Not sure if this is better then a generic 3 mana 3/4 but it's in that range.
Chopshop Copter (3) - Not many mechs in the pool right now which brings this card down a bit.
Cleric of Scales (3) - Worse Netherspite Historian and Shadow Visions ? Somewhere around there.
Frenzied Felwing (4) - Getting this card down early makes your first couple turns really strong. Easy trigger for a discount, often free.
Licensed Adventurer (3) - Generic 2 drop with some upside potentially.
Risky Skipper (3) - Better/worse then Wild Pyromancer, will depend on the situation.
Rotnest Drake (5) - Card is insane, slightly worse then Crazed Netherwing.
Scalelord (4) - It's a Dragon Pit Fighter, rarely better.
Steel Beetle (3) - Worse then Plated Beetle. Still a 2 drop beast, so it still holds value for Druids and Hunters.
Animated Avalanche (3) - Not much Elemental support right now in the pool, but this card is comparable to Blazecaller in terms of value.
Boom Squad (4) - Good flexible card for Warrior, maybe a bit too many options so the range of quality can be high. Dragons and Lackeys will produce good results most likely, while the mechs can be weak.
Explosive Evolution (3) - On average looking at +2/+2 unless you are healing a minion. Average outcome card with the chance to high roll.
Fiendish Servant (3) - Fine 1 drop Demon for Zoolock builds. Worse then Young Priestess.
Fresh Scent (3) - Weak beast pool, but Hunter is the right class for this card. Dire Frenzy never excited anyone, this is slightly better, but not going to light the world on fire.
Hailbringer (5) - Easily one of the best 5 drops in the game. The stats are great, and the shards ability can win games.
Skydiving Instructor (2) - Worse then Razorfen Hunter most likely. Thins your deck, but still pretty bad.
Skyvateer (4) - Good minion with the poison activators. Stealth can work with Cold Blood. Similar to Loot Hoarder. Cycles are always good for Rogue.
Twisted Knowledge (5) - One of the most efficient card generators ever. Being in Warlock keeps this cards power level in check.
Waxmancy (3) - Blazing invocation never performed well in Shaman, and I don't expect this to either. The Battlecry pool is too large to be consistent.
Boompistol Bully - 4 - Disruptive cards are solid and battlecry cards are common.
Shadow Sculptor - 2 - Card draw is always great... until now. :D This is just too costly and conditional.
Bomb Wrangler - 4 - Even one Boom Bot will be worth the potential tempo loss of a 2/3 for 3. Warrior has enough tricks to take advantage of this and great mech synergy, as well.
Chopshop Copter - 3 - Good stats and ability but the heavy reliance on mechs will make this too conditional on its own. Stud card in decks that get lots of mechs.
Cleric of Scales - 3 - In the current rotation it is good. When the massive influx of dragons go away it is a 2 score.
Frenzied Felwing - 4 - Shouldn't be hard to cut the cost in half and have a strong tempo turn as a result.
Licensed Adventurer - 3 - Most likely a vanilla 3/2 for 3.
Risky Skipper - 4 - Doing damage to all minions is quite strong. Maybe this will be rough in actual gameplay but this has synergy with lots of warrios ping-type play and with pirates.
Rotnest Drake - 5 - The dev team is really heaping on the insane value dragons. +2 mana gets you a Deadly Shot that drops a 5/6 Dragon? Yogg help us all. Awesome card.
Scalelord - 4 - Strong body with a good ability. A bit too conditional to give a 5 score but it could prove to be that good in live action.
Steel Beetle - 3 - Another card that's likely a vanilla 2/3 for 2. Armor is rarely a game-changer.
Animated Avalanche - 3 - Love this card but it's not going to be consistent in drafting. Obviously a game winner if you get it and have the proper support to trigger.
Boom Squad - 4 - Go ahead, pick the Lackey, I dare ya!
Explosive Evolution - 4 - This is a big jump for a little price. Trade then transform and hope RNGesus is happy with you.
Fiendish Servant - 4 - Quite solid for the cost. Controlling it will be a bit tricky but should be manageable.
Fresh Scent - 4 - Twinspell makes me really want to like it. Requiring a beast isn't a big deal for Hunter.
Hailbringer - 4 - Really strong swarm card with elemental synergy and the ability to freeze big threats while you look for answers. Love it.
Skydiving Instructor - 2 - Not worth it. More often than not you only have 1 or 2 one-cost minions (if any!).
Skyvateer - 5 - Great card for Rogue. Pirate synergy and the stealth prevent your opponent from somehow eliminating your cantrip. Shag off, Cabal Shadow Priest!
Twisted Knowledge - 5 - Slight tempo loss but well worth it when you get two chances at finding a win-con or a solution to a bad board state.
Waxmancy - 4 - I'm on the fence about this one. Discover is always good and the reduced cost is nice but only covering the cost of playing Waxmancy. The battlecry pool is so big you could certainly get burned but should be able to find something helpful each time.
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