Saviors of Uldum is Hearthstone's twelfth expansion and is set to release on August 6, 2019.
New Keyword: Reborn - After a minion with Reborn dies for the first time, it gets resurrected at 1 Health.Quests Are Back: - These Quests change your Hero Power. They will be removed from Arena drafting pool! Question is, if cards interacting with them will be too.Plague Cards: The five villain classes (Priest, Rogue, Shaman, Warlock and Warrior) all get a special plague card that can clear the board.Arena: The cardpool availability will change to include the following sets:
This thread is dedicated to discussing the impact of these cards on the ARENA environment.
Click below to see how each of the Arena Mods rated the cards revealed so far!
You can read each Mod's detailed card evaluation by clicking on the links below.
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
Anka, the Buried - 4 - The 5/5 for 5 is ok but the ability is more likely to be a burden than a gain. This is 100% constructed material that will have to be in terrible company to be the best choice of 3 legendary cards in a draft.
Armagedillo - 3 - I still use the "2x casting cost" rule when considering stats. This gives you 11 instead of the premium 12 stat points so it has to buff a minion to be top flight stats. Still, that 7 health is a very beefy health total. Bucket placement will make a huge difference in how often you see this. If it's scored low and lands alongside scrubs it's an auto-pick. Put it next to Darius Crowley or Grommash Hellscream and it's not making the cut. If there's enough support in your draft this will play like a 2 or even a 1.
Colossus of the Moon - 2 - A massive finisher that is sticky and takes a minimum of 4 hits/removal pieces. Reasonable guess we're looking at this set's North Sea Kraken / Bog Creeper.
Dark Pharaoh Tekahn - 4 - A very powerful ability but it needs a few lackey generators to be useful. With most of the lackey cards being cheap, I'd be concerned they'll be played prior to this, as well.
Dinotamer Brann - 4 - Drafting for a highlander card is very unlikely to work out for you. The cost/effect/value here is tremendous if you can trigger it, though. If you can pull it off it'll be a soul crushing victory. The more likely scenario is you drop a 7 mana 2/4. Equally soul crushing.
Elise the Enlightened - 3 - She's solid as a vanilla 5/5 for 5. Highlander strategy is not likely to work out when drafting.
High Priest Amet - 1 - Priest is the only class you can accept the low attack value as a trade off for the game changing ability. Turning 1 or 2 low cost minions into high health traders that preist can continually heal will be soul crushing for opponents.
King Phaoris - 4 - Very limited card that needs at least a few spells in hand to regain the lost value of a 10 mana 5/5. Spells are not abundant in arena so this is likely undraftable unless it's one of the last cards in your draft and you know you have lots of spells.
Octosari - 1 - You could certainly burn a few cards but it's an 8/8 body and a full hand. Yes, please.
Reno the Relicologist - 4 - Mediocre stats for a 6 drop and that's what he'll be more often than not.
Siamat - 1 - Mega stud that adjusts to your needs when played. 'nuff said.
Sir Finley of the Sands - 3 - The stats make him a good vanilla 2/3 for 2. Highlander strategy is not likely to work out when drafting.
Vessina - 2 - Good stats with an ability that can help you trade more favorably. Being overloaded shouldn't be too difficult but there will be timing/consistency issues so it gets a 2. It'll play like a 1 if you have good luck in your draft.
Zephrys the Great - 3 - Really cool card but highlander strategy doesn't work in arena. Ok as a 3/2 for 2, though.
Anubisath Defender - 4 - A build around card similar to Arcane Tyrant that is a great tempo play but only if you can trigger it. In arena, there's no way to guarantee you can, so it's only a viable pick as late-draft option when you've already got the proper support. Otherwise, it's a very poor tempo play.
Blatant Decoy - 3 - An interesting card to build around in constructed but much trickier to use in arena. This is a sleeper pick to be a really broken card, though. It could fix a lot of bad situations if you can set up pulling a big minion from your hand.
Bloodsworn Mercenary - 2 - Really strong card, especially mid-to-late game. The value could be tremendous as the game wears on and warrior is very good at pinging things to ensure this has a target. The only thing preventing the score from being a 1 is the fact that you could, concievably, have no target and a dire need to play this anyway so it's a vanilla 3/3 for 3.
Body Wrapper - 3 - Mostly a 4/4 for 4. Vanilla minion, vanilla score. With so many tokens being spawned you could be shuffling a garbage top-deck in. Pass.
Crystal Merchant - 2 - Druid has better draw options but this one is inexpensive and recurring if your opponent doesn't deal with it. I'm not itching to test it, but think it will be enough of a nuisance with upside to make it a decent card.
Desert Obelisk - 5 - Constructed only card. This card screams OTK or bust. In arena, that's a bust.
Diseased Vulture - 1 - The only way this card isn't a stud is if you are forced to play it on-curve and don't get to trigger its ability. Chances are slim that you can't hold until T6 to get the HP trigger, and there are other ways to do self-damage, anyway. Great card.
Dwarven Archaeologist - 3 - A very powerful card if your draft supports it. Too draft dependent to score better but it'll definitely play better for those that get a bit lucky drafting.
History Buff - 1 - Solid on curve minion that's tough to remove and can snowball quickly. If you get him late you can play him then another minion or two for immediate gains.
Livewire Lance - 1 - We have seen the strength of a lackey already. They're quite good. This is tied to a weapon that can attack immediately, giving you initiative and some extra options in you hand.
Micro Mummy - 2 - The stat math says it is a stud, giving you 2 bodies (1/2, 1/1) and 2x +1 atk buffs. Pretty solid, but still a poor tempo play as a 2 mana 1/2. In a meta with lots of mechs this could easily be a 1 score card since you can potentially magnetize to it and make it a more long-term minion buffing pain in the ass.
Mischief Maker - 3 - RNGesus doesn't like me enough to make this draftable. Do you feel lucky?
Mortuary Machine - 3 - We've seen variants of this in the past with Fel Reaver and Bittertide Hydra but this is the worst of that group. Reborn will do much more for your opponent than the threat of burned cards or 3 point pings. Still, these massive-stat-drawback minions can run away with a game.
Mogu Cultist - 4 - We haven't seen the copy mechanic that has to be coming with the set so it's possible we'll have to revisit this card. As a 1/1 for 1, it's not something you ever want to draft.
Plague of Death - 2 - It's an insanely good clear but very expensive. Priest has better board wipes but you'll be happy to have this as an option.
Plague of Murlocs - 1 - Wow. This will wreck a board quick. It will do wonders as a big-board removal piece. The downside of hitting your own minions is more than fair with a low cost to cast. You could conceivable play a board burn like Lightning Storm AND another small minion in the same turn. Talk about a board flip!
Psychopomp - 2 - It looks like a pretty solid deal for 4 mana. You get the 3/1 plus the rez'd minion and reborn will make one more copy by the time all is said and done. Even if it's a vanilla 2/3 you rez you're getting 3/1 + 2/3 + 2/1 for 4 mana. If you get a little lucky with a value minion (deathrattle, taunt, etc.) with the first rez this card's value is bonkers. The vulnerability to pings is the only thing preventing me from giving it a 1 but that's likely a silly concern.
Puzzle Box of Yogg-Saron - 3 - Straight Casino Mage packed up into one, turn-eating card. Win games you had no business winning... praise Yogg!
Riftcleaver - 1 - All hail our new Demon Overlord! Removal tied to a huge body is incredible. The damage will hurt and you could be forced into hari-kari, but this card will flip lots of boards.
Scarlet Webweaver - 2 - It's conditional with sub-par stats so I really want to give it a 3 but the condition is that you have a beast. In a hunter draft that's not a tough condition to meet.
Shadow of Death - 4 - Huge tempo loss but I can see this being a game changer in games that go long. If the arena meta slows and shifts towards control games this card could be incredible.
Splitting Axe - 4 - It's overpriced as a stand alone weapon and you won't make up the value by copying basic totems. You'll need a ton of support in the draft for this to feel like a good card. Until we see more cards, I'd say there isn't really enough good totems and/or buffs to make the basic totems worth copying.
Tip the Scales - 4 - Tough to give it a score of 5 when it *could* be a high value play for 8 mana. It's just so unlikely you'll have the murloc support required to pull that off.
Tortollan Pilgrim - 2 - Discover, copy, and cast a spell is crazy strong. It's conditional and that usually pushes my scoring towards a 3 in this case but I think it'll be rare that you don't get the spells you need to make this a really strong play. Copy that secret for some synergy with the incoming SoU minions.
Vulpera Scoundrel - 3 - Discover is strong. Discovering a spell is even stronger. Now you get a 4th option if the 3 spells you're looking at aren't great. Should be a great card in arena.
Whirlkick Master - 2 - Definitely a card that could play as a 1-score card. Really high potential value but again it's draft dependent. If you get a lot of combo cards this could easily be a quick hand-fill card with big value.
Wild Bloodstinger - 1 - The downside is so minimal because of the high health stat. The chances are good that this trades at least 2 for 1 with the potential for more than that. Late game you could drop this without pulling something from your opponent's hand, completely negating the downside. There will certainly be times when RNGesus frowns upon you and pulls a poison minion but this monster will be well worth drafting.
Arcane Flakmage - 1 - Secrets aren't always the best option in drafts but this guy is so powerful it has to bump secret value up, especially as a common. Getting Explosive Runes back in the draft pool makes it very likely you won't mind drafting for secret synergy.
Bazaar Mugger - 1 - The fact that you are guaranteed a minion is huge. Class minions are better value than their neutral counterparts and you avoid the useless spells that don't carry their value from one class to another. Looking at you, Totemic Might.
Brazen Zealot - 2 - It's a good threat as far as 1 drops go. Paladin thrives on tempo and flood and will have no trouble triggering this early. It's not a disaster as a late draw since you'll likely have at least some buff spells as a paladin.
Conjured Mirage - 5 - 4 mana to stall one turn isn't likely to fix the problems you're facing.
Dune Sculptor - 1 - Recurring effect makes this a soft taunt. The lower spell count in drafts could hurt the value a bit and make it inconsistent but it's cheap at 3 mana and can hang out in your hand until you find the support you need.
Earthquake - 1 - Suck it, Flamestrike! Shaman needs so much more to be viable in arena, though. Let's see some strong tempo cards and then we'll talk about maybe, just maybe thinking about choosing Thrall to start a run.
Expired Merchant - 1 - High value with a small downside of 1 health on a 2 drop. As long as the next arena meta doesn't include a ton of priests there's little to worry about with this card.
Garden Gnome - 4 - Druid does have good spells at 5+ mana but the conditions are still pretty steep and the gain is in the form of small bodies.
Generous Mummy - 5 - This is way too much benefit to give away. Reducing the cost of every card in your opponent's hand is a good way to die fast.
Grandmummy - 4 - The deathrattle and likely "free kill" stats make it too easy for your opponent to work around the board and kill this without the buff hitting a minion. Pass.
Hidden Oasis - 3 - I like the versatility here and am tempted to give this a 2. 6/6 taunt for 6 is good and the likely choice nearly every time you play this.
Holy Ripple - 2 - Solid ping AoE that heals your side, making trading more favorable for you.
Hyena Alpha - 3 - Realistically, this is a 6 drop with a secret first. It's a very good turn 6 but the conditions are tough to meet so you'd have to see this late in the draft and know you've got the secrets to support it.
Impbalming - 2 - Removal is always useful in arena. Hard removal even more so, and this is a wipeout for 4 mana. The downside is mitigated by Life Tap and plenty of sacrifice and/or demon synergy so this looks quite strong.
Infested Goblin - 3 - Decent face protection that will be better in rogue/mage/hunter where taunts are not plentiful. Ultimately, 1/1 speedbumps are mediocre and you still have to pay to cast them.
Into the Fray - 4 - More of a constructed card but Warrior looks to be getting lots of taunt so this could be a high value play. That small glimmer of hope is what prevents me from scoring it a 5.
Khartut Defender - 2 - There's a lot packed into this card. Taunt is important in arena and this takes 2 swings to kill it while you gain 6 along the way. Bucket placement matters here, and I have the feeling this may be scored a bit low and become an easy pick.
Mogu Fleshshaper - 3 - Cost reduction cards have generally been strong in arena so this may perform better than a 3 score card. There's lots of tokens, too. Ultimately, though, you need 4 minions on board to make him a really good 3/4 for 3. Chances are, by the time the board looks like that, a 3/4 for 3 isn't so great anymore.
Naga Sand Witch - 3 - It will suck when your opponent discounts that Pyroblast but most of the time it'll probably make a Frostbolt cost more. 5/5 for 5 that you have to be careful about dropping... pass.
Neferset Ritualist - 1 - Top notch 2 drop stats with a battlecry that can have a huge impact on the game. This will have to be scored pretty high by Blizzard to not be an auto-draft in its bucket.
Overflow - 2 - A very interesting card. The art is weird, right? A dam breaks and somehow that heals everything for 5? Anywho... Draw 5 is excellent. The restore is likely to be tricky but you get to work out the best value trades and then heal up the minions you have remaining so this should be a really strong play in most scenarios.
Pharaoh's Blessing - 1 - Paladin PTSD is kicking in already. Team 5 obviously didn't consider the arena set rotation when adding this. Spikeridged Steed is back in at set launch. I may just concede when I see a Paladin to save my electronics from rage injuries.
Plague of Flames - 2 - This has board clear potential for 1 mana. That's bonkers. Warlock has the minion genertion required to pull it off and create massive swing turns where they wipe the board and drop a few minions in the same turn. This card is downright scary.
Plague of Madness - 2 - A very interesting card for Rogue. It is a combo trigger and spot removal rolled into a super cheap spell. It does have the drawback of giving your opponent the same removal option, but you're almost always playing tempo if you're an arena rogue. I think this will quickly be a 1 score card once we get to test it.
Plague of Wrath - 3 - It's a solid board clear but only when you can combine it with a whirlwind effect. Too conditional to get much better than a 3.
Questing Explorer - 3 - Solid 2/3 for 2 mana but with no quests in the arena it's a Crocolisk.
Quicksand Elemental - 1 - Solid, aggressive stats and a very powerful impact on the board. Trade more favorably and it's got an elemental tag which may come in handy.
Ramkahen Wildtamer - 2 - You'll probably have no trouble meeting the 'beast in hand' condition as hunter so you get a top stat 3 drop and an extra card in hand. Love it. It probably deserves a 1 score but there's always the chance you can't copy something.
Sahket Sapper - 2 - Powerful ability and a decent 4/4 for 4. It'll be a decent tempo swing but will depend on the meta a bit. Wide boards nullify it, tall boards make it great.
Salhet's Pride - 4 - Sure looks like a constructed card to me. Think of all the ragers you could draw! :D Overall, it's always good to draw and thin your deck of the terrible top-deck draws so this card isn't terrible. Still, you don't want an abundance of 1 health minions in your deck so the tempo loss is not worth it. However, if the 1 health theme carries through this expac (possibly tied to new Pal quest?) then this could be more dangerous.
Sunstruck Henchman - 2 - It'll be annoying as hell but a 6/5 for 4 is a seriously strong tempo play. This has the potential to be a bucket buster if it's scored too low.
Swarm of Locusts - 1 - This is basically removal for hunter. Beast tags on all of them and you can trade favorably and end up with a few remaining on the board. Great card.
Tomb Warden - 2 - Solid twin walls for the price. There's already plenty of taunt support for Warrior so this could be a nightmare in the next meta.
Weaponized Wasp - 3 - I doubt we'll see a big influx of lackey generators for Thrall, so this is likely to be a 3/3 for 3. Those who enjoy the blessings of RNGesus should have fun with stacked lackey decks, though.
Wrapped Golem - 1 - Very cool card. It's strong but fair, with health stats that make it fairly easy to kill by T7 or T8. The taunt weenies give it that extra bit of protection it needs. Another candidate for the Kraken of the set.
Wretched Reclaimer - 1 - Basically a "heal to full health" for a minion on the board at worst. Trigger a deathrattle in the process and you're getting crazy value.
Ancestral Guardian - 2 - Seems a bit too fragile with that 2 health stat line. If you can hide him behind a taunt it becomes a very strong card that can trade well and come back with reborn, all while healing your face. If you can't hide him he could easily be killed, reborn, and killed again same turn by weak minions. Still, restore 8 while potentially removing 2 minions is nothing to sneeze at in arena. Ancient Mysteries - 4 - Again, I'm predicting secret mage will have enough support to be a viable strategy in the upcoming meta. It's still tough to like this card taking up 1 of your precious 30 deck slots.
Anubisath Warbringer - 3 - Solid potential but late in the game you need to have a hand that makes the deathrattle matter. Otherwise, you'll have a single-drop turn paying 9 mana for this and the 6 health makes it fairly easy to handle. We've already seen a few cards that kick minion to your hand so this definitely could get the support needed to have a big impact.
Armored Goon - 1 - Boulderfist Ogre with an upside. What's not to love? Even if you never get armor out of it you'll be happy with the stats.
Beaming Sidekick - 2 - It's not a 1 drop but it's solid as a way to improve your trading and makes a nice combo activator.
BEEEES!!! - 1 - In classes with decent removal it'd probably be a 2 but Druid's lack of removal makes this a 1. The comparison to shadow bolt makes is a good one but there's upside to using this on smaller minions (pending "Blizz-Coding" realities) so it looks like a really strong addition.
Bone Wraith - 1 - The stats should be able to handle the minions on board for T4. Another really strong reborn minion. Get ready for boards that never, ever go away.
Bug Collector - 2 - A slight twist on the Hench-Clan Hogsteed that should be equally effective.
Candletaker - 2 - We're probably going to get sick of reborn really quickly next week. :D
Clever Disguise - 2 - Rogue has plenty of 'holding cards from another class' interactions and this nets 2 spells which is strong. Just hope Shaman doesn't rise up so there's no Totemic Might or Totemic Surge to worry about.
Cloud Prince - 2 - Kind of predicting secret mage drafting will be a viable strategy when the rotation brings back Explosive Runes and (to a much lessor extent) Splitting Image. It's also very likely SoU brings a new secret to the draft pool.
Desert Hare - 3 - 3/3 for 3 with 3 bodies. Not great but can certainly can prove useful. Seems more like a constructed card to go with the new quest.
Desert Spear - 2 - Weapons are strong in arena and the ability to generate a beast makes it pretty solid despite the 3 cost for 1 point per swing. Ping is important in arena.
Embalming Ritual - 2 - Cheap way to bring back something that's a pain in the arse.
EVIL Recruiter - 3 - Too draft dependent to get a higher score but clearly a game changer if you've got the lackey support for it.
EVIL Totem - 4 - We already know the lackey squad is pretty boss in arena. Unfortunately, attaching one to a 0/2 speed bump is not very appealing.
Faceless Lurker - 3 - Not quite as good a Sen'jin Shieldmasta and an obvious inclusion for hand buff decks that likely doesn't work out in arena.
Fishflinger - 3 - Decent stat line and effect but RNG could burn you, especially if you're playing vs. a class with strong murlocs in their pool.
Flame Ward - 2 - We knew Mage would get a secret and this one is very good. Secret Mage will be a thing in arena.
Frightened Flunky - 1 - Shaggy's pretty awesome. 2/2 taunt that lets you discover another taunt. Zoinks!
Golden Scarab - 2 - We know discover is awesome and this one gets a beast tag. On curve you give up some tempo but ensure you stay on curve. Later in the game it's even better.
Hooked Scimitar - 2 - Mulligan hard for it if you've got the coin. Really strong weapon if you can trigger the combo.
Hunter's Pack - 1 - Card draw (or generation, in this case) is a weakness for Hunter and this is really solid value even if RNGesus hates you. The weapon pool is solid, the secrets are generally good, and the fact that you get a class-card beast means you're likely getting something decent there, too. Highrolling beasts will make this card bonkers and it's common so expect your hunter opponent's to have several and never run out of steam. Go FACE! Replenish. Go MOAR FACE!!
Injured Tol'vir - 2 - 2/3 taunt for 2 is good. Clearly better in a priest deck but still really strong if you can heal him right away. The 2 mana cost makes it fairly easy to combo with a healer of some kind.
Jar Dealer - 3 - It's decent. That's about the best you can say for a 1/1 for 1. Infinite Jar Dealer will make for amusing video clips, though. :D
Kobold Sandtrooper - 3 - Neo-leper that still isn't a card you want to draft.
Living Monument - 3 - It's big and taunt. Decent if you've got little in the deck as finishers but it soaks up your whole turn.
Murmy - 2 - A great option as a 1 drop but drafting 1 drops in arena isn't a top priority.
Neferset Thrasher - 3 - It could snowball a game for you in the right conditions so I won't discount it. Still, 3 points every time you attack makes it look like Venture Co. Mercenary - ignore it and let the downside work in your favor when your opponent plays it.
Oasis Surger - 1 - Versatile rush minion(s) that will be very strong in arena.
Penance - 2 - A solid spot removal option with lifesteal.
Phalanx Commander - 3 - Taunt minions die first by design so you probably need to be ahead on board to get this benefit. Later in the game playing this with a few small taunts could work out well but it seems like it's a constructed piece that's too situational in arena.
Pharaoh Cat - 1 - Zero downside and adorable. Here kitty kitty kitty.
Pit Crocolisk - 1 - Solid card that, for the third time with the set, makes me mention North Sea Kraken. Not quite that level (9 mana for 16 stats + 4 dmg vs. 8 mana for 11 stats + 5 dmg) but still something we're likely to see tons of at set launch.
Pressure Plate - 2 - The RNG factor keeps this from being OP. The meta will have a big impact on the effectiveness of this trap. Lots of swarms will make it weak. More big minion tactics will make it much stronger. There's also the concern that spells are far less plentiful in arena decks. I'm pretty curious to see this in action.
Restless Mummy - 2 - This is a really strong card. At 2 health with a 4 mana prices, it's tough to give it a score of 1 but it could play well enough to earn that score. Rush can have a huge impact and this is a removal piece that can take down a pretty beefy minion.
Sandhoof Waterbearer - 1 - Another very strong, recurring ability. 5/5 for 5 and you will likely be able to time it with favorable trading for maximum impact.
Sandstorm Elemental - 1 - The elemental tag puts this over the top. This is a really nice way to clean up the leftovers from a Lightning Storm.
Sandwasp Queen - 2 - This will fit nicely with the tempo/swarm style of play for Paladin. They are all ping-able minions but keeping pressure up is a big key to success for Paladin in arena and this minion will be great for that purpose.
Serpent Egg - 4 - Eggs are rarely a good strategy in arena because you can't reliably crack them.
Sinister Deal - 1 - We already know how good lackeys are and now you can discover the one you need. Excellent card.
Spitting Camel - 4 - 2/4 for 2 is ok but you're unlikely to gain any advantage from the spitting. Constructed enrage deck? lol
Subdue - 2 - Inexpensive way to cut down any big minion. Paladins are going to be horrible with cards like this, Pharaoh's Blessing and the return of Spikeridged Steed.
Temple Berserker - 4 - It's a 1/2 for 2. It'll be dead on the first swing so the enrage ability is totally irrelevant.
Totemic Surge - 4 - Building a deck based on totems has never even been good in constructed.
Vilefiend - 3 - 2/2 for 2 with a decent ability. Nothing special, though.
Wasteland Assassin - 2 - Stealth is strong in arena and reborn is going to be strong in arena. This will be strong in arena. It will be especially good for classes like paladin/druid where removal is tough to come by and buffs are plentiful.
Wasteland Scorpid - 2 - This is one obnoxious poison minion. And it's a common.
Worthy Expedition - 1 - Here's the upcoming cardpool for druid's choose mechanic: Cenarius, Ancient of War, Ancient of Lore, Nourish, Hidden Oasis, Druid of the Claw, Starfall, Oasis Surger, Keeper of the Grove, Branching Paths, Mark of the Loa, Shellshifter, Mark of Nature, Wardruid Loti, Wrath, Power of the Wild, Raven Idol. So be ready for the infinite Expedition/Idol loop. :D
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
Hello and welcome to our Saviors of Uldum Arena Impact thread guys :) Feel free to share your thoughts!
Also, how do you feel about change in targeting with Multi-Shot, Dark Bargain, Cleave and Forked Lightning? I feel like this is important for arena more than any other play mode. You could play around these cards to an extent before or know that these were not a danger, if you had a single minion. Not anymore. Which also mean that they gained in value, since they can now be a poor Holy Smite or Darkbomb or a really really bad Assassinate, but bad is better then nothing and can save your life.
I think cleave is the only card worth playing of that list, and it's a considerable buff to the card but it won't make the card suddenly good.. it's just too random.
Are you sure quests won't be draftable? I mean the 2 quests that we saw can be completed in arena.. if all the quests are of similar fashion (completed by doing something any deck can do) they might be included in arena.
I'm not a big Arena player, but if I may, it feels a bit strange for 1 to the highest rating, and 5 to be the lowest. In most cases, you expect the other way around.
Quote From Demonxz95I'm not a big Arena player, but if I may, it feels a bit strange for 1 to the highest rating, and 5 to be the lowest. In most cases, you expect the other way around.
It is how we've always rated the cards in Arena Impact threads for years now. I suppose it might be confusing in regard to voting on cards, where 5 starts is the max, but we do write the scoring (1=excellent etc.) in few places to make ppl aware and if you followed us in at least one thread in the past, you should be familiar with how we score cards. So i hope it wont be a big problem overall for most :
Quote From DoubleSummonI think cleave is the only card worth playing of that list, and it's a considerable buff to the card but it won't make the card suddenly good.. it's just too random. Are you sure quests won't be draftable? I mean the 2 quests that we saw can be completed in arena.. if all the quests are of similar fashion (completed by doing something any deck can do) they might be included in arena.
Actually all those cards were very very playable, not just Cleave, even before the buff. Im not saying that the buff made them jump a tier, but they are still good arena cards that got a little bit better :)
About Quests, there was not official info on it yet. But i really cannot imagine they would be draftable.
Look at WL quest, you need to waste a deck slot, then a mulligan slot and then wait 20 (or less with hero power, but you dont want to hero power) turns to get the reward. That is insanity for arena standards, no one would draft that card. And by the time the reward kicks in, you most likely already lost or won, so it wouldnt matter. Id rather have Wisp instead.
And Druid quest isnt much better. It is easier to finish, but you would be losing tempo in the early game, definitely not something you want to do, even less so as a druid, where your win condition is to get on the board and stay on the board. You cant afford to waste a card and then play suboptimally. And again, the reward is not that great. How many choose one cards do you actually draft on average? And even then, i think most of the time you would rather have the "ping".
So with that said, i really cant see Blizzard make these draftable cause no one would pick em (or no one who would want to get a decent number of wins). What im more interested about is minions/cards that interact with Quests, like Questing Explorer, these might get the Cthun followers treatment.
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