Saviors of Uldum: Arena Impact

Saviors of Uldum
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Saviors of Uldum Logo

    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:

    • Basic
    • Classic
    • League of Explorers
    • Journey to Un'Goro
    • Kobolds and Catacombs
    • Rastakhan's Rumble
    • Saviors of Uldum

     

    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!

     

    SoU Spreadsheet

     

    You can read each Mod's detailed card evaluation by clicking on the links below.

     

    SintiBoozorAbusingKel

     

    Below you will find links for all of the cards that have been revealed so far.

     

    DruidHunterMage

    PaladinPriestRogue

    ShamanWarlockWarrior

    Netural

     

     

    This is a work in progress!


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    1
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    SoU Arena Mod Rankings

    Card NameSintiBoozorAbusingKel(AVG)
    LEGENDARY    
    Activate the Obelisk*xxxx
    Anka, the Buried3343
    Armagedillo2232
    Bazaar Burglary*xxxx
    Colossus of the Moon2222
    Corrupt the Waters*xxxx
    Dark Pharaoh Tekahn4444
    Dinotamer Brann4444
    Elise the Enlightened3333
    Hack the System*xxxx
    High Priest Amet2212
    King Phaoris4444
    Making Mummies*xxxx
    Octosari2212
    Raid the Sky Temple*xxxx
    Reno the Relicologist4444
    Siamat1111
    Sir Finley of the Sands3233
    Supreme Archaeology*xxxx
    Unseal the Vault*xxxx
    Untapped Potential*xxxx
    Vessina2222
    Zephrys the Great3233
         
    EPIC    
    Anubisath Defender4344
    Blatant Decoy4434
    Bloodsworn Mercenary1121
    Body Wrapper3333
    Crystal Merchant3323
    Desert Obelisk5555
    Diseased Vulture1111
    Dwarven Archaeologist3333
    History Buff1211
    Livewire Lance1111
    Micro Mummy2222
    Mischief Maker3333
    Mogu Cultist5545
    Mortuary Machine4333
    Plague of Death3222
    Plague of Murlocs3313
    Psychopomp1121
    Puzzle Box of Yogg-Saron4434
    Riftcleaver1111
    Scarlet Webweaver2222
    Shadow of Death5545
    Splitting Axe3343
    Tip the Scales5545
    Tortollan Pilgrim3423
    Vulpera Scoundrel1132
    Whirlkick Master2322
    Wild Bloodstinger3312
         
    RARE    
    Arcane Flakmage1211
    Bazaar Mugger1111
    Brazen Zealot3222
    Conjured Mirage5555
    Dune Sculptor1312
    Earthquake1211
    Expired Merchant1211
    Garden Gnome4344
    Generous Mummy4454
    Grandmummy3343
    Hidden Oasis1232
    Holy Ripple2122
    Hyena Alpha3333
    Impbalming2122
    Infested Goblin3333
    Into the Fray5444
    Khartut Defender3222
    Mogu Fleshshaper2333
    Naga Sand Witch3333
    Neferset Ritualist1211
    Overflow2222
    Pharaoh's Blessing1111
    Plague of Flames3122
    Plague of Madness2122
    Plague of Wrath3333
    Quicksand Elemental1111
    Questing Explorer3333
    Ramkahen Wildtamer2222
    Sahket Sapper2122
    Salhet's Pride4444
    Sunstruck Henchman3323
    Swarm of Locusts1211
    Tomb Warden1222
    Weaponized Wasp3333
    Wrapped Golem1111
    Wretched Reclaimer1111
         
    COMMON    
    Ancestral Guardian3222
    Ancient Mysteries5444
    Anubisath Warbringer3433
    Armored Goon1211
    Beaming Sidekick2222
    BEEEES!!!1111
    Bone Wraith2111
    Bug Collector2222
    Candletaker2122
    Clever Disguise1322
    Cloud Prince3323
    Desert Hare3333
    Desert Spear3122
    Embalming Ritual1222
    EVIL Recruiter3333
    EVIL Totem3243
    Faceless Lurker3333
    Fishflinger3333
    Flame Ward2222
    Frightened Flunky1111
    Golden Scarab1222
    Hooked Scimitar1121
    Hunter's Pack1111
    Injured Tol'vir3222
    Jar Dealer3333
    Kobold Sandtrooper4434
    Living Monument3333
    Murmy3222
    Neferset Thrasher4233
    Oasis Surger1111
    Penance2222
    Phalanx Commander3333
    Pharaoh Cat1111
    Pit Crocolisk1111
    Pressure Plate3222
    Restless Mummy1121
    Sandhoof Waterbearer1111
    Sandstorm Elemental1111
    Sandwasp Queen2222
    Serpent Egg4444
    Sinister Deal1211
    Spitting Camel4344
    Subdue2222
    Temple Berserker3243
    Totemic Surge3444
    Vilefiend3333
    Wasteland Assassin3222
    Wasteland Scorpid2322
    Worthy Expedition1211

    * = non-draftable cards


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Druid

    Elise the Enlightened Card Image Untapped Potential Card Image Anubisath Defender Card Image Crystal Merchant Card Image Garden Gnome Card Image Hidden Oasis Card Image Overflow Card Image BEEEES!!! Card Image Oasis Surger Card Image Worthy Expedition Card Image

    Tokens

    Ossirian Tear Card Image Bee Card Image Treant Card Image Vir'naal Ancient Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Hunter

    Dinotamer Brann Card Image Unseal the Vault Card Image Scarlet Webweaver Card Image Wild Bloodstinger Card Image Hyena Alpha Card Image Ramkahen Wildtamer Card Image Swarm of Locusts Card Image Desert Spear Card Image Hunter's Pack Card Image Pressure Plate Card Image

    Tokens

    Ramkahen Roar Card Image Hyena Card Image King Krush Card Image Locust Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Mage

    Raid the Sky Temple Card Image Reno the Relicologist Card Image Puzzle Box of Yogg-Saron Card Image Tortollan Pilgrim Card Image Arcane Flakmage Card Image Dune Sculptor Card Image Naga Sand Witch Card Image Ancient Mysteries Card Image Cloud Prince Card Image Flame Ward Card Image

    Tokens

    Ascendant Scroll Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Paladin

    Making Mummies Card Image Sir Finley of the Sands Card Image Micro Mummy Card Image Tip the Scales Card Image Brazen Zealot Card Image Pharaoh's Blessing Card Image Salhet's Pride Card Image Ancestral Guardian Card Image Sandwasp Queen Card Image Subdue Card Image

    Tokens

    Emperor Wraps Card Image Sandwasp Card Image

    Dire Shapeshift Card Image Ballista Shot Card Image Fireblast Rank 2 Card Image Heal Card Image Totemic Slam Card Image Poisoned Daggers Card Image Soul Tap Card Image Tank Up! Card Image The Silver Hand Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Priest

    Activate the Obelisk Card Image High Priest Amet Card Image Plague of Death Card Image Psychopomp Card Image Grandmummy Card Image Holy Ripple Card Image Wretched Reclaimer Card Image Embalming Ritual Card Image Penance Card Image Sandhoof Waterbearer Card Image

    Tokens

    Obelisk's Eye Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Rogue

    Anka, the Buried Card Image Bazaar Burglary Card Image Shadow of Death Card Image Whirlkick Master Card Image Bazaar Mugger Card Image Plague of Madness Card Image Sahket Sapper Card ImageClever Disguise Card Image Hooked Scimitar Card Image Pharaoh Cat Card Image

    Tokens

    Ancient Blades Card Image Mirage Blade Card Image Plagued Knife Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Shaman

    Corrupt the Waters Card Image Vessina Card Image Plague of Murlocs Card Image Splitting Axe Card Image Earthquake Card Image Mogu Fleshshaper Card Image Weaponized Wasp Card Image EVIL Totem Card Image Sandstorm Elemental Card Image Totemic Surge Card Image

    Tokens

    Heart of Vir'naal Card Image


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    0
  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Warlock

    Dark Pharaoh Tekahn Card Image Supreme Archaeology Card Image Diseased Vulture Card Image Riftcleaver Card Image Expired Merchant Card Image Impbalming Card Image Plague of Flames Card Image EVIL Recruiter Card Image Neferset Thrasher Card Image Sinister Deal Card Image

    Tokens

    Tome of Origination Card Image EVIL Demon Card Image Worthless Imp Card Image


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Warrior

    Armagedillo Card Image Hack the System Card Image Bloodsworn Mercenary Card Image Livewire Lance Card Image Into the Fray Card Image Plague of Wrath Card Image Tomb Warden Card Image Armored Goon Card Image Frightened Flunky Card Image Restless Mummy Card Image

    Tokens

    Anraphet's Core Card Image


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    Neutrals

    Colossus of the Moon Card Image King Phaoris Card Image Siamat Card Image Octosari Card Image Zephrys the Great Card Image Blatant Decoy Card Image Body Wrapper Card Image Desert Obelisk Card Image Dwarven Archaeologist Card Image History Buff Card Image Mischief Maker Card Image Mogu Cultist Card Image Mortuary Machine Card Image Vulpera Scoundrel Card Image Conjured Mirage Card Image Generous Mummy Card Image Infested Goblin Card Image Questing Explorer Card Image Khartut Defender Card Image Neferset Ritualist Card Image Quicksand Elemental Card Image Sunstruck Henchman Card Image Wrapped Golem Card Image Anubisath Warbringer Card Image Beaming Sidekick Card Image Bone Wraith Card Image Bug Collector Card Image Candletaker Card Image Desert Hare Card Image Faceless Lurker Card Image Fishflinger Card Image Golden Scarab Card Image Injured Tol'vir Card Image Jar Dealer Card Image Kobold Sandtrooper Card Image Living Monument Card Image Murmy Card Image Phalanx Commander Card Image Pit Crocolisk Card Image Serpent Egg Card Image Spitting Camel Card Image Temple Berserker Card Image Vilefiend Card Image Wasteland Assassin Card Image Wasteland Scorpid Card Image

    Tokens

    Highkeeper Ra Card Image Desert Hare Card Image Locust Card Image Scarab Card Image Sea Serpent Card Image


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    SoU Sinti's Rankings

    Legendary:

    • Activate the Obelisk (x): Cant be drafted.
    • Anka, the Buried (3): Ok statline for the cost and an effect. The ability can be good or can be bad, probably mostly bad, i would assume that you might want the bodies of those deathrattle minions in arena. Not always, but most of the time. Still, the ability will most likely not trigger very often or on many minions, so its just a decent 5-drop, but nothing amazing.
    • Armagedillo (2): Very decent taunt with a very powerful ability. Obviously the ability will not proc that often or on that many minions, but even just one hit is good enough. And even zero hits the stats on the card alone with a taunt are good enough. So it can only get better.
    • Bazaar Burglary (x): Cant be drafted.
    • Colossus of the Moon (2):Big baddy that will come back with protection of a divine shield. It certainly looks scary, but it is all you will do in a turn.
    • Corrupt the Waters (x): cant be drafted.
    • Dark Pharaoh Tekahn (4): First of all, you have to get Lackeys to get any value from the battlecry, so solely draft dependant. Then you have to play this before lackeys. Quite unrealistic that you would be able to do all that in an average deck. But it can happen.
    • Dinotamer Brann (4): Literally unplayable card without the battlecry goin off. It could happen, you could aim for it, if you draft it early and could become your win condition, but that aint gonna happen often. Also Hunter does not have that many good cards to choose from, so you def want to get duplicates.
    • Elise the Enlightened (3): Ok stats for the cost, so even without the ability she is playable. You probably wont be building your deck around her, but could be a nice value boost in a longer game, where you might have already drawn all them duplicates you had.
    • Hack the System (x): Cant be drafted.
    • High Priest Amet (2): Interesting card, can provide game winning advantage, or can be a huge drawback, if it has low health and you cant kill it off. But since priest can heal it and otherwise buff it, i will remain optimistic for now that this will do more good than harm on average. We shall see.
    • King Phaoris (4): You usually dont have that many spells in arena and certainly not all of them at once in your hand. This could have potential in certain decks, but it will be a weak play most of the time.
    • Making Mummies (x): Cant be drafted.
    • Octosari (2): Interesting card for arena. Huge body and a deathrattle that will basically repelnish your entire hand. It might be too much for some classes/decks, but even if you draw like 5 card and burn 3, that seems like a good value.
    • Raid the sky temple (x): Cant be drafted.
    • Reno the Relicologist (4): Barely playable stats for the cost, but better than Brann. Mage could definitely try going highlander route, there is a lot of cards to pick from and playing Reno will always net you a powerful tempo turn, could be worth it, but who knows.
    • Siamat (1): Very versatile card with decent stats for the cost given the bonus effects. Rush+Divine Shield would probably be the most common combo, but you can do whatever you need in any given situation. Very powerful.
    • Sir Finley of the Sands (3): Vanilla 2-drop with an upside, there are worse legendaries. Murloc tribe can come in handy as well.
    • Supreme archeology (x): Cant be drafted.
    • Unseal the Vault (x): Cant be drafted.
    • Untapped Potential (x): Cant be drafted.
    • Vessina (2): An ok 4-drop with a pretty strong ability. But it is also very draft dependant. But id say worth goin for.
    • Zephrys the Great (3): Probably not gonna trigger very often, but if you get it early in the draft, might be worth trying a highlander deck for it. Otherwise vanilla stats, so regular 2-drop.

    Epic:

    • Anubisath Defender (4): If you draft some 5+ cost spells, this card can go in value significantly, but if you have to play it for its default cost, it is a pretty bad play.
    • Blatant Decoy (4): This card will probably be a bit tricky in arena. Could work out for you, but it could also screw you. The fact that it is a deathrattle gives the opponent some control over the effect as well. I dont think i want to risk this.
    • Bloodsworn Mercenary (1): Yes, you need to have a board and yes, the minion has to be damaged, but that shouldnt be too hard most of the time. The potential value you can get out of a 3-cost card looks insane for the cost. Can be something along the lines of Faceless Summoner, not quite, but probably close.
    • Body Wrapper (3): Below average stats for the cost and ability that can be good, or bad. Dont like it too much.
    • Crystal Merchant (3): Interesting card, weirdly enough will probably have more value late game, when you can spare some mana to trigger the effect. Should be decent draw option in general.
    • Desert Obelisk (5): Unplayable card. You will never have 3 of these in arena. And if you by some miracle do, you already won anyway.
    • Diseased Vulture (1): Good 4-drop on its own with a sick effect. Even as a "6 drop" with your hero power to guarantee one proc is a pretty good play. This card will provide some serious value.
    • Dwarven Archaeologist (3): Vanilla 2-drop with a nice ability. Cant complain.
    • History Buff (1): Great 3-drop with insanely strong ability, damn.
    • Livewire Lance (1): Stats on the weapon arent isnt very impressive, but it can generate pretty great value through the Lackeys.
    • Micro Mummy (2): Master Swordsmith is always annoying when opponent plays it, even if it has crappy stats. This has the same ability with more stats split among two bodies, making it that much stickier. I can see this card being very annoying to get rid of. Not hard to get rid of, but annoying, cause you will have to spend two attacks killing it.
    • Mischief Maker (3): Not sure how good or bad the ability will be for arena. Might be an interesting way to get a card from another class, but you are giving up one of your own as well. Probably not worth the risk, will depend on the bucket this falls into.
    • Mogu Cultist (5): Bad 1-drop and ability that will never trigger. Pass.
    • Mortuary Machine (4): It is a big baddy for 5 mana and the mech tag might make it even scarier. But the downside is quite big. I mean it could work out for you, but only in fast decks imho. If you are goin for midrange/control decks, the stats are not worth the amount of value your opponent can get in return.
    • Plague of Death (3): How often do you actually pick Twisting Nether? I mean warlock usually has other, better aoes, so in priest this is quite strong. But damn if it isnt a heavy play.
    • Plague of Murlocs (3): This card is interesting for arena and it will be hard to learn how to use it properly maybe. Probably best use is when your opponent has just one big minion; or more. Bad if he is just swarming, but can also be used to further your own board, most importantly to transform your totems that sometimes just lay there do nothing and just take up board space. Im rly interested to see how his card performs.
    • Psychopomp (1): This card is probably gonna be as good as Onyx Bishop. Yes, its stats are complete crap, but it is cheaper and will bring the resurrected minion back one again. This will make for one sticky board.
    • Puzzle Box of Yogg-Saron (4): Pure RNG, nothing more, nothing less. This is all you will do in the turn. I doubt ppl will draft this after they experimented with it for the first time, it can screw you at any time, sure it can help, but do you rly want to put your hopes in this card? I dont. But Yogg is Yogg :)
    • Riftcleaver (1): Wow. That is one insane card. Obliterate on a stick, literally. Demon tag matters too for bonus synergy. Just wow.
    • Scarlet Webweaver (2): A bit understated 6-drop, but very powerful effect, which could very well let you play another minion on the same turn. The only problem is, you have to have a beast in your hand, which might or might not be a problem. Even if you draft plenty of them, as a hunter, you generally go through your cards very fast, so this card might misfire sometimes. I still thing that it will be a very powerful play most of the time tho.
    • Shadow of Death (5): This is not arena card. You cannot sacrifice a card and this much tempo for a potential gain in the future. Maybe priest or warlock could afford it, not rogue. Not to mention there has to be a minion worth copying in a first place. Just no.
    • Splitting Axe (3): Interesting card, weapon is always good, but this is a kinda bad weapon just for the stats. The battlecry can be a an advantage or a disadvantage. Dream scenario is to copy something like Nightmare Amalgam on curve or Flametongue Totem, but copying your basic totems might not be what you want to do, if you dont have ways to increase their attack, they might just clog your board space. We shall see. Could make some insane combos with EVIL Totem to generate lots of lackeys, but probably not very often.
    • Tip the Scales (5): This card is just unrealistic to provide good value in arena. You would need more than 7 murlocs for this to consistently be worth playing and often times you dont even get the 7. Nope, purely constructed card.
    • Tortollan Pilgrim (3): Interesting card. Very (solely?) draft dependent. Can be amazing and act as another aoe on a stick, or can be bad, if you have plenty of burn spells. Discover part might make it actually insane, so maybe im undervaluing the card, tho you do need to have spells (left) in a deck in a first place, so we shall see.
    • Vulpera Scoundrel (1): Without the mystery option, it is an amazing minion, lots of value. The mystery option is apparently a 4th discover option that is a random spell (from any class), so that gives extra potential.
    • Whirlkick Master (2): This card might look like crap at first glance, but it can became a game winning value generator. Only just one card from it is good enough, any more and ur set. Not to mention that the card pool with Combo is extremely small, even smaller when certain sets are out of the rotation, so you can consistently get very good cards out of it. I will admit, that it could potentially be anti-tempo play, but you could as well just get a card that can save your ass, and 2 mana "combo activator" that will keep the combo chain goin is not that expensive. Definitely not an early game card tho, that is for sure.
    • Wild Bloodstinger (3): Huge statline, but after the battlecry, it might not even stay Boulderfist Ogre. It can deny some battlecries, but this is still way too RNG for my taste. You are not getting anything that amazing where the cost might be you put yourself into a worse position; or even lose the game outright. The card is playable, but just way too risky for my taste.

    Rare:

    • Arcane Flakmage (1): Vanilla 2-drop with an insane upside. Maybe for the first time ever, you actually have incentive to draft secrets in arena, damn.
    • Bazaar Mugger (1): Lots of value in this card. Removal and card advantage. Often it will be able to survive the trade and even if it didnt, you get an extra minion out of it. Wow.
    • Brazen Zealot (3): Decent 1-drop, but nothing special.
    • Conjured Mirage (5): Huge pile of stats, it can and probably will buy you a turn, but what of it? You spend a card doing nothing. Maybe it could help you later on to protect your board when you have more mana to play other stuff, but drawing into a "dead" card over and over does not seem like a good solution. Maybe warlock can utilize it, but other than that, dont think so.
    • Dune Sculptor (1): This card is a huge value generator, granted it might be a bit hard to activate it, but it is an ok 3-drop with huge late game potential.
    • Earthquake (1): Super premium board clear. Volcano was amazing and it wiped your board as well, so the duality does not mean much (would be beyond insane, if it didnt touch your board lolo). The fact that the damage is split in two waves makes it so you can clear tokens like for example after you kill Eccentric Scribe, which is amazing.
    • Expired Merchant (1): Pretty much does not matter what you discard, you will get good value back. Only problem is that it is a really crappy stat line, so you cant be really happy playing it on curve. There arent that many silence/transform effects and if your opponent is spending those resources on a 2/1 minion, id say the discard was already worth it.
    • Garden Gnome (4): This card needs to trigger its battlecry, otherwise its unplayable. Solely draft dependant, but there should be decent options for the spells in the pool, so it has potential.
    • Generous Mummy (4): It is a really good stat line for the cost and you get a 5/1 back too, but the drawback looks way to severe. The tempo you gain from playing this can very well be lost and then some in the next turn. It can work in some fast decks, but it will be a dangerous play no matter what.
    • Grandmummy (3): The buffs are definitely nice and the card is a bit annoying, might also make you clear other minions so the wont get buffed, so it might end up performing a lot better than i give it credit for, but the stat-line is just horrible and the buffs come in very slowly.
    • Hidden Oasis (1): Incredibly strong card thanks to its versatility. You can choose to play a good taunt minion, or you can heal. Premium stuff.
    • Holy Ripple (2): Mini-Holy Nova. The effect seems pretty good for the cost. We sometimes draft arcane explosion, this is a lot better.
    • Hyena Alpha (3): This card can be super powerful tempo play, but the condition is quite hard to meet. You dont rly want secrets and if you do get them, it is pretty easy to trigger them. One saving grace is, since it is relatively easy to play around hunter secrets, opponent might leave it up; or be "forced" to pop it before T4 giving you some tempo back for playing a secret in your early turns.
    • Infested Goblin (3): It is a taunt, so there is that. And it generates more taunts, even tho shitty ones. Could be ok for rogue to trigger combo, or for warrior/paladin with hand buffs. For anyone else probably just an average minion at best.
    • Impbalming (2): Blastcrystal Potion was a premium removal in arena. This is pretty much the same, but with a different downside. Worse one, but not an immediate one. Id expect this card to perform well.
    • Into the Fray (5): One time effect of Armagedillo. Problem is, this can be a dead card for most of the game. If you draft a lot of taunts, this could be worth considering, but id argue most of the time the other two options will serve you better.
    • Khartut Defender (3): Decent taunt and heal split among two bodies. Taunt and heal is always nice. It might end up performing better than just an average minion, but we shall see. Reborn has one big weakness in arena and that is ping classes. As much as the reborn minion is nice value addition, vs the best classes it will usually just mean getting pinged by a hero power. At least you get some heals here.
    • Mogu Fleshshaper (2): There have to be 4 minions on the board to make this cost efficient, that doesnt sound so bad. Can be played for free in a rly bad situation, helping you get back into the game. Looks promissing.
    • Naga Sand Witch (3): Interesting card for arena, the ability can help or hurt. A lot. Stats alone are ok for the cost, depends on what spells you drafted to consider this or avoid it.
    • Neferset Ritualist (1): Regular 2-drop with a great effect. Healing your minions makes it that your opponent has to spend even more resources to deal with them, generating value for you. Just imagine how many times did Hozen Healer make your life miserable, this is even better.
    • Overflow (2): Amazing card draw for a druid. You probably dont want more than 1 in a deck, max 2. You will have to be careful when to play this tho, healing your opponent's board could cost you extra resources, but there are plenty of druid cards that have synergy with healing, so this card should prove really useful in many situations.
    • Pharaoh's Blessing (1): This card will be new T6 power turn, similar to the strength of Spikeridged Steed, mark my words. Obviously same downside as any buff card, you need to have a board, but when you do, oh boy. You will create a huge taunt what will be able to trade into an enemy minion for free. Will trade 2for1 most of the time with potential to absorb even more cards from your opponent.
    • Plague of Flames (3): I honestly dont know what to think about this card. Obviously it is super cheap, so that gives it a lot of versatility. You dont need to hold it for a full board wipe, trading up for just one or two big(ger) minions can very well be enough tempo to push forward. But it could also be very awkward to get into a situation, where you want to use it. I guess time will tell.
    • Plague of Madness (2): I am not sure how will this card perform, but at first glance this looks like super strong tempo card. Yes, you are giving your opponent a way to kill off two of your minions, but can he really afford the face hits? If you are playing fast tempo rogue as you should, i think this should give you more advantage than it gives to your opponent, more so cause you are the one dictating when the weapons come into play.
    • Plague of Wrath (3): This aoe is about as reliable as brawl honestly. Sometimes it can be absolutely amazing and sometimes it hurts you more than your opponent. Im sure we will be using it, but im not sure how much will it reliably help on average.
    • Quicksand Elemental (1): Kinda powercreep on Shrinkmeister. This card is an autopick for any deck and any class. The ability is pretty strong, allowing for safer trades and the body is just a good 2-drop minion. Powerful stuff.
    • Questing Explorer (3): Still no actual info about if quests, and cards that interact with them, will be removed from drafting pool, but at least with quests it is very likely. The two we have initially seen do not look like they belong in arena, you will either have very hard time completing them (warlock) or taking advantage of them (druid). So, if Questing Explorer will stay in the pool, it will most likely be just a vanilla 2-drop, which is fine.
    • Ramkahen Wildtamer (2): Good 3-drop that can potentially generate another minion. Pretty good stuff. Draft dependant tho.
    • Sahket Sapper (2): Im not sure what to think about this card, but i guess it provides some kind of tempo with its deathrattle most of the time, so it should be pretty good.
    • Salhet's Pride (4): Very draft dependant and even then it is kinda slow. It can work in some decks and paladins dont have that much card draw, but i dont think this will perform well in arena on average.
    • Sunstruck Henchman (2): I think this card will perform very well simply due to the fact, that your opponent will not want to leave it up either way. Tho there is a potential for nasty streaks of bad luck that could easilly cost you the game.
    • Swarm of Locusts (1): To be honest, i dont think i like all these powerful removal options for hunter that also have a lot of versatility.
    • Tomb Warden (1): Pretty great play for the cost even without the taunts and mech tags. I dont think you will want to draft any taunt-hand buff cards in arena since they are poor standalone cards, but in constructed, you will probably see this monster grow quite a lot.
    • Weaponized Wasp (3): If you can activate it then its basically Fire Elemental level broken, probably more. But the condition is quite hard for arena, so it will most likely be just an understated 3-drop. Maybe we will get more Lackey generators for shaman or neutral ones, then this could rise in value.
    • Wrapped Golem (1): Neutral Obsidian Destroyer that traded 2 Health for the Reborn keyword. Seems quite decent. I think i would prefer the original, but the reborn can bring a different kind of value and survivability, so im ok with the "copy" as well.
    • Wretched Reclaimer (1): Passable 3-drop with an extreme combo and/or lategame potential. Can trigger deathrattles and reborn effects bringing the original minion back. Can heal reborn minions or any minion in general by bringing it back with full health. This card will be annoying.

    Common:

    • Ancestral Guardian (3): Decently sticky minion that cant rly be too ignored. Potential for some serious healing. Not super great tempo wise tho, so will probably depend on a bucket placement.
    • Ancient Mysteries (5): Can help make some spell or secret synergy plays easier by making the secret cost 0, but you have to have secrets in your deck, which is something you generally dont want; and if you do draft some, it is not many, so this will be super inconsistent and definitely not worth a card.
    • Anubisath Warbringer (3): The effect is super powerful, but it comes pretty late in the game and playing this minion is a pretty big tempo loss. It just might be worth it in the end, but only time will tell.
    • Armored Goon (1): Boulderfist Ogre with a pretty good ability.
    • Beaming Sidekick (2): Pretty good buff card, helping your minions surive the trade.
    • BEEEES!!! (1): Basically Shadow Bolt, but can be better. Also druids dont have much decent removal, so this is a big deal for druid in arena.
    • Bone Wraith (2): It is no Sludge Belcher, but it is very close.
    • Bug Collector (2): Kinda mix between Murloc Tidehunter and Blowgill Sniper. Decent 2-drop.
    • Candletaker (2): Arguably better scarlett crusader, cause you cant ping it away both times.
    • Clever Disguise (1): Two mana gain two cards - spells - seems like a very good deal.
    • Cloud Prince (3): Super strong effect for the cost, but the requirement might be tricky. You generally dont want to draft secrets in a first place and then the secret has to stay up. If you can trigger the battlecry, then damn, otherwise meh.
    • Desert Hare (3): Ok for hand buff, token or evolve synergy, otherwise kinda poor 3-drop.
    • Desert Spear (3): It is not the worst weapon ever, but kinda awkward. You can distribute the damage, that is nice, but still. Im not sure how i feel about it.
    • Embalming Ritual (1): Pretty decent card. Look at this as a "Give a minion "Deathrattle:Summon a Magma Rager"" for 1 mana for example. Pretty good, eh? More bonus with deathrattle minions and auras and priest's hero power as well. This card might not end up being something completely broken (even tho it might), but i think it will be just something really solid for most situations and will definitely be worth the cost.
    • EVIL Totem (3): I actually kinda like this card for arena, only problem is that you have to wait a turn to play the lackey. But if you manage to get two or more lackey out of this, the card advantage is gonna stack up fast.
    • EVIL Recruiter (3): Without Lackeys, its just an average 3-drop. With Lackeys, this is a complete insanity. Definitely draft dependent, but can carry decks alone. Will be scary.
    • Faceless Lurker (3): Good taunt, wihout any extra synergy pretty much Fen Creeper. With hand buffs this can get insane.
    • Fishflinger (3): Average 2-drop that can provide some value. I never like cards that give any kind of advantage to your opponent. I guess you should have slightly upper hand, since you are the one deciding when to play this and the random murloc can even have some synergy with the one already in play, but still, i think if there will be only a slightly better card, you will happily take that one instead.
    • Flame Ward (2): basically Explosive Trap for mage, more damage to minions, but none to face. Can be played around to an extent same way, but 3 damage instead of 2 makes a difference. Not to mention mage hero power and all the other tools in their arsenal. You cant really just wait out the board vs mage as you can vs hunter, you will just give them more turns to draw into another clear and get the board back. Another annoying shit you have to play around/figure out. I hate it.
    • Frightened Flunky (1): Frostwolf Grunt that lets you discover another taunt? Very good card.
    • Golden Scarab (1): Jeweled Scarab's cousin. Pretty good value generator. Not a 3-drop tho!
    • Hooked Scimitar (1): Amazing weapon for rogue. Shouldnt be hard to proc the combo most of the time. Can actually be a real scary to push 8 face dmg for just 3 mana in certain situations.
    • Hunter's Pack (1): Very good gard generator for just 3 mana. Looks very strong. The lucky King Krush will happen.
    • Injured Tol'vir (3): Decent taunt for a 2-drop. A lot better in priest.
    • Jar Dealer (3): An ok 1-drop, play annoying 1/1 and get another. It is no Fire Fly, but still playable.
    • Kobold Sandtrooper (4): Might be decent in an aggro deck, where 3 face damage might be quite good. Otherwise very shitty 2-drop.
    • Living Monument (3): It is a pretty good taunt overall, but you are not gonna do anything else in the turn and that is always dangerous.
    • Murmy (3): Basically murloc Mecharoo. Pretty good.
    • Neferset Thrasher (4): I feel like the drawback is way too big. You want to keep it alive, but if you do, you are slowly killing yourself. Might be ok if you draft couple cards that have synergy with damage to your hero, but without healings, this card can very well loose you a game.
    • Oasis Surger (1): Extremely powerful card with some versatility. 5/5 rush for 5 mana is quite frankly insane. Spiked Hogrider was a premium card that provided big tempo swings and that didnt even work every time. This does. Granted cant go face, but definitely a great value-removal. Basically Militia Commander for one more mana that keeps the attack buff.
    • Penance (2): Great cheap removal with some bonus healing, whats no to like. Only problem is it cant go face.
    • Phalanx Commander (3): Not the best stats for the cost, not the worst. Ability that can be relevant from time to time. If you have lots of taunts, this increases in value quite a bit.
    • Pharaoh Cat (1): Good stats for 1-drop for a rogue and creates card advantage. What more can you ask for from a card like this.
    • Pit Crocolisk (1): One of the strongest cards of this set, if not the strongest, for arena. One of the strongest cards in a while actually. This card will dictate games and T8 will be once again the turn to win or lose the games off a single card like it was with pre-nerf Bonemare. This card is beyond insane.
    • Pressure Plate (3): Conditional Deadly Shot for one less mana. Secret aspect adds some value too, but it can be played around arguably easily enough, so i dont think this will perform very well. But it should trade for a card most of the time, so yeah.
    • Restless Mummy (1): 6 damage premium removal that you can split into two targets or leave a body on board, whatever you need. Not quite Fireball level good, but it's up there.
    • Sandhoof Waterbearer (1): Smaller version of Ragnaros, Lightlord. Good stats and powerful effect, very strong card.
    • Sandstorm Elemental (1): Pretty much Twilight Flamecaller for one less mana and with elemental synergy. The overload can be seen as bonus in some cases too.
    • Sandwasp Queen (2): Pretty bad stats for a 2-drop, but the token generation saves it. Drygulch Jailor was a playable card, this is better in terms of temp and vs non-ping classes. Should perform rather ok. Even forcing 3 pings out of your opponent might just be worth it.
    • Serpent Egg (4): Nerubian Egg where token lost 1 Attack for a beast tag. Same with any egg, if you dont have deck for it, dont pick it.
    • Sinister Deal (1): This card is actually super strong due to its flexibility. You are not guaranteed to discover the lackey you want 100%, but chances are very high and any lackey gets great value anyway in the end.
    • Spitting Camel (4): Honestly i dont think it is worth it. Extra stats are so you can keep the minion alive longer, but keeping this alive will just keep damaging your other minions, not a great trade off. But if you are desperate for 2-drops, get it.
    • Subdue (2): Literally Hunter's Mark+. Paladin doesnt have much in terms of hard removal, so this should be a good pick up.
    • Temple Berserker (3): Not the worst 2-drop, not the best. Can be nice if you need some body to stick on the board, but if you cant capitalize on that, it is a slow roll.
    • Totemic Surge (3): Interesting card, not sure how well it will work in arena, but can make your totems useful. I guess if you think about it, at worse it is a 2/2 with an ability with 25% to get a naked 3/1 for 2 mana with your hero power, thats not that bad.
    • Vilefiend (3): Ok 2-drop. Less stats, some healing, could be worse. Warlock might like it for the demon tag.
    • Wasteland Assassin (3): Decent 5 drop. Stealth and Reborn make it very sticky, so chances are you will trade into what you want to trade at least once. For now im being a bit skeptical and looking at it as an average minion for the mana cost, but i would not be surprised, if it ended up performing better than i give it credit for.
    • Wasteland Scorpid (2): Good minion with a pretty big body. Can easilly trade for multiple cards.
    • Worthy Expedition (1): Very versatile card. Value generator. Good stuff.


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    SoU Boozor's Rankings

    Epic:

    • Plague of Death (2): Oodles of mass removal for Priest. Another one to add to it, a bit worse then Twisting Nether, but this is another Priest removal you will find a hard time playing around. 
    • Puzzle Box of Yogg-Saron (4): Hard pressed to find a chance to draft this. It's a 10 mana hail mary - Guess it's possible to take this if you are lacking a meme condition.  

    Rare:

    Common:

    • EVIL Totem (2): Similar to Cable Rat with a reoccurring effect. In some spots this is effectively far more powerful, should be pretty decent.  
    • Jar Dealer (3): Fine 1 drop, although the deathrattle effect is not as strong as other 1 mana deathrattle cards like Webspinner
    • Restless Mummy (1): It's a flexible Multi-Shot or minion Fireball. Very cool card, should be a good addition for Warrior. 


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  • AbusingKel's Avatar Global Moderator 205 146 Posts Joined 02/02/2019
    Posted 6 months, 3 weeks ago

    SoU AbusingKel's Rankings

     

    Legendary:

    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.

     

    Epic:

    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.

     

    Rare:

    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.

     

    Common:

    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?" 

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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago

    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.


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  • DoubleSummon's Avatar 495 728 Posts Joined 03/25/2019
    Posted 6 months, 3 weeks ago

    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.

     

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  • Demonxz95's Avatar Content Squad Dragon Scholar 435 462 Posts Joined 03/19/2019
    Posted 6 months, 3 weeks ago

    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.

    No, that's wrong!

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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago
    Quote From Demonxz95

    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.

    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 :


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 3 weeks ago
    Quote From DoubleSummon

    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.

     

    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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  • Boozor's Avatar Global Moderator 65 42 Posts Joined 03/14/2019
    Posted 6 months, 3 weeks ago
    Quote From Demonxz95

    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.

    I was also confused first time I saw it. You'll get use to it. 

    #1 Arena Player in North America Aug'18  

    #2 Nov'18, #2 July'19

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    Heartharena tier score contributor

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  • AbusingKel's Avatar Global Moderator 205 146 Posts Joined 02/02/2019
    Posted 6 months, 2 weeks ago

    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. 

    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. 

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 2 weeks ago

    - NEW CARDS -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    Impbalming (2): Blastcrystal Potion was a premium removal in arena. This is pretty much the same, but with a different downside. Worse one, but not an immediate one. Id expect this card to perform well.

    Earthquake (1): Super premium board clear. Volcano was amazing and it wiped your board as well, so the duality does not mean much (would be beyond insane, if it didnt touch your board lolo). The fact that the damage is split in two waves makes it so you can clear tokens like for example after you kill Eccentric Scribe, which is amazing.


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  • sinti's Avatar Global Moderator Maximum Volume 675 1156 Posts Joined 10/20/2018
    Posted 6 months, 1 week ago

    - NEW CARDS -

    1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible


    BEEEES!!! (1): Basically Shadow Bolt, but can be better. Also druids dont have much decent removal, so this is a big deal for druid in arena.

    Weaponized Wasp (3): If you can activate it then its basically Fire Elemental level broken, probably more. But the condition is quite hard for arena, so it will most likely be just an understated 3-drop. Maybe we will get more Lackey generators for shaman or neutral ones, then this could rise in value.


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  • AbusingKel's Avatar Global Moderator 205 146 Posts Joined 02/02/2019
    Posted 6 months, 1 week ago

    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.

    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. 

     

    Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?" 

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