Quote From AbusingKelWild 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.
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.
I like we have kinda very different view of this card :) I guess i didnt count the top deck war scenario where it would be amazing, but the argument about trading 2 for 1 is what i dont consider a factor, cause technically you are trading for 2 cards, yes, but your opponent is not losing tempo for that, since he didnt have to spend mana playing that minion Bloodstinger summoned. Look at it this way, would we draft 6 mana 6/4 Battlecry: Discard a minion from your opponent's hand? Yes, probably. But the chance to summon something like Burly Shovelfist makes me worried and do i really want to test my luck?
I mean this is a card that only playtesting will tell us how good or bad it is. Looking forward testing it :)
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Armagedillo (2): Decent stats for a 6 - although not premium. The effect is insane, and has game winning capabilities if it goes off more then once. Keep it mind it's an "all" effect, not just one, so it can be quite devastating with multiple hits in hand.
Dinotamer Brann (4): Probably unplayable in Hunter, but there's an outside chance of this working, and the 7 mana King Krush is just insane.
Elise the Enlightened (3): Fine stats with an upside that's good but not as game breaking for it's requirement.
Reno the Relicologist (4): Below average stat line for the the mana cost, but has an insane AOE effect if you can work the high lander build.
Sir Finley of the Sands (2): Tribe 2 drop with fair stats. The effect is again quite good for Arena but the requirement is stiff.
Expired Merchant (2): Pretty nice value card for Warlock. It's a small investment and with 1hp probably comes back immediately. It's similar to Loot Hoarder.
Murmy (2): Good alternative to Mecharoo and Possessed Villager. The lack of deathrattle tag hurts in some spots - but it also has a relevent Tag to make it up a bit.
Scarlet Webweaver (2): Potentially a 5/5 for 1 mana swing for Hunter. It's similar to Menagerie Warden, but better since the minion doesn't have to be in play and can still be in your hand.
Wild Bloodstinger (3): It's a disruptive card that has huge upside. Anything less then 3 attack being pulled out will make this card a bargain since it essentially delivers a 6/6 for 6, while removing a card from your opponents hand. The up coming Arena meta rotation will bring a lot of poisonous minions so this could be a huge risk for this card, not to mention some really strong larger minions like Violet Wurm.
Hidden Oasis (2): 6 mana 6/6 Taunt is solid - the heal option is over priced, but the flexibility is there so it does give the card added value.
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Bazaar Mugger (1): Feels like a premium card. It's going to often be a 2 for 1 card, maybe more. 5hp means it's likely to survive a small kill. The random class minion is likely better quality then random all minion.
1=Excellent, 2=Good, 3=Average, 4=Poor, 5=Terrible
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.
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.
Riftcleaver (1): Wow. That is one insane card. Obliterate on a stick, literally. Demon tag matters too for bonus synergy. Just wow.
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.
Hunter's Pack (1): Very good gard generator for just 3 mana. Looks very strong. The lucky King Krush will happen.
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.
Desert Obelisk - 5 - Constructed only card. This card screams OTK or bust. In arena, that's a bust.
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.
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.
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.
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!!
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
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.
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.
I forgot to add this one hehe :)
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.
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.
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.
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.
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.
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.
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.
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.
Mogu Cultist (5): Bad 1-drop and ability that will never trigger. Pass.
Quote From sintiMogu Cultist (5): Bad 1-drop and ability that will never trigger. Pass.
Unless you're playing against Kripparrian.
Quote From Demonxz95Quote From sintiMogu Cultist (5): Bad 1-drop and ability that will never trigger. Pass.Unless you're playing against Kripparrian.
I honestly dont believe this will ever happen in arena, it just will not. You dont even get offered enough tools to have enough of them in a first place. Only way is with Togwaggle's Scheme, but your opponent would have to let you do it :)
Desert Obelisk (5): Pure garbage for Arena.
Riftcleaver (1): Has some limitations since you're obligated to kill something when you play this. Otherwise it's insane.
EVIL Recruiter (3): Without ROS lackey support, the new set needs to show me more lackeys before I give this the disgusting (1) rating it most certainly will warrant.
Hunter's Pack (1): Draw 3 for 3. 1 card is guaranteed reach (weapon). Hunter beasts are also better then random neutrals. Secret is a bit of a crap shoot, but can still be good. Scary card.
Tip the Scales (5): Another pure garbage Arena card.
Fishflinger (2): This is better then a generic 3/2 for 2 mana. You have initiative with both minions most likely and since Murlocs can buff each other, this potentially is quite beneficial with the initiative.
Bloodsworn Mercenary (1): Playable 3 drop with insane late game value. Really good card.
Anka, the Buried (3): Fair stat line with a slight negative battlecry. Deathrattles are delayed, so tempoing 1/1s won't be as effective on the immediate turn. The minion bodies might be more valuable then the 1/1s as well.
Arcane Flakmage (2): It's a 2 drop with upside. How often does Medivh's Valet go off ? Ya, it's not often.
Cloud Prince (3): Under statted drop with upside, but setting up and keeping the secret is difficult unless you plan to play this for 9 mana with a secret. Again, how often do you see secret synergy pulled off in Arena ? Not often.
Splitting Axe (3): Overpriced weapon for Shaman. Upside is weak as well unless we see better totems released this expansion.
Whirlkick Master (3): Cheap value card for Rogue. Not a big fan of the stat line but a 2 mana minion that cycles itself and is used as a combo activator can find a spot in some drafts.
Hooked Scimitar (1): Great tempo play, similar to Perditions the turn you play it, but stronger over 2 turns. Will be a great coin turn 2 against opposing 3 drops.
Tortollan Pilgrim (4): The oriignal 8 mana 5/4 turtle was a bit better since it doesn't require the spell condition and can dig spells outside your deck. If you played or drew your spells before playing this - it's a 8 mana 5/5.
Mogu Cultist (5): Another garbage Arena card.
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.
Neferset Ritualist (2): 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.
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.
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.
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