The release of the The Grand Tournament expansion is now just five days away. On Aug. 24, you’ll finally be able to crack into some brand new packs and play with 132 fresh Hearthstone cards. That new pack smell is practically intoxicating.
With all the remaining cards revealed late last week, we present the final installment of our card reviews. Once again, and now with the full set in view, we have assessed their viability and potential impact on the game in both arena and constructed. For our previous reviews, check here, here, and here.
Convert
Luke
Arena: If you’re really strapped for cards or if you see a battlecry that can win you the game, this card will be solid. It’s super slow otherwise.
Constructed: I don’t know man, it’s probably good sometimes, but you should put cards in your deck that you want to play yourself! Why would you waste a turn copying stuff from the other side of the board?
Callum
Arena: Very slow, but it’s pseudo card draw. In arena you can’t really make much account of the value of this card.
Constructed: It’s a targeted Thoughtsteal, so it might be good, but I think it’s just too slow and too badly costed to replace Thoughtsteal.
Cutpurse
Luke
Arena: The idea of stacking up on coins is mostly good to trigger the Rogue’s combo cards, so I fear Cutpurse will mostly be a subpar 2/2. However if you get it down, generate a couple coins to launch into a turn-four Boulderfist Ogre, that’s pretty strong.
Constructed: A 2/2 on two is mediocre and only played if the upside is huge (see: Mad Scientist.) You have to get this thing out and go face to get the benefit, and I just don’t see that benefit being overwhelmingly strong. Cutpurse would’ve had a shot if it was a 2/3 or 3/2, but as is, it’s just a little too fragile.
Callum
Arena: Not a high priority two drop. It’s effect is very slow and only likely to result in one coin in most circumstances. Probably less useful in a run than any 2/3.
Constructed: Not going to make the cut for me, unfortunately. I like the effect—I liked it when Gallywix was released last time round—but it just hasn’t shown itself to be hugely beneficial. If some kind of Miracle Rogue does return then this might be viable, but until then it is just another card for the scrapheap.
Dreadsteed
Luke
Arena: Pretty bad in arena, but not necessarily the worst! Dropping a 1/1 on turn four is not great for tempo, but there’s a good chance your opponent doesn’t have any silence in his deck, which means you get a free 1/1 ping whenever you want. So you can get some use out of Dreadsteed, but drawing it late or as a topdeck is so unimaginably bad that I wouldn’t risk it.
Contructed: If nothing else, I’m glad this card exists. It’s a radical new mechanic that probably saw a lot of balancing internally. I don’t think anyone will be able to say how good or bad it is until they get to play with it, but I’m going to say it’s probably more useful than we realize. Will it get consistent play? Probably not. But I, for one, am going to try and make an Anima Golem deck.
Callum
Arena: I’ve talked in previous card reviews about how any epic which doesn’t require additional synergy to be in any way useful is pretty decent in arena. This just about makes that cut, making it better than a lot of other epics that will be in your draft.
Constructed: This is a deck which someone somewhere might try and make work, but I don’t think it’s going to be consistent in any meaningful way. There are similarities to Grim Patron, but only enough to note that all the things which make Patron strong aren’t possible here. It can’t be triggered multiple times (unless you somehow acquire Feign Death), and can’t be given charge with Warsong.
Icehowl
Luke
Arena: Decent arena legendary. You can’t go face but arena is about value anyway. Having a 10/10 on the board is threatening enough.
Constructed: I could see Icehowl getting some sporadic play, especially in classes that lack hard removal. You play Icehowl, you kill a Ragnaros, and you have a 10/2 still on board. That isn’t awful. I guess the question is “how much better is it than Big Game Hunter,” which also puts a low-health minion on board and clears a big guy but for much less mana, and when framed like that maybe Icehowl sucks.
Callum
Arena: Again, legendaries in arena are something I’ve talked about extensively. They are rare, and it’s therefore hard to objectively rate them. I don’t think this card is very good simply because of its limited flexibility. You can’t play it on an empty board and take control of the game. It doesn’t demand an instant answer necessarily.
Constructed: If King Krush doesn’t see play, neither will this. Maybe you can use it like a third BGH or hard removal, but it’s stupidly expensive for that. There are many better options for both high cost minions and removal.
Healing Wave
Luke
Arena: Healing spells aren’t great in arena unless they’re attached to a minion, so as good as the card will be in constructed, I’d take a pass here.
Constructed: Fourteen health off three mana is ridiculous. This card can beat aggro all by itself. Even if you miss the joust, a three-mana-heal-7 is nothing to sneeze at. I don’t think Healing Wave will be an auto-include just because the meta can be unpredictable, but if and when things get fast, Healing Wave will be a strong, strong counter.
Callum
Arena: For some more repetition, joust is not a reliable mechanic in arena. So what we’re looking at here is a slightly inferior Healing Touch. Not a terrible pick, but not one you’ll feel great about. An Earthen Ring Farseer is probably infinitely better in this format.
Constructed: This is an interesting one. By itself, in the right deck situation, this card is absolutely nuts. However if the meta slows down to where this card is viable in a deck, is the healing without a body really that great? This helps against aggro, but against control it’s a weaker pick. If your control Shaman deck is strong enough that this is reliable, is the meta not also control-focused in the decks you will face?
Light’s Champion
Luke
Arena: Hey, it’s a three mana 4/3. That’s pretty average! It’s better than Ironfur Grizzly, but not as good as Spider Tank. That’s all I got.
Constructed: So Blizzard hasn’t actually released any new silence effects since Wailing Soul in Naxxramas, which I find interesting. Light’s Champion can only silence demons, which makes it useful against exactly one class. The thing is, Warlocks don’t even run that many silence-worthy demons. There’s Voidcaller, Mal’ganis, and maybe Imp Gang Boss? I can’t ever see myself putting a card in my deck that only counters three minions. The stats are fine, but no.
Callum
Arena: A mediocre stat line in arena with an almost unusable effect. Pass.
Constructed: The most explicit hard counter to a single deck in the game to date, really. Is it that useful? I don’t think so. I mean, against Warlock it’s a Spellbreaker for one less mana, and against any other class it’s dead. Unless Illidan suddenly gets changed to a 6/5 and is in every deck, it’s a no from me.
Rhonin
Luke
Arena: Rhonin gives you three Arcane Missiles which is good in any context, and in arena they might give you some easy board clears. A good legendary!
Constructed: People are sleeping on this card. You can get so much value off of three Arcane Missiles. If you clear your opponent’s board, it’s basically a Pyroblast for three mana. If you feed them to Archmage Antonidas you’re getting a cumulative 27 damage. If you play discount them with Thaurissan and blast off with Malygos, that’s 24 damage. Let me put it this way, there’s a reason Rhonin’s effect isn’t a Battlecry. That would’ve been even more insane.
Callum
Arena: I feel like Luke is somewhat overrating the effect of this, and doing what a lot of other people have done, by ignoring that it is a deathrattle. So post turn eight, what use are Arcane Missiles really?
Constructed: Control Mage isn’t really a thing right now, in the sense of having a very top heavy deck like Control Warrior. With cards like Dr. Boom, Antonidas and Ragnaros already competing for what little top slots there are, I don’t see this being impactful enough.
Sea Reaver
Luke
Arena: It’s a Boulderfist Ogre with a downside, so that makes it a pretty average pick.
Constructed: People have been down on this card, but I don’t know. It can be disastrous and destroy your army of one-health Grim Patrons, but it can also be a free combo piece that launches your Frothing Berserker into the stratosphere. I think Sea Reaver will end up being too inconsistent, but there’s a world where it’s very good.
Callum
Arena: Pretty unusable in arena because you can’t really take advantage of the effect very well. A lot of better cards are probably going to be presented to you.
Constructed: Far too inconsistent for the current crop of decks that this effect seems to suit. There are other whirlwind effects you can use to trigger your Patrons and Berserkers.
Varian Wrynn
Luke
Arena: It’s a huge minion that draws you cards and probably gives you board presence. Arena is all about board presence, so this card is great.
Constructed: Varian Wrynn will be in every Control Warrior deck from the jump, simply because there isn’t a downside. There’s a chance it doesn’t put any minions on the board, but who cares! You still drew three cards. There’s a chance it puts out combo pieces on the board like Alexstrasza, but who cares! You still got a free 8/8. There’s also the chance it puts out a Ragnaros, Ysera, and a Sludge Belcher and you immediately win the game. One of the best cards in the game and even at 10 mana it might be underpriced. It would not surprise me if in a couple months we see Varian Wrynn get nerfed.
Callum
Arena: Probably the best legendary in the set, so if this comes up you’re picking it.
Constructed: This is quite possibly the best and most immediately impactful card in the set. This is going in Control Warrior from day one, and everyone who plays Control Warrior should be crossing everything that they can pull one from a pack.
Arcane Blast
Luke
Arena: One mana deal two damage is good in the same way Arcane Shot is good. The added spell power bonus means you might whip up a one mana Frostbolt, so Arcane Blast makes the cut.
Constructed: The issue with Arcane Blast is it can only target minions. The dream of stacking a Malygos on this thing and getting a humongous game-winning combo are dead in the water. It looks like this thing is supposed to be built around a value spell power deck, and unfortunately the pieces aren’t there yet. If you have three minions out with spell damage you can pluck off a Sludge Belcher for one mana, and I suppose that lets you save your Fireballs, but again, not going face really hurts this card. Maybe the Ancient Mage synergy is real?
Callum
Arena: One mana, two damage spells are pretty mediocre in whatever game mode you are in, but I guess this could be useful for early game removal.
Constructed: I hate that this can only target minions. It sucks that there is no potential for Malylock-like combos with it. Mage has so many flexible damage spells that one like this just isn’t really going to make the cut.
Bear Trap
Luke
Arena: I think this is one of the best Hunter traps in arena. It gives you free board presence and can cause some really subpar plays from your opponent.
Constructed: Easy fit into the slower Hunter decks. The cool thing about Bear Trap is that the it adds to the mind games. There will be moments in Hearthstone where you genuinely don’t know if your opponent has Freezing, Explosive, Snake, or Bear Trap up, and that will be super frustrating.
Callum
Arena: Yeah, this is generally a good card.
Constructed: Okay, so the reason this is good is not necessarily that it is good in a vacuum. It’s okay, it’s an Ironfur Grizzly for one less mana. The biggest advantage is that it’s a buff to every other Hunter trap. Hunters haven’t had a new trap since the classic set, so this changes the equation when playing against Hunter. Right now you can usually always disregard Snipe, but now there is a fourth possibility as to what trap your opponent has just played. That buffs all other secrets, because it increases the disruption to your opponent as they attempt to play around them. That’s why new secrets have to be so well balanced!
Bolf Ramshield
Luke
Arena: It’s a big guy for six mana, but there are so many better legendaries. You’d never choose Bolf over Sylvanas, or Cairne, or anyone else with a more meaningful effect.
Constructed: Bolf might be an interesting choice in a world where a bunch of spell-combo OTK decks are popular, but last time I checked they aren’t really being played. In other aggro decks, people can go face and kill Bolf for free without any upside, and that sucks. Maybe if Bolf had taunt he could see play, but as is, nah.
Callum
Arena: Not impactful enough in arena. Three attack in the six mana slot is never a good feeling.
Constructed: I don’t think this will see much play, but the effect is kind of cool and leads to unexpected interactions that you might not necessarily predict.
Buccaneer
Luke
Arena: Not a terrible arena card. Play it on turn one, get a 2/2 weapon to deal with the opponent’s two drop. I like it.
Constructed: Will probably be fit into some Rogue pirate decks, which actually have been effective every once in a while. It’s hard to think how this card could’ve been any better and still be a one-drop, so I like it alright.
Callum
Arena: This is the only remotely decent one-drop to come out of the set, and it does give the Rogue hero power some extra kick early on.
Constructed: What I find kind of funny is that this is one of the better Inspire cards in the set, but it doesn’t have the new keyword! I guess that is so it can have applications if you somehow get it in another class. Keeping this alive is the biggest issue. You have to play it and then equip the weapon, not the other way round like with Auto Barber.
Boneguard Lieutenant
Luke
Arena: A basic two-drop with upside, which lumps this into your Sorcerer’s Apprentice/Knife Juggler school. Not a bad pick!
Constructed: I don’t think Boneguard’s effect is good enough to make it into constructed decks, unless you’re running all-out inspire. However if 2/3s are popular and you get this down on turn two, it gives you a pretty favorable trade plus a hero power. That’s something worth marginal consideration.
Callum
Arena: Not a terrible two-drop, but not one of the best. It does give you a favourable trade against a 2/3 the next turn, but that’s about it.
Constructed: I was waiting for the blow away Inspire card in the set to be revealed, but it never came. Sadly this means that Inspire decks just aren’t going to be very… well, inspiring. This is just another sub-par card that you aren’t going to play.
Captured Jormungar
Luke
Arena: This is actually a top-tier arena pick because it’s going to be lumped in with other nobodies in the common slot. A 5/9 in arena can easily burn two or three of your opponent’s cards, and that’s pretty strong.
Constructed: It doesn’t have any text on it, which means it’s not constructed worthy. It’ll fill out some basic decks and it’s cool Blizzard is still offering support to the low-end, but, like, you’re never running this over Dr. Boom.
Callum
Arena: Another good value late game card in the common bracket, meaning more options for your draft. Thumbs up.
Constructed: Unless you’re a budget player, you aren’t going to play this though. Sorry guys, me and Dr Boom have got a special bond.
Chillmaw
Luke
Arena: In arena Chillmaw will be an inefficient seven drop with little upside. Even if you do have the dragon to enable the deathrattle, it might be a net-zero effect. This is sub-Gruul to me.
Constructed: I think Chillmaw will be a great addition to the dragon decks that never quite got off the ground post-Blackrock Mountain. You’re getting a free Hellfire, which forces your opponents to trade into the taunt, and there’s the added element that you might be bluffing and not really holding a dragon. Alongside the other dragons being added in The Grand Tournament, I think the tribe might finally be viable.
Callum
Arena: So not only do I need to have somehow drafted this, I need to have drafted other dragons? That’s just not going to happen.
Constructed: So as soon as everyone saw this, they screamed “Patron counter!!” Taking a hard look at it however, I think it’s too difficult to control. Yes your opponent can’t really afford to play Patrons until they’ve dealt with it, but Execute exists. If the stats were lower and this was a battlecry and not a deathrattle, we might have something.
Competitive Spirit
Luke
Arena: Important to note that Competitive Spirit doesn’t trigger if you don’t have any minions out, which means at the very least you’ll be getting a +1/+1 on one of your guys. It’s pretty easy to have a decent board in arena, and this is priced competitively enough that I think it works.
Constructed: Paladin secrets don’t get much play outside the occasional Avenge or Noble Sacrifice, and with the class angling more towards aggro lately, I think this will see some run.
Callum
Arena: I’d take this in arena over most other Paladin secrets. It probably gives you the most control of any secret out there.
Constructed: I agree with Luke, this will more than likely be tried in aggressive Paladin decks which are quite strong right now.
Dalaran Aspirant
Luke
Arena: It’s a four mana 3/5 with an ability that you can take advantage of more than, say, Dragonkin Sorcerer. Not a top-tier pick, but there are worse four drops.
Constructed: This seems like a combo piece to me, but it’s so slow that I don’t think it’ll ever work. You’re going to need to hero power twice for this to be any better than an Ogre Magi, and that’s so hard to do without some sort of Coldarra Drake shenanigans. Even when you pull that off you need a very specific hand to take advantage of the effect, which is why the Aspirant isn’t going to work in constructed.
Callum
Arena: It’s not a great four drop, but it’s a decent enough stat line with five health to stay alive. Not the worst, but not a must have.
Constructed: I don’t see this being played very often. There are just too many other four drops I would rather have, with spell power just not that attractive a trait. Senjin, Water Elemental and of course Shredder just beat this hands down.
Dragonhawk Rider
Luke
Arena: Fine in the way that Jungle Panther and Ironfur Grizzly are fine.
Constructed: Would I play a vanilla 3/3 with windfury in a constructed deck? No, because I also don’t play Thrallmar Farseer in constructed. So why would I play a 3/3 with windfury that can only be triggered for two mana? Pass.
Callum
Arena: Early game Inspire cards are going to suffer in arena I feel, and this is one such example. A perfectly mediocre card.
Constructed: Like with other Inspire cards this just isn’t powerful enough on its own to demand a spot. Even if hero power decks take off, I don’t think Inspire is going to be a big part of them.
Elemental Destruction
Luke
Arena: If you’re really far behind this can be like Flamestrike, and the layover mana cost means you can get a board presence afterwards. This will be good.
Constructed: Lava Shock it’s your time to shine! Okay, maybe not, but this will certainly worm its way into some Shaman decks. I think Elemental Destruction may be the tool needed to get those Malygos/Ancestral Call combos off the ground, which is a lot of fun! Thanks for printing this card Blizzard.
Callum
Arena: This is a potentially really powerful board clear and something you’re likely to take in arena. Flamestrike is a strong card in the format, so this is probably up there too.
Constructed: Midrange Shaman is due for a resurgence, and the cards in this certainly seem geared to give the deck that shot in the arm. Alongside the strong minions, this powerful board clear could well become a staple in the meta. Time will tell how crippling the overload is, and whether or not Lava Shock can finally have an impact.
Fencing Coach
Luke
Arena: As far as three mana 2/2s go, this one isn’t bad, especially if you have some other inspire cards in your deck.
Constructed: If inspire decks are a thing, Fencing Coach will be a lynchpin. Getting a free trigger is a huge deal and it solves the problem a lot of these cards have. You’ll get to play stuff like Wilfred Fizzlebang, Kodorider, Mukla’s Champion and others right on curve. I think this definitely sees play.
Callum
Arena: A decent turn three play, but quite a bad late game drop. So draft it with the drawbacks in mind.
Constructed: This is a persistent effect like Dragon Consort, so I think this is actually the best card by far for Inspire decks in the set. Playing this, the next time you play an Inspire card you can trigger it for free. I don’t think it’s enough, but if the decks do end up working this will be why.
King’s Elekk
Luke
Arena: Great two drop in arena, because you’d totally run a card that said “two mana 3/2, 50 percent chance to draw a card.”
Constructed: You could make room for this in the mid-range Hunter decks that run heavier stuff like Dr. Boom and Savannah Highmane. It also serve as another tool for that mythical “Control Hunter” that we’ve never seen. I like the card!
Callum
Arena: Not bad for a 3/2, probably something that would get picked. Card draw is pretty important in arena.
Constructed: I definitely think this will see play in Midrange Hunter. In place of what I’m not sure, but a lot of Hunter players are pretty excited about this new tool. It could well end up being one of the most commonly seen joust cards once the meta shakes out.
Knight of the Wild
Luke
Arena: Bleh. It’s going to be a seven mana 6/6 way too much for this to be a good pick.
Constructed: If Beast Druid gets off the ground, and I think it will, I still don’t know if Knight of the Wild will see play. You need to be running a lot of beasts to get a significant discount on this thing, because ideally you want to play this thing for something like four mana. It is cumulative, which is nice because you’re not squeezed into one turn like Volcanic Drake. So, maybe? I don’t know.
Callum
Arena: Unless you have a ton of beasts drafted, give this a pass.
Constructed: Blizzard are taking another run at making Beast Druid viable, and if the deck does end up being strong this card could see some play. However there is a good chance this will just end up as another Bolvar—nice in theory, but not consistent.
Kvaldir Raider
Luke
Arena: So you can play this on turn five for a 4/4, or you can play it on turn seven for a 6/6. Either way it’s not great, but if it sticks around it could be pretty annoying.
Constructed: This is just like Floating Watcher, except Floating Watcher is better because there’s multiple ways to activate it. Maybe the Raider could fit a spot in Priest with buffs and constant heals? But yeah, save for an Inspire Control archetype, this doesn’t excite me too much.
Callum
Arena: As Luke says, it’s Floating Watcher in many ways. Not likely to be the best minion you can put in the spot.
Constructed: Another example of an Inspire card that is weaker than, say, Azure Drake or Sludge Belcher with a theoretical benefit that likely won’t work in practice.
Magnataur Alpha
Luke
Arena: Three health isn’t as much of a disaster in arena than it is in constructed, so there’s a chance to get some value here. Still not the thing you want to be drafting.
Constructed: It just dies to way too much. I just don’t understand the philosophy behind cards like this. The Magnataur Alpha is a four-mana Warrior epic with three health that doesn’t do anything on the turn it gets played. There’s just no way, there’s no way, for this to work consistently. Foe Reaper has nine health, and it’s still too slow. Big pass from me.
Callum
Arena: Three health doesn’t give you much potential value, though the effect does mean you could get two hits providing it lives beyond the turn it’s played.
Constructed: Dying to a lot of two drops doesn’t fill me with a huge amount of confidence, and I just don’t see many situations where you can actually keep this alive until the turn after you play in order to actually get any value.
Murloc Knight
Luke
Arena: This isn’t so bad if you get some hero powers off. Voidcaller is a surprisingly good card in arena despite its subpar stats, so I think Murloc Knight can get enough value for it to to be okay.
Constructed: The question is whether Murloc Knight can be viable in non-Murloc Paladin decks. That would basically mean the average murloc you’re spawning off the Inspire moves the meter without other buffs. It’s a big question, because if the answer is no it’d mean that Murloc Knight would only get play in decks running stuff like Murloc Warleader. I’m going to give it a very tentative yes, but this is a total wait-and-see card.
Callum
Arena: The art on this is fantastic once again, but I think that’s about the best we can say. At least it has four health so has a little bit of value.
Constructed: Murloc Paladin is certainly not something I imagined ever being a viable archetype, but who knows? People are definitely going to try it. It is possible this might find a home in some aggressive Paladin decks as a board flood tool, but I think that is pretty unlikely.
Pit Fighter
Luke
Arena: One of the best arena cards in the game. It’s a big five drop in the way that Yeti is a big four drop and Ogre is a big six drop. Five drops are terrible in arena, so Pit Fighter will become the gold standard.
Constructed: It doesn’t have any text, but a 5/6 for six is a big deal. Like, Yeti was getting played not too long ago before Shredder, and you still see the occasional Shieldmasta. Out of all the vanilla no-text minions coming with The Grand Tournament, this one has the best chance to make an impact.
Callum
Arena: A unique stat line is interesting, and it’s definitely not a terrible pick in arena. There are obviously better five drops even though they don’t have the stats, and cards with better stats that have acceptable drawbacks like Venture Co Merc.
Constructed: I think this is another budget deck tool for people who haven’t been able to go through Naxxramas yet, but once you have Sludge Belcher and Spectral Knight are better options.
Ram Wrangler
Luke
Arena: This is bad the same way Grim Patron is bad in arena. Just too situational.
Constructed: I think this is one of the most powerful cards released in the set. You can summon Gahz’rilla with this. You can summon King Krush with this. If you don’t hit those you can still get Stranglethorn Tiger or Jungle Panther or Lost Tallstrider or Savage Combatant. And even if you get a 3/2 it’s not bad. I think Ram Wrangler will serve as a massive tempo swing for a class that didn’t necessarily need the help.
Callum
Arena: Too situational to be a consistent pick in arena.
Constructed: There are a lot of powerful beasts, so this could be a really powerful card. For every Webspinner or Captain’s Parrot, there will be another Stranglethorn Tiger or Savannah Highmane.
Recruiter
Luke
Arena: All these delayed value cards aren’t that good in arena. Like the Recruiter hits the board as a 5/4. Maybe you save it to turn seven so you can hero power and get a 2/2 in your hand. However, you still have to play that 2/2, which costs one mana, and that means you won’t get it out til the next turn. This thing is just so painfully slow it doesn’t make the cut.
Constructed: It’s still a pass in constructed. It’s crazy slow and the Inspire effect isn’t even that good. Major pass. This is a darkhorse for one of the worst cards in the expansion.
Callum
Arena: Poor stat line and a pretty mediocre effect on the other side of turn five. Pass.
Constructed: Don’t see any benefit to playing this in constructed. Even if it summoned the 2/2 it would only be marginally better than Silver Hand Knight, which never sees play.
Refreshment Vendor
Luke
Arena: A mediocre four for ⅗ in arena. The healing will be negligible for the most part. Just kinda meh.
Constructed: Healbot costs one more mana, and heals you for eight. You get stuck with a 3/3 body, which kinda sucks. Refreshment Vendor gives you a sturdier 3/5, costs one less, and only heals for four. Yeah it hits your opponent too, but whatever, if you’re running this card you don’t care that much about your opponent’s health. I do think there’s a chance this card is better than Healbot, but it’s way too early to tell right now.
Callum
Arena: In arena this could help you stall out the game a little bit longer, but I’m not really enthused by it.
Constructed: I don’t think this is better than Healbot really, just because doubling the healing is pretty huge in decks where Healbot is a crucial card right now. This might see some play because of the better body, but actually the body on Healbot is good enough.
Saboteur
Luke
Arena: A decent three-drop that freezes up your opponent’s options on their turn. It’s fine.
Constructed: I like how Blizzard is already preparing for a world where inspire decks take over the universe, but it may be overestimating a bit. It makes Saboteur a decent tech card that might get some run here or there. I should say that it’s not bad against Handlock in the early game.
Callum
Arena: A tech card you might never need. Maybe the worst of a mediocre line up.
Constructed: This is the Kezan Mystic for Inspire. If Inspire decks did take over and there was one card that in particular drove the deck, this card could be used to counter that. Until that exists (and I’m not convinced it will), this card is never going to see play.
Seal of Champions
Luke
Arena: Pretty good. It gives you some tempo and a good trade, and it can make a Silver Hand Recruit much more scary. I’d probably value this card higher than both Blessing of Might and Hand of Protection.
Constructed: Paladins have gotten more aggressive lately, so I think Seal of Champions is a good fit. It also synergizes well with those two Val’kyr legendaries that do stuff when they get buffed.
Callum
Arena: Yeah this is pretty good in arena, it creates a difficult to deal with minion that packs a punch.
Constructed: As well as the synergy Luke mentioned, this fits with the MO of Aggro Paladin recently. This is Blessing of Might and Argent Protector’s effects in one card, sacrificing the 2/2 body for the extra card slot in your deck. This will be experimented with in those lists for sure.
Shadowfiend
Luke
Arena: The effect is going to be pretty negligible in arena. You might get to draw one card with Shadowfiend on the board if you’re lucky, and that’s only a one mana discount. I’d much rather have a 3/4 on turn three.
Constructed: I think people have been drastically undervaluing this card in constructed. It’s not that hard to have burst card draw in Priest, and even if you play Shadowfiend and hit it with a Power Word: Shield you’re still pretty happy. Priest is clogged in the three-mana spot right now, but I think Shadowfiend definitely makes a couple appearances.
Callum
Arena: As Luke says, not very useful in arena, but it is an epic so the other options could be really bad.
Constructed: I think this could well see some play in Priest. It’s hard to find a slot for it, but if you have this out when you pull off a Northshire and Circle of Healing combo the value is pretty great for the class.
Shady Dealer
Luke
Arena: A 4/3 is fine. That’s all I have to say.
Constructed: This just feels like another half-decent pirate card that won’t ever move the needle. A 5/4 on on three fits the theme of the tribe and it could do some damage, but I don’t know. Is Shady Dealer really the minion pirates needed to push themselves over the top? I doubt it.
Callum
Arena: Not an appalling stat line, so you might end up picking this and not feeling too terrible about it.
Constructed: I love pirates in Hearthstone, I really do. They’ve been given some fun new cards in this expansion and this could really help, but I think my beloved pirates will remain nothing but a gimmick deck.
Sideshow Spelleater
Luke
Arena: This isn’t too bad in arena if you’re playing a class with a bad arena hero power. Like, I’d put a premium on this in Warrior or Hunter drafts for sure.
Constructed: This card is fun. It’s never going to get play in constructed, but it’s cute, and clever, and will lead to some interesting games. I’m glad that cards like Sideshow Spelleater exist much like I’m glad that cards like Blingtron exist.
Callum
Arena: Could help the weaker classes, but not really a hugely beneficial effect in arena.
Constructed: I’m not sure I understand this, unless you want to play a Mage hero power deck and steal the Hunter hero power for even more burst. I’m confused.
Sparring Partner
Luke
Arena: A 3/2 with upside for two mana. You can never go wrong with that. It’s not great upside, but it’s still upside okay?
Constructed: Warrior are getting more things to push taunt synergy, and I have to say, playing Sparring partner to taunt up another minion, and then hitting them both with that new Bolster card seems solid. You could also run it for Black Knight combos, which might be a real thing.
Callum
Arena: Taunt givers are okay in arena, but this is probably quite a weak one. You might take it if you didn’t have better options.
Constructed: Blizzard really wants to make Taunt Warrior a thing, but I just don’t see it. I guess this gives you the benefit of two taunt minions without having to have two on board already, but I’m pretty sure I’d almost always want Sunfury and Argus over this.
Spawn of Shadows
Luke
Arena: 5/4 for four is famously weak, and the inspire might be a downside a good amount of the time. So it’s a pass for me.
Constructed: We’ve never seen an Aggro Priest or Suicide Priest since the dawn of Hearthstone, but between Mind Blast, Shadowform, and Shadowbomber, they do have the tools. Spawn of Shadows might be too weak, but hitting your opponent with its five damage, plus the recurring four-damage inspire is pretty nuts. Like, you can’t underestimate how potent that is. I don’t know if it’ll work, but Spawn of Shadows is worth some experimentation.
Callum
Arena: Not great stats, and an Inspire effect that potentially locks down your hero power. No thanks.
Constructed: This is Shadowbomber on crack. Aggro rush Priest, is that going to be a thing? I don’t think so.
Stablemaster
Luke
Arena: Do you like playing three-drops that die to one-drops? No? Well good for you! You’re a competent arena player?
Constructed: I don’t think this is good enough. What are Stablemaster’s targets in an average Hunter deck? Haunted Creeper, an Animal Companion, maybe a Savannah Highmane? I suppose in a world where you drop the this to protect a Savannah Highmane while it trades with an Ancient of Lore you’re pretty happy, but I don’t know how often we’re going to live in that world.
Callum
Arena: A 4/2?? Get out of here.
Constructed: Definitely not good enough. Two health is stupidly weak, and with an effect weaker than Bestial Wrath—a card that is never played.
The Mistcaller
Luke
Arena: A top, top, top tier arena legendary. You’re outclassing your opponent’s entire deck with one minion. This is Onyxia-level good as far as I’m concerned.
Constructed: There is a chance this is too slow. I hope it’s not because it’s an amazing card. But there is a chance it’s too slow. I’m just being realistic okay? You might be dead before you get any of those freshly buffed minions on the board. I know it’s sad, which i
Published: Aug 19, 2015 09:52 am