Hearthstone, Set Review

Whispers of the Old Gods Review: Class

Let’s review the class cards of Hearthstone expansion’s Whispers of the Old Gods. I will discuss how the new cards will play into the Constructed and Arena format. I will mention if the card will have special place in the new Wild or Standard format. This review is a first look at the strengths of the cards. Time will tell which are actually the best.

As for rating, I am changing it up to a numeric format, to give the reviews a pinpoint answers. The details are in the writing. For the most part, it is clear how the numeric system will work in arena, but lets go over how it will work in Constructed:
5.0: You have to be very prevalent and crucial in both Wild and Standard format. (ex: Emperor Thaurissan)
4.0: You are very prevalent in one or both formats and seen in multiple decks or crucial to certain deck.
3.0: You are a playable card and important in certain decks.
2.0: You might see play in some niche decks.
1.0: You are not see any or very little play.
0.0: HAHAHAHAHHAHAHAHAHAHA. No.
Tech: A special rating for cards that depend on the meta to be played

Reminder: C’Thun and any cards that reference it will not be available in arena.

Link to Whispers of the Old Gods Review: Neutral Cards


Druid

 

addledgrizzlyAddled Grizzly
Constructed: 2.0
Arena: 2.5

Very useful card for token decks, playing Living Roots and the new Force of Nature. On turn 8, it is a combo with Force of Nature making a 3 3/3 and a 2/2. That is almost like Quartermaster and Muster for Battle. By itself, it is like Sword of Justice. Yet because Addled Grizzly is a minion, it is much, much easier to get rid of. But hey, it is a beast. But is In arena, the small buffs are very good but synergy is hard to get. Also don’t forget it is a 3 mana 2/2.

darkarakkoaDark Arakkoa
Constructed: 3.0
Arena: N/A

If you are playing C’Thun Druid, you are playing this card. it grants the biggest boost to C’Thun and makes it much more consistent to activate your Twin Emperor Vel’lok.

 

 

fandralstaghelmFandral Staghelm
Constructed: 3.5
Arena: 3.0

Getting both effects on Choose One cards is amazing and definitely pushes the card above the curve. Fandral is sort of the Brann Bronzebeard for Choose One effects. Fandral is just not going to be that meta-defining because there isn’t as many Choose One cards and Fandral is not neutral.

feralrageFeral Rage
Constructed: 2.0
Arena: 3.0

The new Standard strongly dictates if this card would be good or not. The rotation moved several prominent 3/4’s out of the meta (ref: Dark Cultist, Spider Tank), but there is still a chance that more 5/4 are seen now that Shredder moves out of the scene. Having the flexibility between damage and health can be crucial in certain matchups.

forbiddenancientForbidden Ancient
Constructed: 1.0
Arena: 3.0

At the smallest a 1/1, at the largest a 10/10. Flexible stats but not enough for Constructed. It is quite good in Arena since you can guarantee you always have a sizable minion.

 

 

klaxxiamberKlaxxi Amber-Weaver
Constructed: 3.0
Arena: N/A

To get the battlecry off and still be on curve, you would have to play back to back, Beckoner of Evil, which is something that can happen with selective mulligans. And a 4/10 is pretty resilient monster (ref: Twilight Drake). Even without the effect, a 4 mana 4/5 in a Standard environment where Piloted Shredder and Mechanical Yeti is not there can actually see play.

markyshaarj

Mark Of Y’Shaarji
Constructed: 3.5
Arena: 2.5

This card is an real benefit for playing Beast Druid. The great thing is that this card can be played even on a minion that is not a minion in a pinch. The problem is that Beast Druid needs a couple of more valuable Beast to attach to.

 

mirekeeperMire Keeper
Constructed: 3.5
Arena: 4.0

There has to be a reason that you want to ramp from 4 mana to 6 mana, and that would meaning skipping Druid of the Claw or Azure Drake. This might lead to decks that have a heavier mana curve. I see this card being important in Standard but not so much in Wild, where Piloted Shredder roam free. In arena, being able to play a 3/3 and 2/2 on turn 4 is solid and is the most likely form this card will take.

wispsoldgods

 

Wisps of the Old Gods
Constructed: 1.0
Arena: 1.0

For 7 mana, I want an Ancient of Lore or War, not seven 1/1 minions. Even the buff side is not very efficient. Power of Wild gives your minions only +1/+1 but since it cost 2 mana, it can be more flexible.

Hunter

 

callofwild

Call of the Wild
Constructed: 3.0
Arena: 4.0

Definitely a value card for the Control/Reno Hunter deck. In arena, it is quite good in comparison to Hunter epics. Happy to see it around.

 

 

carriongrubCarrion Grub
Constructed: 1.0
Arena: 3.0

A seemly underwhelming card, because it has been outclassed by Druid of the Flame from Druid. But it is important to remember what this is the first time Hunter has access to a durable mid size minion. It is for arena, where the body is more valuable. However, River Crocolisk has been played before in Midrange Hunter before Haunted Creeper was released so I am not ruling this card out just yet. This is especially the case when you realize so smoothly curves into Houndmaster.

fierybatFiery Bat
Constructed: 5.0
Arena: 2.0

The new Hunter aggro 1 drop now that Leper Gnome is nerfed. It has another advantage by being a beast, perhaps even making Face Hunter a scarier thing by having more consistent Kill Commands.

 

forlornstalker

 

Forlorn Stalker
Constructed: 2.5
Arena: 2.0

Even in a deathrattle deck, this card can be a 3 drop do nothing. Still the fact it can enable your Neurbian Eggs is pretty helpful. The fact that there isn’t a strong 3 drop deathrattle competition for this card. It is good but it is not going to make the Hunter deathrattle deck great.

giantsandworm

Giant Sand Worm
Constructed: 0.0
Arena: 1.0

Yes, there is a crazy combo with Bestial Wrath, but it is a still a 8 mana do nothing on the turn it is played. Got to hate to see this card come out from Ram Wrangler.

 

 

infestInfest
Constructed: 2.0
Arena: 2.0

It is a cheaper Ball of Spiders but it is not that great, because you have to have multiple minions on the field, which is not always going to happen. Ball of Spiders is better in Control Hunter decks that isn’t going to have alot of minions in play. Still Infest is much easier to combo with Unleash the Hounds and Feint Death.

infestedwolfInfested Wolf
Constructed: 3.0
Arena: 3.5

The Spiders created from this card are also Beast. Which is quite strange to me that spiders are considered Beasts, but it makes the card quite good. Deathrattle Hunter is shaping up especially since this card curves into Princess Huhuran.

 

onthehuntOn the Hunt
Constructed: 0.0
Arena: 1.0

Very underwhelming when you have Arcane Shot in the base set. The Mastiff doesn’t even have Charge. Feels like Blizzard just wants to make another cheap spell for Lock and Load.

 

 

princesshuhuranPrincess Huhuran
Constructed: 3.5
Arena: 3.0

Clearly, Princess Huhuran is a powerful minion with a reasonable body and the beast tag as well. Even if you can’t trigger the Battlecry on anything you still get a sizable monster.

Mage

 

anomalusAnomalus
Constructed: 1.0
Arena: 3.5

8 damage has the ability to clear most board states. And I like how Anomalus only has 6 health, making it even easier to die. It is just puzzling what sort of decks want an effect like. Again, I turn to Freeze Mage, but by turn 8, Freeze Mage usually have to use spells to interact with the board, and don’t have the time to slam down a giant minion like this.

cabalisttome

 

Cabalist’s Tome
Constructed: 3.0
Arena: 3.0

5 mana for 3 cards is fair price (ref: Nourish) and most Mage Spells are very good cards. Reminder, you can only get Standard legal spells in Standard, while in Wild you can get all spells. Fatigue or Grinder mage will want this.

 

cultsorcererCult Sorcerer
Constructed: 1.0
Arena: N/A

On curve, you can probably get one trigger out of this card, before it gets killed. Which isn’t great when you have Beckoner of Evil giving C’Thun a buff without having you to do anything extra. C’Thun decks also have to be minion heavy since only minions have C’Thun synergy. This card challenges that notion but not in a way that will pay off greatly.

dementedfrostcallerDemented Frostcaller
Constructed: 2.0
Arena: 1.0

Blizzard knows that Freeze is a strong ability, that is why in the Beta all freeze cards were were nerfed by increasing their cost by one mana (ref: Frost Nova, Cone of Cold, Blizzard). Still the body for cost is such a hard drawback. It plays better than Flamewaker versus the Midrange decks because it can hold back more sizeable minions. In addition the FrostCaller wouldn’t try to freeze character that is already frozen. Still the cost seems too much for it to be prevalent in the meta. It is such a strong combo with Ice Spear, that I ca’t wait to try it out.

facelesssummonerFaceless Stronger
Constructed: 3.0
Arena: 4.5

It stands out as an arena powerhouse, with the stats it bring as well as it being a common. Seem like Blizzard wants Mage to be a strong arena class for new players to attached to. In Constructed, Faceless Summoner is still a good card, just a question of what decks want to run a 6 cost minion of stats. It matches up like the minion version of Ethereal Conjurer. Certainly high value enough that Midrange decks, and Reno decks will want to use it.

forbiddenflame

Forbidden Flame
Constructed: 2.0
Arena: 2.5

Of course it is not going to be as cost effective as Frostbolt or Fireball but you have to pay a cost for flexibility. There are still some very good spells in Standard so I doubt this will see play. In arena, removal is still removal.

 

servantyoggsaronServant of Yogg-Saron
Constructed: 1.0
Arena: 2.0

As a 5/4 base for 5 it is good, but the sheer force of randomness make this card so unreliable. Please watch Trump’s reveal video of this card so you can get his breakdown on the math behind it. In summary, you have a 1/3 of a chance of good effect, 1/3 effect of an okay or neutral effect and then 1/3 of a chance to be bad (like Fireball itself bad). I can’t see that sort of risk been taking in Constructed. In arena, it is acceptable to some degree. I will pick it if I need the curve. The variance in this card will make for very swingly games.

shatterShatter
Constructed: 1.0
Arena: 0.0*

Cool combo with Demented Frostcaller. (Get it…? Cool?) But it isn’t going to see play. Freeze Mage already have AOE destruction combos with Frost Nova and Doomsayer (Both Base/Classic cards). Granted this card makes sure players can’t deal with the Doomsayer. But Freeze Mage doesn’t have much trouble dealing with one thing. It is the problem with dealing with multiple things that can overrun a Freeze Mage. If a Freeze Mage had to waste two cards, a Frost Bolt and a Shatter to deal with something, they would be pretty sad. Don’t pick it for Arena, unless you somehow drafted a ton of Snowchugger and Frost Elementals.

twilightflamecaller

 

Twilight Flamecaller
Constructed: 2.0
Arena: 2.0

Standard doesn’t seem to be the place of many 1/1 tokens anymore. In Wild, Arcane Missiles have been the card that Mages have turn to deal with 1/1 tokens, but this card might be edge out as being more efficient in the Control decks.


Paladin

 

alightdarknessA Light in the Darkness
Constructed: 1.0
Arena: 4.0

The card is good, especially in Arena, when you can repick for strong card quality and get a buff on the minion as well. In Constructed, I just don’t see what Paladin would play this card over a 2 drop minion or any another card that specifically further their goals. People may compare this to Unstable Portal. But Unstable Portal have more advantages because it decreases the cost of the minion, meaning you could play a 3 drop immediately and not lose tempo. It also could immediately trigger off a turn 1 Mana Wyrm.

divinestrengthDivine Strength
Constructed: 0.0
Arena: 1.0

It is the more defensive option to Blessing of Might. But Blessing of Might seems much better in application to me. Do I want my 1/1 Recruit to be a 2/3? No, I want it be a 4/1 and trade with something useful for me. I rather tap into the Divine Shield synergy that Paladin have and use the buff that is more suitable with it, which are attack focused buffs.

forbiddenhealing

 

Forbidden Healing
Constructed: 1.0
Arena: 0.0

If this spell didn’t include the doubling clause, it would have been complete trash. Still you don’t want to spend all your mana just on healing. Holy Light will just have to do.

 

ragnaroslightlord

 

Ragnaros, Lightlord
Constructed: 2.0
Arena: 2.0

Well, no one saw this card coming. And it doesn’t stand up to the Firelord counterpart, but it doesn’t mean this card is complete trash. It is meaningful in Fatigue Paladin decks. The problem is that deck isn’t very strong and Paladin can’t benefit from healing like Priest can, because Paladin don’t have cards that benefit from when something gets healed.

rallyingbladeRallying Blade
Constructed: 3.5
Arena: 3.5

The attack and durability might be on the low side, but in the right deck, being able to buff multiple minions can be crucial. Especially since minions with Divine Shield make great use of attack buffs. The blade can be sometimes consistent, but since Coghammer is rotated out of Standard, expect it in the Standard aggro list.

selflessheroSelfless Hero
Constructed: 4.0
Arena: 1.5

By now, I have noticed that the nerf to Leper Gnome has really open the doors for other 1 drop 2/1 minions to see play. Selfless Hero is the new one drop that aggro/token Paladin want. The new synergies with Divine Shield in Paladin makes this a very useful card to see.

 

standagainstdarkness

Stand Against Darkness
Constructed: 1.5
Arena: 2.0

It is not that 5 recruits for 5 mana is very bad. But rather in Wild, Muster for Battle is better. And in Standard, you don’t have Quartermaster to reward you for having a lot of recruits at once. Also the newly released Twilight Flamecaller and Ravaging Ghoul will always keep this card in check.

stewarddarkshire

Steward of Darkshire
Constructed: 2.0
Arena: 2.5

This effect works on not just minions you play from your hand but also your Hero Power and Muster for Battle tokens. Sadly, this card doesn’t give any attack or power buffs to your minions, so just having sticky monsters doesn’t mean it is strong enough in Constructed. The weakness is that Divine Shield often only equates to +1 Health. Steward of Darkshire finds a place in Token Paladin/Zoo Paladin decks, but I don’t see that deck making waves. In arena, Steward of Darkshire becomes Inspire: Summon a Argent Squire, which is pretty decent.

vilefininq

 

Vilefin Inquisitor
Constructed: 3.0
Arena: 1.0

Vilefin Inquisitor is a sizable body and helps the Murloc Paladin takes more advantage of cards Murloc Warleader. But be careful how many Murloc recruits you make. You don’t want to play Anyfin Can Happen and then just fill your board with 1/1. Sadly Standard Murloc Paladin took a big hit by losing Old Murky-Eye in the rotation.

Priest

 

darkshirealchemistDarkshire Alchemist
Constructed: 3.0
Arena: 3.5

Darkshire Alchemist is a combination of a Yeti and a Flash Heal, which is a very good thing. Heal yourself when you are down, or heal your minions to gain the advantage in trades. If you play it right after a Aucheni Soulpriest, you have a Yeti with Battlecry: Deal 5 damage. Flexibility is what makes this card good.

embraceshadowEmbrace the Shadow
Constructed: 3.0
Arena: 2.0

A very important combo/control piece for Priest. Auchenai Soulpriest and Circle of Healing was a very good combo, but it often left the Soulpriest at one health so it could be pinged off the turn after. Now you can get the same effect with the same amount of cards but with less mana, so it can be more flexible. Definitely want to play both Auchenai Soulpriest and Embrace the Shadows to double up on the effect. Had to knock a few points from the rating because it is still 2 mana do nothing but itself.

heraldvolzaj

 

Herald Volazj
Constructed: 1.5
Arena: 2.0

This card is can be abused in Deathrattle decks or end of turn effects, like Ragnaros, or Ysera. But those are all the best case scenarios. For this card to be good, due to it’s high cost, there has to be good cards on curve that you can copy, and there just isn’t good 5 drops that can be abused with this effect.

hoodedacolyteHooded Acolyte
Constructed: 2.5
Arena: N/A

This is the first time seeing this stats distribution on a 4 cost minion. And of course, it is in Priest, who can make use of the high health of this card. At the least, this card has Inspire: Give your C’Thun +1/+1 (wherever it is). In a slow Control deck, this card can reap some major benefits.

forbiddenshaping

Forbidden Shaping
Constructed: 3.0
Arena: 3.5

Playing a minion at any cost and time, even if it is random is very good for maintain board presence and fixing curve. There is probably some sweet spots mana costs where there is a higher payoff than others.

 

powerwordtentaclesPower Word: Tentacles
Constructed: 0.0
Arena: 1.5

Come on you already have a high ratio of minions with high health to attack. Do you really need that much health? And for 5 mana? Velen’s Chosen was only great because it gave Spell Damage as well.

 

shadwordhorrorShadow Word: Horror
Constructed: 2.0
Arena: 1.5

Shadow Word: Horror hurts Control Priest very little, and is a bit harder to run in Dragon Priest, where Wyrmrest Agent and Twilight Whelp resides. It is certainly good against Paladin running who runs Musters and Shielded Minibot. But sadly the card is significantly worse than Consecration as it doesn’t affect bigger things. In arena, it is very situationally, as most people gear towards not picking 2 or less attack monsters.

 

shiftingshade

Shifting Shade
Constructed: 4.0
Arena: 4.5

This minion has the potential to replace Piloted Shredder in the new Standard format. It doesn’t replace itself immediately, but at maintains card advantage and can get you even more powerful cards.

 

 

twilightdarkmenderTwilight Darkmender
Constructed: 1.0
Arena: N/A

With all the healing that Priest has access to, this seems rather redundant. Unlike Warrior, Priest can’t take advantage of the amount of health they have.

 

Rogue

 

bladecthunBlade of C’Thun
Constructed: 3.0
Arena: N/A

In terms of efficiency, this card is an Assassinate on a 4/4, making it quite good. The Rogue C’Thun deck is clearly aiming to using Shadowstep to its fullest potential. Blade of C’Thun works very well if the meta skews more into the big minions, which the new expansion just might create for Standard.

bladedcultistBladed Cultist
Constructed: 0.0
Arena: 0.0

The opportunity time where a 1 drop 2/3 is good is only on the first turn. And this can’t do that without a Coin or a Wisp.

 

 

journeybelowJourney Below
Constructed: 4.0
Arena: 4.5

The selling point is this card is so cheap. It is essentially 1 mana draw a card, making little to no cost in mana, tempo and deck slot to include a card like this in a deck. Definite must have in Deathrattle decks.

 

shadowcasterShadowcaster
Constructed: 5.0
Arena: 2.5

There are some clear crazy combo with Brann Bronzebeard and Shadowstep, but even without that, this card is good on curve as you can make mini Piloted Shredder or Defender of Argus or Dark Iron Dwarf. The list goes on, but the point is it is not hard to gain value from this card, as you can make use of Battlecries and Deathrattles. The flexibility to make copies of Healbot and other singleton cards in Reno decks depending on the matchup is very strong. Copy Coldlight Oracles or Malygos for the combo decks. This card is just going to be seen everywhere in both casual fun decks and even competitive deck.

shadowstrikeShadow Strike
Constructed: 3.5
Arena: 4.0

It is a good removal. I can’t imagine seeing not having at least one copy in most lists. Probably see some play in Wild too, if people can figure out how to get over the Blade Flurry nerf.

 

 

southseasquidfaceSouthsea Squidface
Constructed: 2.5
Arena: 3.0

While the Deathrattle effect is harder to time than a Battlecry, it open up possibility that it can be played outside of Pirate decks and in Deathrattle decks.

 

 

 

thistleteaThistle Tea
Constructed: 2.5
Arena: 2.0

Usually 5 mana for 3 cards is good (ref: Nourish + Cabalist’s Tome). It is also one less mana and one less card than Sprint. It feels like Rogue has to have expensive draw spells, due to Preparation. Maybe it will replace Sprint because it is the cheaper card, but it isn’t easily to abuse having multiple copies of a random card, unless you can stack the deck in your favor. In arena, draw 3 cards on turn 6 isn’t what you want to do.

 

undercityhuckster

Undercity Huckster
Constructed: 4.0
Arena: 4.0

Undercity Huckster functions like a bigger body Loot Hoarder, and that makes it a very good card for the Death Raptor deck in Rogue. There is a chance it can replace Neurbian Egg in Wild, so you can clear up some space in the deck when you don’t have to run enablers for the Egg. In arena, it is just good value.

xaril

 

Xaril, Poisoned Mind
Constructed: 3.0
Arena: 4.0

All the toxins, unlike Spare Parts, are strong enough to be considered a collectible 1 mana spell. And you get two copies as well, so this card is sort of like a 2 mana 3/2 which is fine. The only question is do I lost alot of tempo for playing a 4 mana 2 health minion. Still got to slot one copy in the Death Raptor decks.

 

Shaman

 

eternalsentinelEternal Sentinel
Constructed: 3.0
Arena: 4.0

The minion version of a Lava Shock. The only issue was that Lava Shock was below average spell when you take away it ability to unlock Overloaded Mana Crystals. However, Eternal Sentinel is a typically 3/2 monster. There is added flexibility in just being able to play a 3/2 on turn 2 if your starting hand doesn’t have many overload cards.

evolveEvolve
Constructed: 5.0
Arena: 4.0

On average, when you only look at the relationship between mana curve and stats, Evolve is a full team wide stat buff and heal. And it is only for 1 mana. Power of the Wild is 2 mana. Whispers of the Gods is 7 mana. This is just 1, and it can let you trade in cards with Battlecries to get potential Deathrattles or different trigger effects.

flamewreathedfacelessFlamewreathed Faceless
Constructed: 3.0
Arena: 4.0

If you think of overload as 2 mana and add it to the base 4 mana, that would be a 6 mana 7/7, which is already better than any 6 drop should be. Stat wise, it is seem crazy, which leads me to think Blizzard must have tested it extensively to know it was okay to release and it isn’t that amazing. Can’t wait to see if this card takes over Constructed midgame and arena as well.

hallazeal

Hallazeal, the Ascended
Constructed: 5.0
Arena: 4.0

One of the weakness of Midrange/Control Shaman decks in comparison to other classes was that Shaman didn’t have access to good healing options, and/or had to waste deck slots of mediocre ones. But Hallazeal fixes that allowing you to keep the damage spells and heal off of them. It gets a 5 rating because it is an important card that enables viability in deck types in both metas.

hammertwilight

 

Hammer of Twilight
Constructed: 4.5
Arena: 5.0

Straight up value, you represent 12 points of damage with one card. It also softly counter Harrison Jones, since it leaves the 4/2 Elemental that can defeat Harrison.

 

stormcrackStormcrack
Constructed: 3.0
Arena: 4.0

A “fixed” Crackle. Fills that void in Standard, but certainly not replacing Crackle in Wild.

 

 

 

thingfrombelow
Thing From Below
Constructed: 4.0
Arena: 4.0

Since it says summon, it will get discounted from your Hero Power or a totem summoned by Tuskarr Totemic. Also Thing From Below doesn’t even have to be in your hand to get discounted. Thus making it very easy to play a discounted, cost effective. It is a good thing it has Taunt so it can have an effect on the board.

masterevolution

 

Master of Evolution
Constructed: 5.0
Arena: 5.0

So a stat efficient minion that can potentially heal and make my other minions more stat effective? Sold! Man, these new Shaman cards without any overload is really strengthening the Shaman class in the new meta.

 

primalfusionPrimal Fusion
Constructed: 0.0
Arena: 0.0

You don’t want to have to pick or rely on conditional buff spells.

 

Warlock

chogall

 

Cho’Gall
Constructed: 3.0
Arena: 2.5

Cho’Gall is a strong tempo card but not a value card. You still need to play a spell from your hand. It is still solid, but it doesn’t mean you get to destroy a monster every time you play this card. Definitely needs to be spell filled deck, like Reno Warlock. In arena, you just have less spells so this card isn’t as good.

darkshirecouncilmanDarkshire Councilman
Constructed: 0.0
Arena: 1.0

While this card can get pretty big quickly, it starts out small and that lag time means it will get removed easily and quickly.

 

 

darkshirelibrarianDarkshire Librarian
Constructed: 1.0
Arena: 2.0

So what is the point of discarding a card, if you are going to draw another one? Well it is so you can trigger Fist of Jaraxxus and Tiny Knight of Darkness. That deck however still needs more cards like Fist of Jaraxxus that activate when it is discarded.

 

doomDOOM!
Constructed: 2.0
Arena: 2.0

It is not that this card is bad; it is just that Warlock doesn’t need it. Warlock has other board clears and it already draws a lot of card from just using Hero Power. In fact, it threatens to fatigue you. Twisting Nether and Life Tap is a comparable replacement. Twisting Nether also have the added flexibility to be played on earlier turns when you are in a pitch.

forbiddenritualForbidden Ritual
Constructed: 4.0
Arena: 4.0

Make all the tentacles! It fits the Zoo deck as a sort of backup plan once your opponent uses their board clear. In addition, unlike other Forbidden cards, it is costly on par with other actual released cards. (ref: Stand Against Darkness, Wisps of the Old God)

 

renouncedarkness

 

Renounce Darkness
Constructed: 0.0
Arena: 0.0

What are you doing? Did you queue up with the wrong class, or did you pick the wrong hero class for arena? The randomness makes this card too varied to be good. One would argue that Warlock’s Hero Power is the best in any format so why are you giving it up.

spreadingmadness

Spreading Madness
Constructed: 1.5
Arena: 2.0

Spreading Madness works best against aggro decks with many small minions but at the same time, it can deal damage to yourself, which is something you don’t want to do in the aggro matchup. The fact that in the best case matchup, it still does something that you don’t want makes it a competitive bad card.

possessedvillagerPossessed Villager
Constructed: 1.5
Arena: 2.0

Standard Zoo is missing some important 2 drop deathrattles, and Possessed Villager isn’t strong enough to fit in the gap. This card is similar to Argent Squire which doesn’t see play in Zoo. The only advantage it has over Argent Squire is that you can buff it with Power Overwhelming! and still have a minion left over.

usherofsoulsUsher of Souls
Constructed: 0.0
Arena: N/A

Sadly if my deck was built to trade off a lot of friendly minion, I will run Cult Master over this card, even if I was in a C’Thun deck. There is just too much work involved to trigger this effect yourself.

 

Warrior

ancientshieldbearer

 

Ancient Shieldbearer
Constructed: 2.0
Arena: N/A

While Control Warrior decks might be the right place for C’Thun, Ancient Shieldbearer is no Shieldmaiden. Healing can be very important in certain matchups and put a condition makes this card worse. And a plain 7 mana 6/6 isn’t a good card (ref: Troggzor the Earthinator)

 

bloodtoichorBlood To Ichor
Constructed: 3.0
Arena: 2.0

It is seemingly innocuous card, but it does so much. You finish off 1 health minion without having to use your AOE 1 damage. You weaken cards so you can execute them. You damage your own cards to get them to trigger. And you still get a 2/2 minion to help with trades. Now granted it still have to be worth the deck slot. But one copy would probably make the cut in Standard.

bloodwarriorBlood Warriors
Constructed: 3.0
Arena: 3.0

Fatigue Warrior really wants an effect like this to make card advantage with out wasting cards. However unlike Echo of Mediveh, you can’t just drop monsters on the drop and then activate Blood Warriors. It is hard to activate Blood Warriors without a trigger like Death’s Bite in Standard. Still the effect is so important in Fatigue Warrior, I would be surprised it doesn’t see play. Grim Patron decks wouldn’t want this card. No reason to play this over Battle Rage. In arena, it is much easier to have damaged minions.

bloodhoofbraveBloodhoof Brave
Constructed: 1.0
Arena: 3.0

Either I am a 2/6 Taunt or a 5/5 Taunt. Not bad at all. But sometimes your opponent can play around Enrage with careful attack ordering. It is a common to help out Arena Warrior.

 

 

bloodsailcultistBloodsail Cultist
Constructed: 3.0
Arena: 4.0

A very strong payoff to be in Pirate Warrior. Pirates are usually cheap so you can easily play it together with someone on turn 5 or 6. I wouldn’t even mind if I have to play it on turn 3, since it is a 3/4.

 

malkorokMalkorok
Constructed: 4.5
Arena:5.0

6/5 is already the base stat line for a 6 drop. So for one more mana I can get any weapon. Well the cheapest a weapon can be a 1 drop so there is only advantage from there. Can’t imagine the opponent’s salt when you grab Gorehowl with is card.

 

nzothfirstmate

 

N’Zoth’s First Mate
Constructed: 1.0
Arena: 2.5

Only played if there is alot of 1/1 health minion in the met. It doesn’t seem that way in Standard with the removal of Implosion and Muster for Battle. In Wild, the 1/1 body of this card isn’t good enough to be included in control. Maybe it see some aggro/Pirate warrior love.

 

ravagingghoulRavaging Ghoul
Constructed: 4.0
Arena: 3.5

Whirlwind is a 1 mana spell and when you attached it onto a 3/3 body, you are already getting a discount with this card. Ravaging Ghoul will definitely see play in Control/Reno Warrior decks that want this effect with the reasonable body. Whirlwind might see play in combo decks like Patron or Raging Worgen decks, where cheaper cards are more mana efficient. I can wait to counter turn 3 Muster for Battle with turn 3 Ravaging Ghoul.

 

tentaclearmsTentacles for Arms
Constructed: 2.0
Arena: 0.0

It is important to understand that this card has to cost alot because it is a recurring two damage card given to a naturally controlling class. You can think of it as a bit overcosted Hero Power. It might be a 1 of in fatigue decks that want to go long, but I rather just let the fatigue kill them. Unless you need that edge in the fatigue against fatigue matchup.

 


Best card for each class, with each class ranked best to worst:

Shaman: Master of Evolution (But so many cards can be here)
Hunter: Call of the Wild (and Fiery Bat)
Rogue: Shadowcaster
Warlock: Forbidden Ritual
Warrior: Malkorok
Priest: Shifting Shade
Mage: Cabalist’s Tome (and Faceless Summoner for Arena)
Druid: Fandral Staghelm
Paladin: Selfess Hero

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2 thoughts on “Whispers of the Old Gods Review: Class”

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