Hearthstone, Set Review

Whispers of the Old Gods Review: Neutrals

In this post, lets review the neutral cards of Hearthstone’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 card referencing it will not be available in Arena.

Link to Whispers of the Old Gods Review: Class Cards


aberrantbersekerAberrant Berserker
Constructed: 0.0
Arena: 2.5

A 3/5 that can swap to 5/4. Not bad, but not breaking any 4 drop boundaries. The opponent can also play around the effect by ordering their damage correctly.

 

 

amgamragerAm’gam Rager
Constructed: 0.0
Arena: 0.0

Not playable, but I love little nods like this to other cards. Hope we see another Rager in the next set.

 

 

ancientharbingerAncient Harbinger
Constructed: 3.5
Arena: 1.5

Clearly designed for the Old Gods, but you can also grab Deathwing. The design of this card is clearly to encourage more interactive play instead of being a straight tutoring effect. Not as strong but it does have a significant amount of health to resist removal. It really depends on the number of 6 attack 5 and 6 drops in the meta. Crucial to for the C’thun decks but not as important in the other God decks.

beckonerofevil

 

Beckoner of Evil
Constructed: 3.0
Arena: N/A

An excellent C’Thun enabler. Cheaper costed C’Thun enabler get a better rating because they don’t have to do as much to impact the board as much since well, they are cheap. As the mana cost of minions go up, they have to do more to impact the board because you invested more into them, and they are coming in at a messier game state and need to swing the game in your favor.

bilefintidehunterBilefin Tidehunter
Constructed: 3.0
Arena: 2.5

Why am I super hyped about a common 2 drop? Because it is the two drop that Zoo needs in Standard. It is one card that is two monster. Also the Ooze has taunt, which mess with attacks, and shield other minions, an seemingly small but important factor in Zoo decks. Since Murloc Tidehunter makes two Murlocs, Murloc Tidehunter is still better in Murloc decks.

blackwaterpirateBlackwater Pirate
Constructed: 1.5
Arena: 1.5

Discounts on weapons isn’t that amazing, because you can only equip and attack with one weapon at a time. On curve, you can play turn 4 Blackwater Pirate into turn 5, Gorehowl. Sure you get more tempo but you have to pay for a rather weak body. Not interested and certainly not high priority in arena.

bloodancientoneBlood of the Ancient One
Constructed: 0.0
Arena: 0.0

This card is a lesson that pure stats can’t win game, but rather effects do. In a way Feugen and Stalagg is a better pair because you don’t need to play both cards together and both cards are cheaper to play. Still it is fun to craft the Faceless Manipulator and Faceless Shambler deck around it.

 

Bog Creeper
bogcreeperConstructed: 0.0
Arena: 2.0

In arena, it doesn’t feel that bad to have to use one of these to top the curve. It has Taunt and can stand up to Force Tank Max.

 

 

 

crazedworshipperCrazed Worshipper
Constructed: 2.0
Arena: N/A

Would you play a Fen Creeper, just because it gives C’Thun stats? Not if you are Druid, because of Druid of the Claw and Dark Arakkoa. Even Rogue has multiple 5 drops to use like Dark Iron Skulker or Azure Drake. Instead, try to fit it in Warrior C’Thun where it can synthesize self damaging effects. On average even without self-triggers, you probably can get two triggers off opponent’s damage.

cthunC’Thun
Constructed: 3.0
Arena: N/A

C’Thun’s effect is very good; you want impactful immediate effects when you got to play ten mana for it. But the effect isn’t as good if the card isn’t buffered by its followers as well. On average, it might play like a Fire Elemental, but you are paying four extra mana. To be good, the supporting cast has to be good/stellar too. In addition, players has to know when it is okay to play C’Thun early before it is buff to the max to gain board advantage. The second most competitive God so far.

cthunchosen

C’Thun’s Chosen
Constructed: 2.5
Arena: N/A

If C’Thun’s Chosen had one more health, I would definitely inclined to think this card was very good, but experience tells me that 2 health is a very vulnerable, even when it is covered by a Divine Shield. It might make the cut for the C’Thun deck but you ain’t happy about it.

 

corruptedhealerCorrupted Healbot
Constructed: 3.0
Arena: 4.0

I am going to make a daring prediction that Corrupted Healbot is sleeper op. This card is the new benchmark of the meta that will dictate what 5 drops and 6 drops are good. Corrupted Healbot can one shot Druid of the Claw, Emperor Thaurissan and Ancient Harbinger and live to see the day. It is important to note that the healing is significant. 8 health for your opponent like healing a turn of damage from them.

corruptedseerCorrupted Seer
Constructed: 2.0
Arena: 1.5

In the Murloc deck, it acts as a Consecrate with a 2/3 body, equaling the 6 mana. The problem is for Paladin, they already have the 4 mana Consecrate which is more flexible. Through perhaps a third Consecrate isn’t bad for the controlling play of Paladin Murloc. Shaman Murloc should be more focus on blowouts thanks to Everyfin is Awesome and doesn’t need a high cost card like this in the low curve deck. Competitively the other classes aren’t well suited to play the Murloc decks.

cultapothecaryCult Apothecary
Constructed: 1.5
Arena: 2.0

No, it is not as good as Healbot. This card only works in the aggro matchup, while Healbot is good in any matchups, which is crucial when you want to escape the Force of Nature / Savage Roar combo or after an Alexstraza is played. Still it is only neutral healing option in Standard right now.

cyclopianhorrorCyclopian Horror
Constructed: Tech
Arena: 2.5

In comparison, to match Senjin Shieldmasta, there just needs to be 2 minion out, but anymore, and it is than a Fen Creeper and better. That is very easy to do if you intend to use it as an aggro meta counter. It can  also combo with Brann Bronzebeard. Senjin Shieldmasta is still the card you want when you want consistency.

darkspeakerDarkspeaker
Constructed: 1.0
Arena: 1.0

Because you can only swap with friendly minions, the total amount of stats on your board doesn’t change but rather just redistributed. Seems like the only way to abuse this card would be swapping the stats onto a weaker Windfury card like Flying Machine. Or giving the stats to a weaker minion to ensure its survival like Mana Tide Totem. Seem like a very costly effect for 5 mana. Interestingly you can also swap temporary buffs, like Dark Iron Dwarf’s and make them permanent.

deathwingdeathlordDeathwing, Dragonlord
Constructed: 2.0
Arena: 1.0

Truly an effect worth of the title, Dragonlord. You can still get great board presence even if you are getting a couple of mid size dragons (Azure Drake, Twilight Guardian) even without battlecry triggers. You can even cheat out Hungry Dragon without giving your opponent a one mana minion. Still because it doesn’t do anything on turn 10, which is not something all metas will support. It can see play hopefully in a slower Standard meta. Another problem with a big card like this is that unless you threaten lethal with one attack, your opponent wouldn’t bother killing this card for you. And the huge stats on this card makes it hard for you to trigger the effect yourself. It would take some careful deckbuilding to carefully play with this card. Are you making a midrange dragon deck and use this card as a secure way to kept up threats, or are you playing a control dragon deck to take value of the effect with huge dragons?

discipleofcthunDisciple of C’Thun
Constructed: 4.0
Arena: N/A

As simple as Disciple might be, this card is another star of the C’Thun deck. A weakness of C’Thun decks was that all the followers were just minions with good stats but few had any effects concerning themselves. While stats are good for value, they don’t have the immediate impact. When you are able to come down and do two damage immediately, you can do some tempo play. Disciple of C’Thun is also the first neutral minion with a 2 damage battlecry, giving it the potential to be seen in non-C’Thun decks. Sadly it can’t be in Arena.

doomcallerDoomcaller
Constructed: 2.5
Arena: N/A

Doomcaller solves the issue of being able to recur your C’Thun after it dies, so your deck doesn’t become meaningless if you played your C’Thun early. In addition, this card works well with Ancient Harbinger. The stats aren’t that interesting, but at least it can survive a Ragnaros hit.

 

duskboar

Duskboar
Constructed: 0.0
Arena: 0.0

You can’t afford to play a 2 drop that can die to a Hero Power. Sorry Huffer wannabe.

 

 

 

eatersecrets

Eater of Secrets
Constructed: Tech
Arena: 0.0

It is clearly a tech card against secrets. It is better against Secret Paladin who play multiple secrets, than Kezan Mystic. The cool thing is that even if this card isn’t played often in decks, it’s mere existence will serve an existing threat to stop Secret Paladin from getting too prevalent in the meta.

eldritchhorrorEldritch Horror
Constructed: 0.0
Arena: 1.0

Nice stats but no effect keeps it out of Constructed. In arena, it isn’t bad; it will fill up the curve if I need one finisher.

 

 

evolvedkoboldEvolved Kobold
Constructed: 0.0
Arena: 0.0

Man, Spell damage has an expensive price. This has four less health than Frigid Snobold, just for one more spellpower.

 

 

facelessbehemothFaceless Behemoth
Constructed: 0.0
Arena: 1.0

Just stats isn’t enough for ten mana, especially when it doesn’t have Taunt. I only want to play it in Arena, if I have no 6 cost or higher minion at all.

 

 

facelessshamblerFaceless Shambler
Constructed: 2.0
Arena: 2.0

It is important to note that this card can’t make copy of your opponent monsters, so sometimes you aren’t going to have a target. However it is arguably very good in Handlock decks. You want the taunt to help you stabilize the board and your 8/8 giants come at cheap and don’t have effects anyway. Even coping a Twilight Drake is going to be good. Handlock struggles in the current meta, where many classes have aggressive options and Renolock is comparably better in those aggressive matchups. Still Handlock is a legacy deck that has started in the dawn of Hearthstone. The rotation can only serve it well.

grotesquedragonhawkGrotesque Dragonhawk
Constructed: 0.0
Arena: 1.0

Wow, Young Dragonhawk evolved into Grotesque Dragonhawk, jumping 6 mana and 4 points of stats each. Because of Windfury, it is given weak stats and thus easy to get rid of. Have fun trying to combo it with Warrior Charge.

 

hoggerdoomHogger, Doom of Elwynn
Constructed: 2.0
Arena: 3.0

So everyone is wary of a 7 mana 6/6, since Troggzor didn’t prove to be any good, but I think this new Hogger is different. First, it trigger is very easy to activate. Not every class has the option to get of minions without dealing damage. Especially since Hogger has 6 attack. In addition, you can trigger this card’s effect yourself. Some space opened up Control Warrior, maybe this card can slot in.

infestedtaurenInfested Tauren
Constructed: 1.0
Arena: 1.5

Sadly, Blizzard learned from Piloted Shredder and Sludge Belcher and released an mid curve deathrattle card that isn’t oppressive. The stats distributions are too low for this card to be good. Which is sad, because sadly Standard format N’Zoth, the Corruptor really wants a good deathrattle taunt minion. I do love the card name reference to Infested Terran (ref: Starcraft II)

midnightdrakeMidnight Drake
Constructed: 1.0
Arena: 2.0

Cute reversal of Twilight Drake, and also a lesson that more health makes a more useful monster when fighting for board presence. Sick combo AOE with Shadowflame through.

 

 

muklatyrant

Mukla, Tyrant of the Vale
Constructed: 1.0
Arena: 2.0

Those better be some good bananas, because the effect of Sylvanas and Emperor Thaurissan is more appealing on turn 6. But a solid card from Webspinner or Ram Wrangler.

 

 

natdarkfisherNat, the Darkfisher
Constructed: 2.0
Arena: 1.0

It is clear Nat can be used in Mill decks, but can it also be used in Zoo? Zoolock did lose noticeable 2 drop space in standard. The 50% chance that your opponent can draw cards is mitigated by Warlock’s hero power. Still why give your opponent even a chance of an advantage at all?

 

nerubianprophetNeurbian Prophet
Constructed: 1.0
Arena: 1.5

To be more than cost effective, it would have to be played when it cost 3 mana or less, which means this card must sit in your hand for three turns after you drew it. So, you can have it when you start your game and then play it on your third turn, but that is pretty inconsistent. But there are interesting interactions with the evolve mechanic from Shaman since it is treated as a 6 cost minion on the field.

nzothN’Zoth, the Corruptor
Constructed: 3.0
Arena: 3.0

The most playable of all Gods introduced, because the set up cost for its effect is not hard. It just wants you to play deathrattle minions and there are plenty of excellent deathrattle minions. It is going be the top more midrange Deathraptor Rogue decks. It really wants a deck with some sort of deathrattle Taunt minion like Sludge Belcher, so that it can have some immediate impact on your opponent options.

pollutedhoarder

 

Polluted Hoarder
Constructed: 2.0
Arena: 4.0

New Standard Piloted Shredder? Nah, I doubt that. 2 health is very valuable to removal like Consecration or Explosive Trap. Maybe it is okay in Deathrattle decks. For arena, it is strong card advantage.

psychotronPsych-O-Tron
Constructed: 0.0
Arena: 2.5

Love the evolution to Annoy-O-Tron. It is a one “1 cheaper off everything” Sunwalker. At the very least Divine Shield makes it a 3/5. Most of the time, it is going to be too costly. In Standard, it can’t fill the void that is Sludge Belcher, whose advantage was that it left a monster no matter what board wipe.

scalednightmare

 

Scaled Nightmare
Constructed: 1.0
Arena: 1.5

What will happen is turn 6 you play Scaled Nightmare as a 2/8. Maybe your opponent can’t kill it; it does have 8 health. But it is likely they can weaken it with another monster and then on turn 7, you just have a 4/4. Not great. Too slow to be competitive. Yet, I am excited to play the gimmicky Dragon Priest with Inner Fire and Divine Spirit.

shifterzerusShifted Zerus
Constructed: 0.0
Arena: 1.5

They told me I could be anything, so I decided I can be … well anything. The awkward thing is that it doesn’t change on the turn you draw it. That issue plus the fact of how inconsistent it would be keep it out of constructed. Yet in arena, it is interesting because drawn early, it can potentially fit any curve.

silithidswarmerSilithid Swarmer
Constructed: 1.0
Arena: 3.5

While there are other classes like Druid, Warrior, Paladin, Shaman and even Hunter that can do Hero attacks, consistently dictates that this card best be used in a Rogue class. While the stats makes it quite good in Arena, I don’t see it being played in Constructed where it lacks synergy in the Rogue class when compared to Pirates or Deathrattles.

skeramcultist

 

Skeram Cultist
Constructed: 2.0
Arena: N/A

If people are still going to run Big Game Hunter, you actually want to run this card. Either they use up Big Game Hunter and hope you don’t draw C’Thun or they hold Big Game Hunter for C’Thun. Either way, you can profit from that. Still I would argue it is one of the weaker C’Thun cards cause it just doesn’t do enough. Boulderfist Orge isn’t a viable card because a ball of stats isn’t want you desire on turn 6.

soggothSoggoth the Slitherer
Constructed: 2.0
Arena: 3.0

The effect combination is very strong as it forces minion interaction from your opponent. Yet for that effect, you were taxed 2 extra mana to still be weaker than Ancient of War. Still not being able to Shadow Word: Death or Hex is very crucial for big creatures. In addition, 5 attack is good enough to defeat most of the minions in the current meta. But the bane of this card is the prevalent Keeper of Uldaman. It is a very important minion for the Aviana or Y’Shaarj, Rage Unbound decks.

spawnnzoth

 

Spawn of N’Zoth
Constructed: 1.0
Arena: 1.0

While the deathrattle effect is good (ref: Power of the Wild is 2 mana), its stats are weak for a 3 drop. In addition, people will play around the deathrattle, much like people already play around Dark Cultist. So kawaii, tho.

 

squirmingtentacleSquirming Tentacle
Constructed: 0.0
Arena: 2.0

For Arena, is a 2/4 with Taunt any better with a 3/3 with Taunt. If you truly want to min/max, a 2/4 with Taunt is slightly better because it is more useful to have a Taunt with more health in the later game.

 

tentaclenzothTentacle of N’Zoth
Constructed: 1.0
Arena: 1.0

If we compare this card to Explosive Sheep, the only deck that wants this card was Fatigue/Freeze Mage, because they have the ability to trigger the effect themselves. However Arcane Explosion does almost the same thing for cheaper. It is too slow for Warrior to take advantage of. It is no Unstable Ghoul.

theboogeymonster

The Boogeymonster
Constructed: 0.0
Arena: 2.0

No immediate effect and low stats keep it out of Constructed. I am not upset that this card is bad; bad cards will always exist and not all cards have to be good. But it doesn’t deserve the Legendary rarity.

 

twilightgeomancerTwilight Geomancer
Constructed: 0.0
Arena: N/A

I want attack for C’Thun, not taunt. If I kill them with C’Thun, why do I need C’Thun to have taunt?

 

 

twilightelderTwilight Elder
Constructed: 3.0
Arena: N/A

One of the better cards for the C’Thun deck. It has the stats to stats to commonly survive at least 2 turns, thus granting C’Thun +2/+2 as commonly seen on other C’Thun cards. Anything after that is pure upside.

 

twilightsummoner

Twilight Summoner
Constructed: 2.5
Arena: 2.5

There is a huge tempo difference between this and Neurbian Egg. You can throw out the Egg early or whenever you have extra mana. In contrast, Twilight Summoner is an investment. The upside is Twilight Summoner can trigger itself, so it is like having a 5/5 on turn 5 to attack. Not bad, but not stronger enough to make the the tempo of Piloted Shredder in Wild. In Standard, it is a bit of a slow card for Zoo but probably viable in Death Raptor Rogue, in slower N’Zoth, the Corruptor variants.

twinemperorveklorTwin Emperor Vek’lor
Constructed: 3.0
Arena: N/A

Could this be… Emperor 7? Well only for C’Thun, but it is great for the C’Thun’s deck. Now you have another high value card that you could rely on. A well constructed C’Thun should be able to get 10 attack by turn 7. Together, with the second Emperor, you have two taunts with a combined 8/12 in stats. And Dr.Boom has proven that stats and multiple presences are good.

twistedworgenTwisted Worgen
Constructed: 1.0
Arena: 3.0

A slightly bigger Worgen Infiltrator has its uses since it have a bigger range to trade on. Worgen Infiltrator did see some play in aggro decks, so there is a chance with the nerf of Knife Juggler and removal of notable two drops like Shielded Minibot, Mechwarper and Haunted Creeper, that Twisted Worgen can see play.

validateddoomsayer

 

Validated Doomsayer
Constructed: 0.0
Arena: 0.0

Guess he got it right, but the end is not going to be brought by him. No attack right when it is played, means that it will be killed right away most of the time.

 

yshaarjY’Shaarj, Rage Unbound
Constructed: 2.5
Arena: 3.0

The third best God. While it asks the least out of you to be good, it also has the slowest effect. It just require some deck tinkering. You want the deck build around Y’Shaarj to have many taunt minions so you can impede your opponent’s efforts. Yes, Varian Wrynn wasn’t a big hit, but this card is neutral so other class might be able to abuse it (looking at you, Druid). Astral Communion decks are salivating at this card.

yoggsaronYogg-Saron, Hope’s End
Constructed: 0.0
Arena: 0.0

Pure unstoppable MADNESS. This is one for the youtube videos. Competitive speaking, the effect  is too random to help you win or even stabilize the board. Yet, not all effects are targeting. It takes a lot of work in deck building, but perhaps it can’t be that bad. Honestly if  Yogg-Saron, Hope’s End was too good, it would be a completely “I win the game” card for control decks.

zealousinitiateZealous Initiate
Constructed: 3.0
Arena: 1.0

A notable one drop for Zoo decks. It has a low cost, with an effect that support other minions by making them bigger, which fits in what Zoo is all about.

 

 


Best Neutral cards:

    1. N’Zoth the Corruptor
    2. Disciple of C’Thun
    3. C’Thun
    4. Twin Emperor Vek’lor
    5. Bilefin Tidehunter
    6. Twilight Elder
    7. Eater of Secrets
    8. Twilight Summoner
    9. Corrupted Healbot
    10. Y’Shaarji, Rage Unbound

Madness Rating, aka Funniest Card: Yogg-Saron, Hope’s End

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