Journey to Un’Goro — Card Review [Part 2]
It’s time for me to rank the cards from the new Hearthstone expansion, Journey to Un’Goro! The rules for this review are quite simple, each card will have two scores of 5 stars each and two commentaries — though one of them might be really small — one score for constructed game and the other for arena. The star scores will have the following representation:
☆☆☆☆☆ (0 stars)
Useless, the “expansion filler”, like a Magma Rager, this cards that will not see any play at all.
★☆☆☆☆ (1 star)
Bad cards, that will not see play, it might be because they are fairly weak or it’s not their time to shine due the lack of cards to interact with them. This category have bad cards like Goldshire Footman or a card that does not have enough cards to interact like Kirin Tor Mage who might find his place with the new Mage common card.
★★☆☆☆ (2 stars)
Decent cards, those cards will be at decent level, like Chillwind Yeti, the problem is: They are not OP. Might see some play due the fact they are powerful at their own, but not at competitive level.
★★★☆☆ (3 stars)
Powerful cards at their own, will see a fairly amount of play, but will not be largely played since there are more OP cards, they can also be found in specific decks. Doomsayer and Leeroy Jenkins are examples of commonly found cards that can find they share in some decks.
★★★★☆ (4 stars)
Really powerful cards, OP level. Those cards are really powerful and/or support the meta-defining cards. They will be largely played. Cards in here are a powerhouse like the might Azure Drake or a Small-Time Buccaneer who carries the pirate decks.
★★★★★ (5 stars)
I will do (hopefully) a review of all cards revealed in each each week, once the review is done I’ll not come back and edit it; however at the end, when all cards got revealed, I will make a final review that probably will be more accurate.
Checkout the others parts of Journey to Un’Goro review.
Such a different card! Living Mana remember me of some Magic the Gatering terrains who, at at a certain cost, transform itself into a creature. Unlike Magic the Gatering the minions summoned from Living Mana won’t act as a mana crystal, in here you lose a mana crystal to summon a 2/2 minion, but when one of those creatures dies, you receive the mana crystal back. Since silence is quite rare nowadays, I would say this card could be quite good, it allows you to summon up to seven 2/2 minions to trade in the next turn with your opponent and even if the board cleared, you will receive the mana back. Sounds terrific, right? The problem is, you get an empty mana crystal. So if you play it at the turn 5 and in the next turn you trade all of them with some minions, you will end up with 1 mana crystal and 5 empty mana crystals on the turn 6.
But fear not, there’s always hope. You can use cards such as Innervate to get an temporary mana crystal and then cast Living Mana, when the minions get destroyed, gaining some serious mana advantage.
While in constructed you could, theoretically get some benefit from it, say using Pilfered Power, in Arena you rarely can do that. This card will basically be an all-in, you will be able to play almost no card next turn, given the fact that the Mana Treants return empty mana crystals. While you probably could trade the entire board, you will have no play in the next turn.
This card sounds really good. If Hunter is going to have a Beast deck, this card probably will enter in his list, the down side is: In order to unleash its potential, you need another drop already in play, so you will need a drop 1 already played or play Crakling Razormaw after the turn 2. With that said, it has the potential of being better than Kabal Talonpriest as it can give +3 health, among decent stats and even costing 1 less mana!
The expected stats for its cost and with a good Battlecry, not the most wonderful thing, but might be part of the early game in Arenas.
The Marsh Queen
The Hunter possess the easiest Quest so far, if you consider that a Hunter will normally play several 1 mana cost minions, it reward is looks insane! A 5 mana 8/8 minion that shuffles 15 minions cards to your deck! Those minions not only gives you a huge card advantage, they also will easily cycle through your deck. You will want to complete this quest as soon as possible, once the Quest is completed you will draw those Raptors pretty often and then overrun your opponent with a lot of them.
Unlike most Quests, I see this one as a easy one to complete in Arena and if you do you just won the game.
Allows you to draw two 1 cost minions, this help you complete your Quest. It will be a solid pick in a Hunter with The Marsh Queen spell, but maybe unnecessary. After the Quest is completed it will draw two Raptors that draws two more cards, its like 7 mana, play one 3/5 minion, two 3/2 minions and draw 2 cards. At very least, it's a 5 mana 3/5 that draws 2 cards, one can say it's 5 mana 3/5 plus Arcane Intellect; it must be good.
Bad stats for its cost and playing 1 mana minions in Arena, usually wont help that much.
Remember when I said that Arcanologist needed some good secrets? This might be the case. First and foremost I really liked this card, it’s always nice to have fun secrets. Mana Bind could be the new 3 drop for mages, since they will lost many of their best 3 drop cards. Normally your opponent won’t have bad spells and unlike the Mirror Entity when the Mana Bind triggers, you can choose when to cast it. There are many good spells out there to copy. Unfortunately, you might get many bad spells that are too specific for a deck, like a Shadowstep.
Arena was more spells right? Just imagine you receiving a zero cost spell! Sure you paid 3 for it, but if your opponent picked a spell over a minion; it must be a damn good spell.
We can tell from the Quests released until now, that the Mage Quest will potentially resolve around summoning elementals. With that in mind I believe this card might get a considerable share in the Quest progress, the only problem I see is: When compared with Jade Shuriken who can — in a bad day — summon a 4/4 or 5/5 minion, getting a 1/2 minion which you need to play… Sounds like a bad deal. Even so, I believe the Mage will complete its Quest using low cost elementals and this is a spell with an elemental, it helps you in your mission to complete the Quest and also is a spell.
Small damage for its cost and summoning a 1/2 minion is a bad play.
Mass Keeper of Uldaman! First I thought this card would not be that good, but the thing is: It might be. It’s an situational minion who can be devastating, if you have the same amount of minions of your opponent, you will be able to trade the entire board (usually) after playing Sunkeeper Tarim. In the worst case scenario, it’s a 3/7 minion with taunt for 6 mana, which is not good, but also not bad.
Can change the tide of the battle if you have the same amount of minions of your opponent.
It’s a decent card, it allows you to discover a secret which is always handy, also it is a Murloc. It can be really fun to receive it from the Shaman Quest.
Looks a bit bad, but maybe the secret can compensates.
Lost in the Jungle
Living Roots without the option of dealing damage. It’s a ok-ish card.
Not worth for its cost, but it can be a really good opener in turn one.
The first time I saw this card I thought it was fake. Curious Glimmerroot is a card so different that I couldn’t believe Blizzard printed that card. It allows you to get a copy of a card from your opponent if you guess which one of the three given cards started at your opponent deck. I believe most of the time, you will guess the right card. The card poll showed will be a card from your opponent deck and two random cards from your opponent class and neutral, unless your opponent is a troll and choose to add a few bad cards, you certainly will guess right.
Arena is so random that I believe you will be really guessing a card.
I always wanted a card that discover cards from your deck, and Shadow Visions allows you to discover a spell from your deck. I believe Priest does not possess that many spells that you want to copy, they have: Power Word: Shield, Shadow Word: Pain and Death and Dragonfire Potion? Maybe an submachine gun of Mind Blasts? Maybe Purify? It’s a decent spell, but maybe too overpriced for Priest.
Even with the increased amount of spells in Arena, I can't see you picking this card over a minion.
Yet another strong minion that helps the Priest Quest. Mirage Caller will — mostly likely — hit a minion with deathrattle, summoning a 1/1 copy of that minion and helping his Quest. One can say that Miracle Caller is a 3 cost 3/4 minion, that copies the text of a friendly minion, and that is the definition of OP.
It get 4 starts only because it's not common.
This card is being compared to Swashburglar, and many say that Crystalline Oracle is worst, in my opinion, it is better. Not only he help the Quest progress, he will also copy a card from your opponent deck, which is, in my opinion arguably better than a random card from your opponent class. While your opponent will have a better chance of guessing which card you got, it compensates with its higher quality. A solid pick when building any Priest deck that aims to complete his Quest.
Maybe you can get that insane legendary your opponent draft?
The Caverns Below
This is a complicated card to review, it has a complex objective and a really different reward, to play 4 minions with the same name is a hard quest, only Rogue can do such thing a bit easier. The reward makes you want to play a really aggressive deck, since all your minions will be 5/5, regardless of their original attack and health value. I can’t say for sure if that will work, since you are pushed to play a low cost deck and you might run out of steam pretty fast.
It might get really hard to complete this quest in the Arena, you will complete only if you get really luck in your drafts and if so and you complete the Quest, you might just win the game.
I liked the card, a minion with an Combo that destroys another minion is pretty powerful, even if it has low stats. The problem with this card, is that it might be too expansive, a minion with drop 5 that needs Combo to be meaningful, is quite a hard to pull out. If you are able to pull this out, you can call it Assassinate plus a 3/5 minion for 5 mana. That’s value!
A bad card, but if you manages to use it's combo it might win the game for you.
Helps to complete the Rogue Quest if it hits a minion. It has a honest cost, 3 mana draw 2 cards is the base cost used to settle the cost of drawing a card. You can say that draw a card and then copy this card, is more or less the same of drawing 2 cards. It might be worse on the turn used, but at the late game is more valuable. A honest card.
You usually lack of card quality in Arena, maybe copying one of them might help a little bit, but pay 3 mana for that might be too much.
Kalimos, Primal Lord
Kalimos, Primal Lord seems to be the new to go Legendary for Shamans. It can be a Abyssal Enforcer that deal damage only to enemies minions, it can be a Onyxia costing 1 less mana, it can be a Twilight Darkmender that always trigger the health regain or have a Mind Blast attached to it. Pretty solid, pretty adaptable, pretty powerful.
Unite the Murlocs
Summon 10 murlocs is not trivial to accomplish, but maybe with the Call in the Finishers you might have a easy time with this Quest. While people are saying this card is a win when you play Megafin I will point out a few things. To begin with, how many cards do you wish to draw with a card? Is 10 cards too much? You could, eventually discard a card next turn due the fact your hand could be full, also some powerful murlocs wont be available, like Murloc Knight or Sir Finley Mrrgglton. I believe the best outcome would be draw murlocslike Murloc Warleader or Bluegill Warrior. I feel like at the end of the day, maybe 3 or 5 random murlocs would be almost as good as up to 10 random murlocs.
It will be nearly impossible to complete this Quest.
A 4 cost 7/7 minion.. I mean, 7 cost 4/4 minion.. But if you have played an elemental last turn, you cast for free a Feral Spirit, meaning that you pay 4 mana for a 4/4 and 3 mana for the Feral Spirit without the Overload cost. If you can pull this out, it will be really good.
I believe it will be pretty easy to trigger his Battlecry, luckily it's an epic card.
This card will really help the Discolock, you will want to start with this minion in your opening hand and probably play him only in the late game. The real power that he has is not the +2/+2 after discard, but rather the fact that it returns to your hand providing a limitless discard supply. This is so powerful that I believe even if he didn’t received the +2/+2 buff, he would still be a strong card. You definitely do not wish to draw this minion in the late game.
Yeah.. Not gonna work.
Full board Corruption? Sounds ok. It has the same cost of Doomsayer and, unlike him, it is really hard to remove. It would be a really nice asset to a RenoLock, but since there will be no Reno Jackson this card may have a hard time finding his spot.
If you are willing to lost some health, it might be the best comeback ever.
Turn 10 clear board clear with Whirlwind. If you hit at least one minion, it will be ok. If you hit two or more, it starts to get really powerful. The fact that you can somehow choose which minions will die, makes this effect pretty powerful. Control Warriors will love it.
Usually at the moment you drop this card, you will be facing a single minion and if you are able to destroy it you might get in a really good position.
It probably will be a good card, better than Shifter Zerus for sure. There will be at least 450 minions in the standard and 20 weapons (not counting the minions from Journey to Ungo’ro), that means Molten Blade will have a more consistence effect, and consistence always help.
The ability to choose a weapon in Arena is really good.
This minion can get big, as big as you want, it can get like 5/30, but do you need all that? The point is, as big as this minion gets it can simple be destroyed or transformed, at the late game your opponent will possess several ways to deal with a single card, so does not matter how big your card is. If you want a wall that must be dealt before reaching you, you could use Soggoth the Slitherer a 5/9 that can’t be target by spells or hero powers. Ozurk can shine if you somehow Adapt him into a card that can’t be target of spells or hero powers, however even in that way, he might be too slow to do anything.
If you play 2 or 3 minions last turn, this minion will hold still until the end of the game, as spells are not that common.
I love this card, finally another card that destroys a weapon and gives an effect. I can’t see it tacking the spot of Acidic Swamp Ooze since Gluttonous Ooze cost 1 more mana. Even with the effect of you gaining armor equal to the weapon attack, I can’t see this card being widely played. It can be a card powerful against aggro decks with weapons, because they tend to run out of steam quickly and have an fixed amount of damage they can deal.
There are not many weapons in Arena, but if you destroy your opponent weapon he will be really mad.
Two adapts in a single card, I love it. Volcanosaur is a good card, he can adapt twice that can transform him into anything! He will almost always be what you need, unless you are really unlucky. Might be he is too slow.
It can be a giant minion in Arena, nothing more to say about it.
A Sunkeeper costing 2 less.. Well, at least if you have played an elemental last turn; which is great! A 4 drop 3/5 taunt and divine shield is really good, and a 4 drop 3/5 is, ok? The fact that eventually might play him without it’s Battlecry and even so he is not horrible, might give him a place in many decks. This card is really powerful against aggro decks.
Not really hard to pull this out.
A Gorillabot A-3 for murlocs. Because Gorillabot A-3 had to compete against Piloted Shredder, it wasn’t played that much, Primalfin Lookout might be played a lot since there’s no Piloted Shredder fighting for the 3 drop place. Shaman probably will be the one that use Primalfin Lookout given his Quest and the reward from it. By the way, if you get Primalfin Lookouts from Megafin, things might be insane. Limitless value!
Murlocs aren't the best of minions to draw, yet more cards is always a good thing.
An ok card, his Battlecry and stats make his cost fair. Since it is an elemental he might be used like the Fire Fly to trigger further elementals cards, combining with another powerful drop card. Maybe big elementals will trigger from small ones rather than a curved drop elemental. You can see this as a 1 mana spell freeze and summon a 2/1 elemental.
An ok card.
I like the card. It’s simple and a decent 1 drop, maybe he could be used to active the Mage Quest or some elementals minions. The fact that is a single elemental minion that gives you another elemental minion, might make Fire Fly a card with a certain amount of use in some elemental decks. While you could use, say a drop 6 elemental to active the drop 7 minion, you could use a drop 5 and the elemental received from Fire Fly to active the drop 7 card. I ranked it high because if the Mage quest probably will be to play an certain amount of elementals, this card will shine as it values for 2 elementals in a single card, leaving more cards slot available.
Useful only to trigger others elemental related cards.