Hearthstone Un’Goro Reveals #5: The remainder of the set

Last Updated April 4th, 2017

The rest of Un’Goro has finally been revealed, and we have reviewed every last card for you. Take a look at the final quests, the rise of the Razorleaves, the crashing Un’Goro Meteor, and the revival of Ragnaros in weapon form! Come back here when the expansion releases to get a rundown of new decks and strategies emerging in the new Year of the Mammoth meta!

Direhorn Hatchling

5 Mana 3/6 Rare Warrior Beast Minion

Taunt

Deathrattle: Shuffle a 6/9 Direhorn with Taunt into your deck.

Direhorn

5 Mana 6/9 Warrior Beast Minion

Taunt

Our Take: It appears as if “hatchlings” are a new set of cards that all have the ability to shuffle bigger minions with better stats into your deck. Unfortunately, 5 mana for a 3/6 taunter is a really bad stat line, probably too bad to warrant playing it for the absurdly good 6/9 taunter that it eventually gives you. Control Warrior might run some of these experimentally, but they probably won’t make the cut.

Fire Plume’s Heart

1 Mana Legendary Warrior Quest Spell

Quest: Play 7 Taunt minions.

Reward: Slufuras

3 Mana 4/2 Legendary Warrior Weapon

Battlecry: Your Hero Power becomes ‘Deal 8 damage to a random enemy.’

Our Take: Ragnaros the Firelord isn’t dead, baby! Instead, he’s been made into convenient hammer form. The Warrior Quest is easily one of the better ones in the set. The Taunt Warrior deck has consistently been on the verge of being meta-viable, but always needed a tiny push. Being able to vomit 8 damage to the board randomly is a huge push! You’ll also see this being played in Control Warrior, who needs a new win condition now that fatiguing into Elise is no longer viable. On top of the amazing hero power, you also get a 4/2 weapon for extra removal, and this weapon is way cheaper than all of the other quest rewards. What’s not to like!

Giant Wasp

3 Mana 2/2 Common Neutral Beast Minion

Stealth

Poisonous

Our Take: It’s a Patient Assassin with +1/+1 stats, in neutral, and it costs one more mana. Patient Assassin saw no play, and neither will this. It’s far too slow for constructed, although it will be a fantastic draft pick in arena.

Jeweled Macaw

1 Mana 1/1 Common Hunter Beast Minion

Battlecry: Add a random Beast to your hand.

Our Take: It’s a battlecry version of Webspinner, which makes it way more powerful. Since the Hunter quest revolves around 1-cost minions, this is a great way to play a minion that counts toward the quest and still get some late game power. It may not make too many final decklists since there are some pretty bad beasts out there, but it’s definitely worth a look.

Stonehill Defender

3 Mana 1/4 Rare Neutral Minion

Taunt

Battlecry: Discover a Taunt Minion

Our Take: Silverback Patriarch has the exact same stat-line and is never played. The Discover ability is pretty neat, especially when you factor in the new Warrior Quest, but the stat-line is so bad there’s no way this will see play.

Dinomancy

2 Mana Epic Hunter Spell

Your Hero Power becomes ‘Give a Beast +2/+2’

Our Take: Alright, I take back everything I said about the Hunter quest not being viable. Absolutely every single deck that runs the Hunter quest will run this card as well. Now your mediocre 1 drops become rather viable three drops. Any beast that survives for more than a turn becomes a dangerous threat to your opponent. There’s still the question of whether or not Hunter has enough card draw to routinely hit Dinomancy, but if they can manage, 1-drop Hunter is going to be incredibly powerful.

Grievous Bite

2 Mana Common Hunter Spell

Deal 2 damage to a minion and 1 damage to adjacent ones.

Our Take: Hunter has lost Quick Shot in this last rotation, so they are in dire need of some new direct damage. Unfortunately Grievous Bite is no Quick Shot. 2 damage isn’t a lot for a 2 mana spell, and the splash effect won’t matter to pros who know how to position their board in a way that avoids it.

Ornery Direhorn

6 Mana 5/5 Common Warrior Beast Minion

Taunt

Battlecry: Adapt

Our Take: Ornery Direhorn is a big hulking taunter that can get better with Adapt. The problem is, few adaptations are actually useful on this minion. Divine Shield is OK and +3 Health is probably the best pick, but all the other choices are useless and the Taunt choice is literally redundant. There are just better taunt minions to play.

Stubborn Gastropod

2 Mana 1/2 Common Neutral Beast Minion

Taunt Poisonous

Our Take: Another pack filler card that will be great in arena and far too slow for constructed. Stubborn Gastropod dies to all manner of direct removal, making its taunt and poisonous abilities irrelevant. Even without direct damage, this minion dies to 2/1 1-drops. Pass.

Primordial Drake

8 Mana 4/8 Epic Neutral Dragon Minion

Taunt

Battlecry: Deal 2 damage to all other minions

Our Take: It’s a dragon. It’s a board wipe. It would have seen play in every dragon deck… except all the powerful dragons are rotating out. In a couple of sets, when some more awesome dragons get printed, Primordial Drake will see a lot of play – but for now the dragon deck is dead and Primordial Drake with it.

Stampede

1 Mana Epic Hunter Spell

Whenever you play a Beast this turn, add a random Beast to your hand.

Our Take: Holy crap the 1-drop Hunter deck just keeps getting better. Now when you drop your hand full of 1 mana raptors, you get random beasts, likely of a higher mana cost. Unlike Lock and Load, which required a hand full of spells to work, Stampede triggers off its own effect! The beast you add to your hand can be played while Stampede is still active to get yet another beast! All you need is a single beast to suddenly fill the board with minions. It’s fantastic and will certainly be included in Hunter decks in the future.

Sated Threshadon

8 Mana 5/7 Common Neutral Dragon Minion

Deathrattle: Summon three 1/1 Murlocs.

Our Take: Murloc decks are well known for running 7 mana creatures, right? Right? RIGHT!… Wrong. Most Murloc decks win or put themselves in the position to win by turn 7, and even if they didn’t Sated Threshadon won’t help them make a comeback. It’s another great arena card that won’t see any play in constructed.

Charged Devilsaur

8 Mana 7/7 Epic Neutral Beast Minion

Charge

Battlecry: Can’t attack heroes this turn.

Our Take: The sole reason Charge exists is to hit heroes with burst damage. Icehowl didn’t get played as a 9 mana 10/10 that couldn’t attack heroes and Charged Devilsaur won’t get played with 3/3 less stats and one less mana cost. Sure, it can attack heroes the turn after it comes into play, but so can every other minion in the game.

Binding Heal

1 Mana Common Priest Spell

Restore 5 Health to a minion and your hero.

Our Take: Binding Heal is pretty good if you are trying to stall your opponent. The issue is that it has negative synergy with Auchenai Soul Priest, which nearly every Control Priest deck runs to turn their heal spells into damage spells. If you run Auchenai you’ll stick to Flash Heal, but if you don’t for some reason, then Binding Heal is probably the better spell.

Elder Longneck

3 Mana 5/1 Common Druid Beast Minion

Battlecry: If you’re holding a minon with 5 or more Attack, Adapt.

Our Take: While we like the new dragon-ish style hand checking mechanic of Druid beasts, this is a 3 mana 5/1, and you know what else was a 3 mana 5/1? Magma Rager, largely considered one of the worst cards in Hearthstone. This is only conditionally NOT Magma Rager, and even if you do fire off the Adapt ability, you may not discover any stat ups, which means you are still stuck with Magma Rager. That makes this only slightly better than the worst card in Hearthstone.

Tar Lord

7 Mana 1/11 Common Warrior Elemental Minion

Taunt

Has +4 Attack during your opponent’s turn.

Our Take: Ever wish that Control Warrior had a slightly better Ancient of War? Well, now they do! Ancient of War got played a lot, and so will Tar Lord, as long as the control archetype survives. 11 health is a LOT to chew through, and forcing your opponent to waste their direct removal on this lets you play high value cards like Ysera unimpeded in the late game.

Free From Amber

8 Mana Rare Priest Spell

Discover a minion that costs 8 or more. Summon it.

Our Take: On the one hand, getting an 8 mana minion sure is powerful. On the other hand, why not just include the 8 mana minion in your deck, especially since summoning it from this card doesn’t trigger nay battlecries. This would have been awesome if Ragnaros was still in rotation, but now? Not so much.

Radiant Elemental

2 Mana 2/3 Common Priest Elemental Minion

Your spells cost 1 less.

Our Take: It’s a Sorcerer’s Apprentice… but worse. 2/3 is a worse stat-line than 3/2. Priest spells are worse than Mage spells. Tempo Priest just isn’t an archetype, which means there won’t be many ways to take advantage of this spell buff. This is one of those cards that looks great on the surface but just isn’t good in practice. Now, if later expansions print some awesome low-mana Priest spells we might see this little guy get his 15 minutes of fame, but not now.

Lyra the Sunshard

5 Mana 3/5 Legendary Priest Elemental Minion

Whenever you cast a spell, add a random Priest spell to your hand.

Our Take: Compared to all the other awesome Priest cards in this set, Lyra just doesn’t make the cut. Once again, there aren’t very many amazing Priest spells that you can fire off rapidly in one turn. The best you can do is heal for a lot, and Amara, the Priest quest reward, does a better job of that. So all Lyra does is give you kind of mediocre spells when you play kind of mediocre spells. Sure, you might luck into a Shadow Word here or there, but most of the time your hand will be full of Purifies.

Giant Anaconda

7 Mana 5/3 Epic Druid Beast Minion

Deathrattle: Summon a minion from your hand with 5 or more Attack.

Our Take: 7 mana for a 5/3 is a bad statline that dies to 2 mana spells. Sure, you get a big minion when he dies, but only if you had it in your hand to begin with. There are situations where this can be a huge tempo swing, but in general it’s just too conditional to warrant deck inclusion.

Tortollan Forager

2 Mana 2/2 Common Druid Minion

Battlecry: Add a random minion with 5 or more Attack to your hand.

Our take: Ooooooh! So close! If this had just said “add a random beast with 5 or more Attack to your hand” this would have been the core of a new wave of Beast Druid decks. Unfortunately, it just gives you a random minion with 5 or more attack, and there are lots of bad minions with 5 or more attack.

Earthen Scales

1 Mana Rare Druid Spell

Give a friendly minion +1/+1, then gain Armor equal to its Attack.

Our Take: While this spell is interesting, its primary purpose would be to enable a sort of “Control Druid” archetype. As it stands, the best “Control Druid” is Jade Druid, and this is not as powerful as Jade Druid’s infinite golem value.

Air Elemental

1 Mana 2/1 Common Shaman Elemental Minion

Can’t be targeted by spells or Hero Powers.

Our Take: Air Elemental is a decent one drop, but it’s easily killed by the Druid and Rogue hero power since they don’t target. It’s also killed by the weakest of AOE removal, or even simply by 1/1 tokens. It’s a good place to kick off Elemental synergy decks, but these decks will likely just wait until turn 2 to get started, instead of hinging their entire curve on this little guy.

Volatile Elemental

2 Mana 1/1 Common Neutral Elemental Minion

Deathrattle: Deal 3 damage to a random enemy minion.

Our Take: Volatile Elemental is a little better than pack filler, but it’s still a 2 mana 1/1 with a random damage ability. It’s powerful when played on curve in arena, but won’t do enough work in constructed matches. While 3 damage will kill most things in the 2-3 mana range, the inability to target means it will just whiff if you don’t already have board control, which in this means going first. That makes Volatile Elemental bad exactly 50% of the time.

Emerald Hive Queen

1 Mana 2/3 Epic Neutral Beast Minion

Your minions cost (2) More.

Our Take: 1 mana 2/3’s are pretty powerful, but that drawback is humongous. If you don’t trade Emerald Hive Queen up into a 3/2 your next turn, you’ll be without an on curve play for two turns! Hilariously, your opponent can counter-play simply by waiting you out and starting their tempo on turn 3 or 4. Honestly, this probably won’t even be picked in arena.

Hallucination

1 Mana Common Rogue Spell

Discover a card from your opponent’s class.

Our Take: Hallucination is a simple and efficient card that synergizes with the Rogue “thief” strategy. If Thief Rogue enters the meta, Hallucination will be run in every version of the deck. If it doesn’t, then Hallucination will be passed up for faster tempo plays. It’s that simple.

Sudden Genesis

5 Mana Epic Warrior Spell

Summon copies of your damaged minions.

Our Take: This is a lot like a much better version of Blood Warriors. While Blood Warriors added copies to your hand, Sudden Genesis adds copies directly to the field. The drawback? Those copies are also damaged. This is another one of those “win more” cards that is great if you already have board control but is dead in your hand otherwise, and as such probably won’t see play, even in crazy combo decks.

Vinecleaver

7 Mana 4/3 Rare Paladin Weapon

After you attack, summon two 1/1 Silver Hand Recruits.

Our Take: Vinecleaver is like a Piranha Launcher on steroids! Hitting for 4 damage and summoning two 1/1s is an incredible tempo swing, but unfortunately it doesn’t stand up against the massive health pools of 7 mana minions, making this weapon just a little bit too slow to see play.

Sabretooth Stalker

6 Mana 8/2 Common Neutral Beast Minion

Stealth

Our Take: Being able to set up an eight damage swing to the face on turn six is fairly useful, and there are some combos that turn this card into a near one hit kill. However, its low health means it is an easy target for cheap AOE effects like Consecration, Lightning Storm, Volcanic Potion, and so on. Nearly any AOE effect is cheap enough to create a mana trade in your opponent’s favor, so they won’t be shy to use it even to kill one Sabretooth Stalker. This makes the Stalker far too fragile to see play, regardless of its Stealth.

Pterrordax Hatchling
3 Mana 2/2 Common Neutral Beast Minion

Battlecry: Adapt

Our Take: Nearly every Adapt outcome makes Pterrordax Hatchling a bad card. Poisonous is about the only positive outcome, and even then there is a 3 mana 2/3 poisonous in the core set. This won’t see play, even in beast synergy decks.

Feeding Time

5 Mana Rare Warlock Spell

Deal 3 damage to a minion. Summon three 1/1 Pterrordaxes.

Our Take: It’s an Imp-Losion stuck at 3, and costing one more mana. It’s undeniably slow, but it’s still going to be one of the best removal spells Warlock has access to in the new meta. Expect it to see some play, but only if slower Control Warlocks rise to prominence.

Razorpetal Volley

2 Mana Common Rogue Spell

Add two Razorpetals to your hand that deal 1 damage.

Razorpetal

1 Mana Rogue Spell

Deal 1 Damage

Our Take: Razorpetals are worse than Moonfire since they cost one mana more, and Moonfire doesn’t see play outside of Malygos decks. This card makes you pay two mana for the privilege of paying another two mana to deal two damage. That’s four mana: deal two damage, one of the worst mana to effect ratios in the game. Sure, it’s a combo enabler, but it’s not a good combo enabler. It’s complete trash, both in constructed and arena.

Razorpetal Lasher

1 Mana 2/2 Common Rogue Minion

Battlecry: Add a Razorpetal to your hand that deals 1 damage.

Our Take: Adding the effects together, this is a 3 mana 3/2 that becomes a 2/2 after hitting once. Once again, that’s a horrendous return on your mana investment. There are far better 2/2s in Rogue.

Ultrasaur

10 Mana 7/14 Common Neutral Beast Minion

Our Take: As far as vanilla minions go, this is definitely one of the better ones. We need to reiterate, however, that any 10 Mana card should practically win you the game. Ultrasaur does not win you the game, in constructed at least. In arena he will be a decent pick, if only because it makes for an amazing top-deck play.

Iron Hide

1 Mana Common Warrior Spell

Gain 5 Armor

Our Take: While the effect is decently powerful, it’s limited in scope. Look at it this way; Iron Hide does essentially the same thing as Flash Heal, except Flash Heal can heal a minion, and when comboed with cards like Auchenai Soulpriest can act as direct removal. Even with this flexibility, Flash Heal is rarely run, and Iron Hide doesn’t have the same flexibility, making it strictly worse.

Tar Lurker

5 Mana 1/7 Common Warlock Elemental Minion

Taunt

Has +3 attack during your opponent’s turn.

Our Take:  Honestly, we like all the tar elementals. They are amazing stat lined taunters that basically have the restriction “cannot attack.” Players used to go out of their way to turn a 2 mana 4/5 “can’t attack” minion into a taunter, and the tar elementals give you similar stat lines without needing to combo with cards like Sunfury Protector or Defender of Argus. That being said, Tar Lurker is one of the weaker tar elementals in the set, but we still expect it to see a small bit of play.

Envenom Weapon

3 Mana Rare Rogue Spell

Give your weapon Poisonous.

Our Take: Combining this with the Rogue’s basic hero power gives you a two shot destroy effect for five mana. It’s like Assassinate… but double assassinate! The only cost you have to pay is your health. If slower Rogue decks become popular, this will certainly see play. It’s just too efficient.

Vicious Fledgling

3 Mana 3/3 Rare Neutral Beast Minion

After this minion attacks a hero, Adapt.

Our Take: 3 Mana 3/3s are not good without an incredible effect, and this minion’s effect isn’t particularly incredible. You are most likely going to see this Frost Bolted the second it enters play, or rammed with a 2 mana 3/2. If it does survive, however, things can get out of hand really quick. Scoring the Windfury adaptation will make this minion’s stats grow to absurd levels. But to do that it has to survive a turn, and that just won’t happen.

Bright-Eyed Scout

4 Mana 3/4 Epic Neutral Minion

Battlecry: Draw a card. Change its Cost to (5).

Our Take: This card has quite a bit of potential. First of all, it has a similar effect to Gnomish Inventor, except it has +1 attack and a possible discount effect. You’ll want to play this card after a successful Hemet, Jungle Hunter play since his effect will remove all low cost cards from your deck. We can definitely see this played in control and mid-range decks that like to focus on card weight.

Cruel Dinomancer

6 Mana 5/5 Rare Warlock Minion

Deathrattle: Summon a random minion you discarded this game.

Our Take: Ever wish you could get back that accidental Doomguard you discarded? Well, now you can! This is a card that will see a lot of play if slower Discolock decks become popular, since it’s just another way to get value out of your discard effects. However, the real treasure is setting up a combo where you only ever discard one Cruel Dinomancer. When you play the second one, it will then infinitely resummon itself when it dies, making it the world’s best 5/5 Dreadsteed.

Bittertide Hydra

5 Mana 8/8 Epic Neutral Beast Minion

Whenever this minion takes damage, deal 3 damage to your hero.

Our Take: Remember how amazing Fel Reaver was? You played a 5 Mana 8/8 with the possible side-effect of making you discard your entire deck and it was still an amazing tempo play. Bittertide Hydra’s drawback is arguably less impactful, making it comparable to Fel Reaver’s power-level. This will allow aggro decks to curve out on turn 5 with a massive hard to stop threat, and it may be the single card that prevents the meta from finally slowing down into a more control/mid-range centric playstyle.

Eggnapper

3 Mana 3/1 Common Neutral Minion

Our Take: Eggnapper is basically a Haunted Creeper that costs one more and dies more easily. Haunted Creeper was played in a lot of decks, but not as a turn three play, and definitely not as a turn three play that dies to a hero power. Small-Time Buccaneer proved that reducing a minion’s health from 2 to 1 makes it practically unplayable, and that’s exactly the case with Eggnapper.

Rockpool Hunter

2 Mana 2/3 Common Neutral Murloc Minion

Battlecry: Give a friendly Murlock +1/+1

Our Take: To be honest, Rockpool Hunter is pretty good for a Murloc. It has a decent statline, is more resistant to AOE than most Murlocs, and its essentially a 2 mana 3/4 when played with a Murloc on the field. If Murloc decks become big, then Rockpool Hunter will be run in most of them. However, that’s a big if, considering how little Murlocs were meta-relevant in the past.

Steam Surger

4 Mana 5/4 Rare Mage Elemental Minion

Battlecry: If you played an Elemental last turn, add a Flame Geyser to your hand.

Our Take: If you don’t remember, Flame Geyser is a 2 mana mage spell that does two damage and puts a 1/2 elemental in your hand. The problem with this card is that it’s a mediocre stat-line that has a conditional effect that puts a mediocre card in your hand, that itself puts another mediocre card into your hand. Playing several mediocre cards after each other doesn’t make them good. It just lowers your deck’s power-level overall. This might see some play in slower Mage elemental decks, but I doubt it. It just doesn’t give enough value.

Biteweed

2 Mana 1/1 Epic rogue Minion

Combo: Gain +1/+1 for each other card you’ve played this turn.

Our Take: Biteweed is essentially a mini-Edwin Van Cleef. The issue is, Rogue already has a mini-Edwin Van Cleef in Questing Adventurer. Questing Adventurer costs more, but has +1/+1 in stats and can be played early in the turn instead of late in the turn. Besides, Miracle Rogue decks are falling out of favor now that Conceal is being taken out of rotation. We might see Biteweed included in Sherazin decks that try to play a minimum of four cards each turn, but it’s more likely that Miracle Rogue just doesn’t make an impact on the meta anymore.

Chittering Tunneler

3 Mana 3/3 Epic Warlock Beast Minion

Battlecry: discover a spell. Deal damage to your hero equal to its costs.

Our Take: While this card has some potential, the real question here is, “What spell do you want to discover?” For Warlock, it’s almost always a mass removal card like Twisting Nether. That’s an 8 damage hit to your health just to clear the board on the next turn. Is it worth it? Hard to say, but in a meta without Reno it’s doubtful.

Bloodbloom

2 Mana Epic Warlock Spell

Your next spell this turn costs Health instead of Mana.

Our Take: You know how we just said 8 health might not be worth it to clear the board? Well, we take it back. 8 health is completely worth it to clear the board… if you don’t have to spend any mana. This is exactly what Bloodbloom lets you do. In a control deck that is playing with 10 mana to spare, Bloodbloom wipes the board with Twisting Nether and then still gives you 8 mana to refill it, possibly with minions that heal you back up. This is a great spell that will allow for some phenomenal tempo swings, and while we aren’t certain Control Warlock will be a meta relevant deck, we can confidently say this will be used if it is.

Humongous Razorleaf

3 Mana 4/8 Rare Neutral Minion

Can’t Attack

Our Take: You know, for pack filler this isn’t bad. We can actually see applications for this. Give it taunt with Sunfury Protector or Defender of Argus. Silence it with Priest spells. Get a little creative! People used to play the 2 mana 4/5 Ancient Watcher who similarly couldn’t attack. Is one more mana worth three health? Probably not, but the stat line was already very good to begin with. It’s not a fantastic card, but it’s certainly a card with potential.

Giant Mastodon

9 Mana 6/10 Common Neutral Beast Minion

Taunt

Our Take: It’s an Ancient of War with +1 attack and +2 mana cost, an effect certainly not worth the value. Ancient of War was already a questionable inclusion in many Druid decks, and its more expensive cousin certainly won’t see play just because it’s a neutral card with a beast tag.

Emerald Reaver

1 Mana 2/1 Common Neutral Beast Minion

Battlecry: Deal 1 damage to each hero.

Our Take: 1 mana 2/1s aren’t fantastic cards. The only 1 mana 2/1 that saw heavy play was pre-nerf Leper Gnome, which dealt 2 damage on its death, and Abusive Sargeant, which gave +2 attack on its battlecry. The lesson here? 1 mana 2/1s only work if they deal 2 damage to the opponent in some way. This card deals 2 damage, but split between you and the opponent. Since 2/1s die so quickly, this is essentially just a 1 mana ping to your opponent’s face. It’s bad.

Obsidian Shard

4 Mana 3/3 Rare Rogue Weapon

Costs 1 less for each card you’ve played from another class.

Our Take: If Thief Rogue becomes a popular deck, Obsidian Shard is going to be insane. The normal Thief Rogue curve is Swashburglar –> Undercity Huckster, which nets you two cards from another class, making this a 2 mana 3/3 weapon, a weapon that is better than Fiery War Axe (largely considered the best weapon in Hearthstone). Its only weakness is that it never receives a discount in a mirror match, but that’s not a weakness profound enough to keep it from being used.

Nesting Roc

5 Mana 4/7 Common Neutral Beast Minion

Battlecry: If you control at least 2 other minions, gain taunt.

Our Take: While the stat line of Nesting Roc isn’t awful, there are very few times where you want to play a taunt with other minions filling the board. You usually want to play taunts on a relatively empty board, in order to buy you time to take board control. This means Nesting Roc is only good if you already have board control, making it yet another “win more” card likely to be ignored.

Igneous Elemental

3 Mana 2/3 Common Neutral Elemental Minion

Deathrattle: Add two 1/2 Elementals to your hand.

Our Take: Altogether, Igneous Elemental gives you 4/7 of stats for 5 mana, which really isn’t that bad. The problem is, it’s slow… very slow. And we aren’t quite sure the meta will slow down that much. It seems like a natural inclusion in elemental decks, but we aren’t particularly sure the elemental tribe will even be meta-relevant. There are just too many variables to say whether or not Igneous Elemental will see play, but right now we are leaning toward no.

Primordial Glyph

2 Mana Epic Mage Spell

Discover a spell. Reduce its cost by 2.

Our Take: Primordial Glyph rests in an awkward niche between useless and completely broken. In any random Mage deck, it’s just a random copy of a spell since its discount pays for itself. You almost always want a card you can rely on rather than a random card, which would usually make this card bad. However, Mage has a number of effects that trigger off spells being cast. Mana Wyrm, Yogg-Saron, and Archmage Antonidas are just a few that see play. Playing the glyph just to get another spell trigger might be worth it, especially since Primordial Glyph can combo into itself pseudo infinitely. Mage can also discount Primordial Glyph with Sorcerer’s Apprentice, making the card save you mana instead of breaking even. Finally, this card gives you a spell that didn’t start in your deck, which is exactly what you need to play to complete the Mage quest which we will go over later. Overall, a great but incredibly narrow card. This is one of those cards that will completely unbalance the game, but only in one very specific deck build, and even then only if you get the perfect draw.

Fire Plume Harbinger

2 Mana 1/1 Rare Shaman Elemental Minion

Battlecry: Reduce the Cost of Elementals in your hand by 1.

Our Take: Time for some math. Think of every other Elemental that Fire Plume Harbinger discounts as a discount to its own cost. Right now it’s a 2 mana 1/1. If you discount 2 other elementals it becomes a 0 mana 1/1, and we have several of those (Wisp, Murloc Tinyfin) that never see play. So to make the most out of Fire Plume Harbinger you need to discount at least three elementals, which is easier said than done.

Shimmering Tempest

2 Mana 2/1 Common Mage Minion

Deathrattle: Add a random Mage spell to your hand.

Our take: It’s like Babbling Book… except its more expensive… and its stats are bad… and it’s a Deathrattle instead of a Battlecry… so it’s worse in every way. Yes, it adds a random spell to your deck, which, once again, helps to complete the new Mage quest, but that effect is likely not enough to be worth running this when you could just run Loot Hoarder.

Stormwatcher

7 Mana 4/8 Common Neutral Elemental Minion

Windfury

Our Take: Every set needs a bad Windfury minion and here is Un’Goros. It would literally be better as a vanilla 7 mana 8/8 and even that isn’t that great. Pass.

Hot Spring Guardian

3 Mana 2/4 Common Shaman Elemental Minion

Taunt

Battlecry: Restore 3 Health.

Our Take: Earthen Ring Farseer was a 3 mana 3/3 that healed 3 health, and it saw some play in control decks. 2/4 taunt is just better than 3/3 without taunt, making Hot Spring Guardian just a strictly better version of Earthen Ring Farseer. So, if there is a Shaman Deck that would have run the Farseer, it will run Hot Spring Guardian instead. However, it’s still unclear whether or not Control Shaman will kick Jade Shaman off the throne.

Frozen Crusher

6 Mana 8/8 Rare Neutral Elemental Minion

After this minion attacks, Freeze it.

Our Take: It’s an 8/8 that can only attack every other turn, so think of it as a 4/8 instead. That’s OK, but there’s literally no reason to play this when Bittertide Hydra is in the set, another 8/8 that’s one mana cheaper with a less harmful drawback.

Tidal Surge

4 Mana Common Shaman Spell

Deal 4 damage to a minion. Restore 4 Health to your hero.

Our Take: Tidal Surge may see some play in Shaman control decks, but right now it’s competing against Jade Lightning, which deals 4 damage and puts a creature on the board. Putting a creature on the board is almost universally better than healing yourself for 4, which means Tidal Surge will likely be overlooked for its Jade cousin.

Fire Plume Phoenix

4 Mana 3/3 Common Neutral Elemental Minion

Battlecry: Deal 2 damage

Our Take: This is another pack filler card, but it’s a decent one. 4 mana 3/3 bodies aren’t great, but any minion with a direct damage effect is worth considering. It won’t see constructed play, but it will be a priority pick in arena.

Meteor

6 Mana Epic Mage Spell

Deal 15 damage to a minion and 3 damage to adjacent ones.

Our Take: Meteor is a spell specifically designed to deal with mid-range decks. Against swarming aggro decks, Flamestrike is better. Against heavy weight control decks, Polymorph is better. But against mid-range decks that like to keep two or three minions on the board, Meteor is your removal of choice. It definitely kills one big minion and then kills all the smaller minions around it. The problem is that this spell is only good if the positioning works out, and a tiny bit of counter-play will allow any mid-range player to avoid putting small minions on both sides of a large one.

Primalfin Champion

1 Mana 1/2 Epic Paladin Murloc Minion

Our Take: Paladin has been trying to be the home of the “build-a-tank” deck for a while. The problem is huge minions with lots of buffs are easily handled by any card with a “destroy” effect, making you waste all your buffs. Primalfin Champion, however, returns all your buffs back to your hand after it dies, making it a better candidate for the build-a-tank style of deck. Unfortunately, it still falls to transform based removal, like Polymorph, and that might keep it from being meta relevant.

Adaptation

1 Mana Common Paladin Spell

Adapt a friendly minion

Our Take: Examine all the Adapt effects alone and you’ll find that none of them are particularly worth 1 mana. For example, Adapt can give a minion +1/+1, but Paladin has a one mana spell that can give a minion +1/+2… and it’s never run. The only reason this card exists is to give Paladin yet another buff, which is the condition for their quest.

Devilsaur Egg

3 Mana 0/3 Rare Neutra Minion

Deathrattle: Summon a 5/5 Devilsaur

Our Take: Nerubian Egg did basically the same thing but was easier to kill and cheaper to play. It rarely saw play and we sincerely doubt Devilsaur Egg will either. Eggs are just too hard to use without the right set of tools to make them a threat, usually powerful buffs. Unfortunately, buffs are rarely, if ever, meta-relevant.

The Voraxx

4 Mana 3/3 Legendary Neutral Minion

After you cast a spell on this minion, summon a 1/1 Plant and cast another copy on it.

Our Take: Once again, Blizzard is trying to push the “buffs matter” theme, but unlike Primalfin Champion, The Voraxx might just pull it off. The goal is to cast The Voraxx and a buff in the same turn. Yes, your opponent will spot remove it, but they can only remove one. The token you spawn will likely survive with its buff intact, and that’s what’s going to make The Voraxx playable.

Molten Reflection

Choose a friendly minion. Summon a copy of it.

Our Take: This is essentially a one mana cheaper Faceless Manipulator that can only target friendly minions. It will be played in the same decks that Faceless Manipulator saw play in, and will not be played for the same reason Faceless Manipulator didn’t see play. That is to say, it will be played in combo decks and won’t be played because its application is very narrow. It’s another “win-more” card, but in this case “win more” might just be “win now” if used in the right context. Copying things like Archmage Antonidas, for example, is likely a tempo swing that is too hard for any opponent to come back from.

Open the Waygate

1 Mana Legendary Mage Quest Spell

Quest: Cast six spells that didn’t start in your deck.

Reward: Time Warp

Time Warp

5 Mana Legendary Mage Spell

Take an extra turn.

Our Take: Any effect that lets you take an extra turn is a powerful effect. The natural play for Time Warp is dropping two massively discounted Arcane Giants, taking an extra turn, then swinging for the face and finishing the opponent off with burn. You could also play Alexstraza on your Time Warped turn, to kill the opponent with one Arcane Giant combo. Think of Time Warp as saying “Gain 10 mana, all your minions gain Charge” and you’ll see why it’s so broken.

Jungle Giants

1 Mana Legendary Druid Quest Spell

Quest: Summon 5 minions with 5 or more Attack.

Reward: Barnabus

Barnabus the Stomper

5 Mana 8/8 Legendary Druid Minion

Battlecry: Reduce the cost of minions in your deck to 0.

Our Take: This is another example of an incredible effect tacked on to a difficult quest. Reducing the cost of all minions in your deck to 0 is game winning, but then you need to draw the minions to make them worth playing. This means you have to pack your deck full of card draw, which means you have to put fewer minions into your deck, which means you have a harder time completing the quest and get less of a reward for the quest when you do complete it. It’s a quest that defeats itself, but even so Barnabus’ absurd Battlecry might be enough to see this played in competitive decks.

Shellshifter

4 Mana 3/3 Rare Druid Minion

Choose One – Transform into a 5/3 with Stealth or a 3/5 with Taunt

Our Take: Shellshifter is a decent card. Not great, but decent. You basically get a choice between a Sen’Jin Shieldmasta and a slightly more expensive Jungle Panther, and both have seen play in the past. Unfortunately, the Fandral version of this card, a 4 mana 5/5 with Stealth and Taunt, isn’t all that useful compared to other Fandral effects. Still, we can see this played in some Druid mid-range decks, just to round out their curve.

Primalfin Totem

2 Mana 0/3 Rare Shaman totem Minion

At the end of your turn, summon a 1/1 Murloc.

Our Take: it’s nice to see some new totems being printed, but honestly this doesn’t impress us. It basically has the Moroes effect, except its one mana cheaper and doesn’t have stealth. That just means it dies quicker. Yes, this totem can help you complete the Shaman Murloc quest, but we still don’t think it will see play when compared to Jade Shaman, and as a result this totem won’t see play either.