Kobolds and Catacombs Spoiler Card Review for Wild – Class Cards

Welcome to the second part to our complete set review of Kobolds and Catacombs! This article will be reviewing the Class Cards from the new set, sorted first by class, rarity, and alphabetical. You can find the Review of the Neutral Cards Here ->   Kobolds and Catacombs Set Review – NEUTRALS

First, a shoutout to all the great Wild Experts that helped make this happen:

  • Bananaramic
  • XCrouton
  • GetMeowth
  • Sipiwi
  • Titanx
  • Xaos

With that, let’s look at the rating scale on which we will base our card evaluations, and get this whole shebang started!

Ratings Scale

4.0: Format staple. (Reno JacksonPatches the Pirate, Shadowreaper Anduin)
3.5: Archetype staple. (Tunnel Trogg, Ultimate Infestation, Ice Block)
3.0: Good in multiple archetypes, but not a staple. (Mad Scientist, Spreading Plague)
2.5: Role-player in some decks, but not quite a staple. (Echo of Medivh, Tar Creeper, Haunted Creeper)
2.0: Niche card. Tech card or currently unknown archetype. (Hobgoblin, Kezan Mystic) Bear in mind that many cards fall into this category, although an explanation is obviously important.
1.0: It has seen play once. (Curse of Rafaam). (I believe it was tech in Renolock against the Mage matchup to get around Ice Block)



Average Rating: 1.3

DeadHour: Cheap spells are something worth watching out for due to Gadgetzan Auctioneer. This is even more true for the  Druid class, who possess mana acceleration and can therefore go off sooner than most other classes. Compared to other cheap spells available to the class though, this is very lackluster, as it requires board presence to do anything at all and has almost no board impact. Power Word: Shield this is not. For aggro decks, the 3 armor is not relevant and the three health buff is just not worth a card; just play another threat over this.

Ironwood Golem

Average Rating: 1.1

DeadHour: Gaining +1 Health over a [Sen’jin Shieldmaster] in exchange for not being able to attack most of the time is a pretty poor trade-off. While this is pretty powerful off of a Recruit trigger, if you actually want to stop aggressive decks you’ll be looking at Tar Creeper and Deathlord before you even blink an eye at this guy.

Oaken Summons

Average Rating: 2.2

DeadHour: One key thing to understand in general is how much weaker the Recruit mechanic is in Druid. Not only due to their unique ability to permanently accelerate their mana, but also due them having some of the best card draw in the entire game. When you are able to cast Ultimate Infestation as early as turn 5, there’s not much to be excited about inefficiently cheating 4-Cost minions. There’s some merit to this card as an anti-aggro tech card, and as they print more powerful cards with “downsides” like Injured Blademaster or Hungry Dragon, there may be more support for a “Recruit Druid” style archetype. But until then this is very much a last resort option.

Greedy Sprite

Average Rating: 2.0

DeadHour: Personally I’m a big fan of the design of this card, but the consensus amongst our experts is that this card is simply inferior to other ramp options available to the Druid class. Usually you want to ramp from 3 mana to 5 in order to further accelerate into a Nourish for even more mana. However, due to this card giving you empty Mana Crystals, it takes two turns for you to reap the rewards of your ramp unless you’re opponent kills the Sprite on their turn (spoiler alert: they won’t). Decks running Pilfered Power may prefer this card, but otherwise this is simply worse than Jade Blossom for what you want to do in a ramp deck.

Grizzled Guardian

Average Rating: 1.2

DeadHour: Going back to what I mentioned earlier about ramp and Recruit not really working together, here we have what seems to be an attempt at linking both. Needless to say, an 8 mana 3/5 is absolutely miserable, so you’re reliant on you’re Recruit triggers to make up for it. At such a high mana cost, there are much better things you could be doing to win the game than playing an understatted minion and hoping you draw well. You could be playing [Lich King], or Ragnaros the Firelord. Hell, for less mana you could be getting ever larger men with Jade Idol.

Lesser Jasper Spellstone

Average Rating: 3.1

DeadHour: Here we have a cheap that is actually worth considering. While Living Roots is a much more versatile card in Aggressive decks that often use the token option, there are slower Druid decks that care more about the removal and the ability to scale as the game goes on makes this a powerful choice. For a class that historically lacks good removal options, being able to potentially tempo out 4 or even 6 damage for 1 mana is ridiculous.

Astral Tiger

Average Rating: 1.6

DeadHour: Here we have another pay-off card for the Recruit mechanic, providing infinite minions for you to summon off of your class-specific Recruit triggers. So the question becomes whether an infinite stream of 3/5s is able to win game in Wild. The answer is likely no; 3 Attack is not nearly enough pressure against Reno decks, and against aggressive decks you’ll simply die due to your Recruit trigger having absolutely no immediate impact on the board.

Branching Paths

Average Rating 3.3

DeadHour: Our panel of experts, as well as the Wild community as a whole it seems, were pretty hyped for this card. The flexibility that this card provides seems unparalleled, providing reach, draw, and survivability all in one neat little package. Something of note for this card is that if you choose to draw first, you will get to see what you draw before choosing your second option, which can affect the decision making process mid-turn.

While this card is certainly versatile and has powerful options, it doesn’t particularly help in the one thing that Druid tends to struggle with most: fighting back board control. However, when combined with Spreading Plague, the +1 Attack option becomes a lot more powerful.

Personally I feel like the cost is a bit too high for the faster Druid decks out there, but I guess we’ll have to wait and see.

Twig of the World Tree

Average Rating: 2.1

DeadHour: Our panel was pretty split on this card, with some rating it as high as a 3.0 while others rated it as low as a 1.0.  The reasoning seems to be that you can’t build decks that utilize this effect consistently. If you want to cheat with Blingtron 3000 or [Medihv, the Guardian], you need to draw two one ofs in order  to get the effect as well as cards to spend the mana on, which is not an easy ask. If you try to fit this into any other ramp deck, it’s just incredibly slow, requiring 5 turns to get the 10 mana payoff. Ramp can consistently get to 10 mana easily without having to go through such a hoop.

Ixlid, Fungal Lord

Average Rating: 1.2

DeadHour: Almost nobody in our panel was rating this card higher than a 1.0. It’s simply to expensive for what is essentially just a combo piece with no board impact or combat relevance. Against faster matchups this is an absolute brick in your hand, unlike something like Brann Bronzebeard who at least has somewhat respectable stats on curve. A Faceless Manipulator with minor upside is not really something I can get excited about.



Average Rating: 2.1

DeadHour: [Candleshot] looks like a reasonable early game play for Hunters as they historically have struggled winning early board control. Gaining Immunity on a low cost weapon isn’t irrelevant either, as it allows you to ping big minions without fear. That said, with the new one mana 1/3 beast printed and no real weapon synergies, Hunter’s will likely opt for a more proactive turn one play than Candleshot.

Cave Hydra

Average Rating: 1.4

DeadHour: Damaging minions next to whomever Cave Hydra attacks is a really powerful effect, and can be game ending if it lands in an aggressive mirror. That said, this minion is just so poorly stated that you’re unlikely to be able to get the hit off unless you are already ahead on board. Great flavor, as well as interesting implications with the Build-a-Beast though which is awesome.

Flanking Strike

Average Rating: 2.3

DeadHour: If we compare this card to Fire Plume Phoenix, it blows the card out of the water with an extra 1 damage without losing any stats. Like the Phoenix is used only in Elemental synergy decks, the 3/3 Wolf also enables Beast synergies and can help land a Houndmaster or Crackling Razormaw. Not being able to go face with the damage is a pretty big drawback however as Hunter is usually pretty aggressive and looking to end the game by turns 4-5, not fight for board control.

Seeping Oozeling

Average Rating: 1.4

DeadHour: Majordomo Executus anyone? While this Ooze has potential for some really high upside, it’s competing at the 6 drop slot with cards like Savannah Highmane, [Sylvanas], and Cairne Bloodhoof. If there was a way to build a consistent deck full of extremely high powerful deathrattles, this could have a chance.

Lesser Emerald Spellstone

Average Rating: 3.1

DeadHour: Lesser Emerald Spellstone looks to be one of the more competitive Hunter cards is a long time. The requirement to upgrade is one of the easiest to fulfill: just play a Secret. If you can upgrade Emerald Spellstone once, summoning three 3/3s at 5 mana is already a fairly powerful effect. If you can upgrade twice, summoning four wolves for 5 mana is just incredible, creating an instant must answer board and threatening a ton of damage. While it is overall weak to board clears, it is also a fantastic way of refilling your board after a board clear. We’ve seen quite a few successful Secret based Hunter decks work in Wild and this looks to be a fantastic card for those decks.


Wandering Monster

Average Rating: 1.9

DeadHour: The pattern of Hunter Secrets generating three mana minions for two mana continues with Wandering Monster. Wandering Monster is an interesting secret in that it’s very difficult to play around. There are certainly some pretty big high rolls that you can get from this card like Injured Blademaster, Devilsaur Egg, or any Poisonous minion.

It has interesting play alongside Bear Trap as to play around Bear Trap players typically want to attack with their small minion first and then kill the Bear with the larger minion, while with this card attacking with the small minion may not be enough to kill off the 3-cost minion, which is a big swing early in the game.

We’ve seen Hunter’s play nearly every kind of secret in Wild, and I would not be surprised if this made the cut.


Crushing Walls

Average Rating: 1.1

DeadHour: I get it. Blizzard really wants to make Control Hunter work, and the dream scenario of this card killing two enormous minions is pretty sweet.  It just pales in comparison to what basically any other control deck in the format is doing.


To My Side!

Average Rating: 1.1

DeadHour: The requirement to play this card is way too steep in a class like Hunter that is so board focused. Even if you always summon double Huffer (which you can’t by the way). Truth be told, by attempting to play minion less Hunter decks in the Wild format you are just asking to lose to almost every other deck out there. The tools just aren’t there at the moment.


Rating: 1.5

DeadHour: What a polarizing card. Alongside the incredibly broken Battlecry is the most crippling deckbuilding requirements we’ve seen so to date. This card’s effect is certainly incredible value, it’s just so difficult to make work in a class like Hunter whose Hero Power lends itself to a proactive and aggressive gameplan.

That said, at some point in the future, Blizzard could  print the one Hunter spell that pushes control Hunter over the edge and Hearthstone as we know it may never be the same.

Kathrena Winterwisp

AverageRating: 2.3

DeadHour: Kathrena Winterwisp is an incredibly powerful card with the potential to offer a ridiculous amount of stats for 8 mana. Cards like [Charging Devilsaur] allow Kathrena Winterwisp to create immediate board impact upon entering the battlefield while also being a sticky minion herself and threatening a powerful deathrattle.

The question again remains if a sort of Big Hunter style of deck has the tools to succeed in the Metagame. We’ve seen powerful effects like pre-nerf 8 mana Call of the Wild Hunter decks succeed in the past, so I wouldn’t be surprised if Kathrena makes an impact.



Arcane Artificer

Average Rating: 1.7

DeadHour: This is very obviously meant to be a Standard card. While this is a unique effect in a class that doesn’t have access to much survivability in the traditional sense, it generally is not going to be worth a slot in the controlling decks we’re seeing in Wild at the moment, especially in a format with Reno Jackson and Ice Block.

Raven Familiar

Average Rating: 1.9

DeadHour: Mage already has two creatures cards that “Draw” a card in Mad Scientist and Arcanologist, so it’s unlikely that they will want to rely on an RNG effect over existing options. Even if a deck for some reason wanted to draw a very specific spell often, this is not exactly your most reliable option.

Shifting Scroll

Average Rating: 1.3

DeadHour: This is an interesting option when you’re drafting Arena, but for constructed purposes there’s absolutely no reason to run this over Primordial Glyph. The card doesn’t even work with the new Spell Joust mechanic they are pushing (as non-existent mana costs are treated as being equal to zero by the game), nor does it work with the upcoming Leyline Manipulator, so the card is pretty close to useless.

Explosive Runes

Average Rating: 3.1

DeadHour: This is probably my favourite card in the set. I sure love me some burn spells, and this is one of the best ever printed. While on the surface your opponent has the opportunity to play around it, in reality almost any outcome is a positive for you as long as you are aggressive. Unlike Hunters and their Snipe, you have your Fireblast to be able to pick-off any Health left-over on whatever minion gets hit by this, which makes this card much more effective as a removal spell. The fact that in Wild you can get this off a Mad Scientist is just madness.

A few things of note for this card are that a) This does dodge Ice Block, which is a huge deal, and b) Playing a Divine Shield minion into this will remove the shield and deal damage to the enemy hero based on the minion’s Health. So an [Argent squire] will result in 5 face damage, while a Tirion Fordring will result in no face damage. Depending on the meta, I feel like this card easily replaces Mirror Entity in Secret Mage, pushing even further towards a hyper-aggressive, burn style playstyle.

Lesser Ruby Spellstone

Average Rating: 1.8

DeadHour: As Spellstones in general tend to push you towards unusual play patterns in order to upgrade them, you need them to have an immediate board impact in order to help you catch up to your opponent. Drawing three random Mage spells is not what I would call an immediate board impact, even at the low, low price of 2 mana. There’s been some talk of repurposing Quest Mage around an elemental package in order to power up this Spellstone as a replacement for Cabalist's Tome. That would require a massive deckbuilding sacrifice, and seeing as the deck already struggles with balancing defensive tools with stuff to trigger the Quest, I can’t really see this be an improvement to the deck. If you really don’t want to go through the trouble of triggering the Quest, you can play Questless Exodia Mage with Thaurissan already.

Leyline Manipulator

Average Rating: 2.9

DeadHour: While the Standard crowd is completely gushing over this card, our panel seemed less excited about it. As mentioned before, we have been able to perform Questless Exodia combos ever since the release of Molten Reflection back in Un’goro, so that application is not big news for us. Not only did it prove to  have little effect in the meta, but people even argue that the Quest version is still better since you don’t get countered as hard by Dirty Rat.

Make no mistake though; mana reduction is an incredibly powerful effect, and the fact that this affects minions as well as spells only opens up the possibilities further. Personally I’m more interested in this card combined with Spare Parts as far as Wild goes. This is one of those cards that I have no clear idea what to do with when I see it, but I know that someone else will figure out. And chances are it will be very powerful.

Deck of Wonders

Average Rating: 1.0

DeadHour: This is one of seven class cards where the entire panel 100% agreed on the rating. Let’s see if you can guess the other six. This is strictly a meme card; pretty much everyone can agree on that one. Just to be clear, the Scrolls are autocast for 0 mana as soon as you draw them. Neither the autocast scrolls nor the random spell the cast counts for stuff like the Mage Quest or Gadgetzan Auctioneer. If you don’t have the dust to spend on Yogg-Saron, Hope's End for your meme-tastic Casino Mage, you now have an alternative. Otherwise, don’t waste you time.

Dragon’s Fury

Average Rating: 2.8

DeadHour: This is a fantastic payoff for the Big  EZ Spell Mage archetype they seem to be pushing with this expansion, and is still a decent card outside of that. Currently your average Reno Mage deck has an average spell cost of 3-4, so even without building around it this is already comparable to Excavated Evil, a perfectly playable card.

However, there are still a lot of cheap spells that almost every Mage will want to include in their deck like Frostbolt and Primordial Glyph. The possibility of rolling low on a Spell you are relying on to get back into the game is really devastating and makes this card somewhat of a risky include. But the potential is certainly there.


Average Rating: 2.7

DeadHour: Speaking of potential, this card is also full of it. Wild has more than enough cards for a hyper-aggressive Burn Mage to arise, with cards like Flamewaker and Ice Lance already carrying hyper aggressive tempo decks. And this right might just be the key to take them over the top. By providing a constant stream of card draw you can always have something to throw at the face, and easily drown opponents in card advantage.  Even with just one trigger, the card is almost worth the mana you paid for it, so you’re not too disappointed if it gets removed right away. Really the only thing holding it back is the fact that its a 1-off in your deck; we’ll have to see whether we can find a balance between draw to find this card, and enough burn to kill your opponent.

Dragoncaller Alanna

Average Rating: 1.5

DeadHour: Poor Alanna, she was already a dead card before she even had a chance to see the light of day. It’s not really her fault; Frost Lich Jaina is some tough competition for any card. In paper, a 9 mana button that reads “At the beginning of your next turn, deal 33 damage to the enemy hero” sounds pretty good. But in practice that’s not at all how this card will pan out. Considering the fact that it requires a massive deck building commitment, while providing no immediate defensive or offensive impact on board, Dragoncaller Alanna is a subpar finisher. There’s so many better things you could be doing for 9 mana.


Benevolent Djinn

Average Rating: 1.8

DeadHour: Benevolent Djinn is a pretty decent upgrade to [Earthen Far Seer] for control style decks as it the threat of recursively healing over and over again means it is a must kill threat for Aggro Decks. Unfortunately, Control Paladin has always been in a tough place in Wild without any way to survive OTKs and getting outvalued by Razakus Priest.

Drygulch Jailor

Average Rating: 1.4

DeadHour: This card is just too slow to make it into any Recruit Paladin lists as you have to play it for two mana, it has to die, and then you have to invest another three mana to finally have any Recruits on the board. Not to mention how horrible this card is against Potion of Madness. It does have some interesting applications with Paladin’s handbuff mechanic and Hobgoblin however, so I wouldn’t completely put it off yet.

Potion of Heroism

Average Rating: 2.3

DeadHour: Adding draw a card to even a minor effect should not be underestimated and really elevates the applications of a card. While this card does not do much on its own, it has a lot of subtle things going for it.

In any combo deck trying to draw through the deck, any card that draws and has some minor upside is worth thinking about. The card also combos with cards like Wild Pyromancer, Gadgetzan Auctioneer, Lynessa Sunsorrow, and the Paladin Quest without losing card equity. Lastly, the effect of giving a minion Divine Shield can be situationally really powerful and enable a good trade.

While this card may look really unassuming, I would not be surprised if it found a home somewhere in Wild.

Crystal Lion

Average Rating: 2.8

DeadHour: It does not take much of a discount to make Crystal Lion a great deal for its mana cost. A 5/5 Divine Shield minion is a fantastic body, resilient to a lot of removal and board clears, allowing Recruit Paladin the ability to further shrug off AoE. It also is trivially easy to reduce the mana cost to 1-3 with cards like Lost in the Jungle and Muster for Battle. The question is if this card is worth a slot in an already very crowded Recruit Paladin deck with plenty of options, as it’s not particularly great in aggressive mirrors where it’s more difficult to maintain a board of Recruits.

Lesser Pearl Spellstone

Average Rating: 2.0

DeadHour: Control Paladin has always been a control deck that beat on aggressive decks through a ton of healing and a lot of taunt minions. This card seems to fit into that plan fairly well as, well, it scales with heal and makes an enormous taunt for cheap. As mentioned already though, Control Paladin is in a pretty tough spot right now, and this doesn’t particularly solve any of their problems.

Unidentified Maul

Average Rating: 1.6

DeadHour: When this Maul summons two Silver hand Recruits or gives your minions Divine Shield, it’s absolutely fantastic. However, the other two effects are largely irrelevant most of the time. With Paladin already having access to Coghammer and of course Muster for Battle, it’s hard to see them being interested in an inconsistent and weaker weapon like Unidentified Maul.

Call to Arms

Average Rating: 3.8

DeadHour: The terrifying paladin curve of Shielded Minibot into Muster for Battle has finally extended one further with Call to Arms. This card is terrifyingly efficient, not only drawing you three cards for four mana, already a great deal, but also giving you an enormous mana discount by immediately playing those cards.

With efficient cards like Knife Juggler, Haunted Creeper, and Shielded Minibot already seeing play in Wild, Call to Arms will always provide near unparalleled value and board at a cheap cost.

In less aggressive decks, Call to Arms offers great defensive capability by pulling cards like Doomsayer, Dirty Rat and more.

And lastly, in combo decks like Anyfin Can Happen, this card can pull pieces like Bluegill Warrior and Loot Hoarder, turning Call to Arms into an unparalleled draw engine while fighting for board control.

With so many applications and such a high power, this card will definitely see play. Expect it to make a big impact on nearly all styles of Paladin decks and impact how these decks are constructed. It’s just that good.


Level Up!

Average Rating: 1.9

DeadHour: Sorry, option #5,206 for cards to include in Recruit Paladin is just unlikely to make the cut. Not a terrible card necessarily, just completely unnecessary for Wild.



Average Rating: 1.2

DeadHour: This card definitely provides a lot of damage and inevitability against slower decks. It’s just very slow at doing so. The first swing of this weapon, you are getting a really understatted effect at 6 mana. The second swing is “10 damage” most of the time, which is pretty good and you can continue this cycle forever. Most decks in Wild won’t give you forever though and that is why most of the Panel thought this card to be too slow, as a more proactive card like Vinecleaver with Recruit Synergy’s edges this card out.

If the metagame slows down and you need a really grindy win condition, this card might find its way into some decks.

Lynessa Sunsorrow

Average Rating: 1.6

DeadHour: Let’s get the obvious of the way first, Lynessa Sunsorrow is embarassingly weak to Silence effects, leaving behind a measly 1/1 body that you payed seven mana for.

But if they don’t have Silence or used it another minion that you buffed already, it does not take much for Lynessa to provide enormous value and board presence for 7 mana. Not a lot of decks in Wild find room for Silence effect these days, with the only one coming to mind being Reno Priest. Against other decks, just casting a Spikeridged Steed previous to Lynessa is already worth. Anything more, and she  demands an immediate answer or threatens to run away with the game.



Gilded Gargoyle

Average Rating: 1.5

DeadHour: Priest’s gaining the ability to generate coin’s is unique effect as it makes room for some shenanigans with cards like Lyra the Sunshard. There’s also a lot of synergy with cards that care about Deathrattles. Realistically though, this card is likely just too poorly statted and to marginal an effect to see play.

Psionic Probe

Average Rating: 1.4

DeadHour: Similar to Mind Vision though more or less predictable as it takes a card from the opponent’s deck rather than their hand. I’d expect this to see about as much play as Mind Vision, which is close to none.

Unidentified Elixir

Average Rating: 1.2

DeadHour: The most important thing to remember before putting this card in your deck is to recall that Velen's Chosen is a card that exists in Wild. Even ignoring that, the bonus effects of this card are unreliable and all over the place, with only Divine Shield being not completely situational. I wouldn’t touch this card with a ten-foot pole.


Average Rating: 3.5

DeadHour: To no one’s surprise, this is the second class card for which our entire panel agreed on the rating. The only thing holding Duskbreaker from an easy 4 across the board is that it’s not clear where this card fits at the moment in Wild. While clearly an insane effect and particularly devastating against Aggro, Dragon Priest has historically been a board-centric deck that has cared about early board presence with cards like Twilight Whelp and Blackwing Technician. It has also been a deck that has struggled against Combo and Duskbreaker does not help much in that area. For Reno decks looking to include this card, you would have to dilute the deck with Dragons in order to fit this, which may not be worth it.

That said, the card is obviously just so blatantly powerful that it’s hard for this to not see play. 3 damage clears just about any board by turn 4, and the 3/3 body makes it hard for them to come back.


Lesser Diamond Spellstone

Average Rating: 2.6

DeadHour: Forget about Free From Amber, it’s all about them Diamonds my friend. This card is absolutely disgusting, providing Big Priest decks with threat density like the’ve never had before. The main strategy for Control decks to defeat this deck was to try and outlast them, as their threat density was relatively low. This card single-handedly makes that strategy worthless, particularly due to threats like The Lich King and Ysera, that are able to generate even more resources on top of what this card has already done by bringing them back. Thanks to Shadow Visions, you can have a single copy in you deck and tutor it in the matchups where it matters early in the game, providing plenty of time to upgrade it.

Twilight’s Call

Rating: 1.9

DeadHour: This is my least favourite card in the whole set, and it has everything to do with the text. Not really what the text says, but the formatting itself. I mean, just look at that mess! It just reads so horribly. Why use “2” instead of “two”? #rantoff.

A few people seemed excited about this card, and I have no clue why. You have to wait until two Deathrattle minions die before this gets full value, which is oddly specific and already way too slow. You can use it as a really slow pseudo- Arcane Intellect by reviving cheap stuff like Loot Hoarder and Crystalline Oracle, or you could just play Thoughtsteal and get your card advantage straight away. Alternatively, you could try and revive powerful Deathrattles like [Carine Bloodhoof] and Sylvanas Windrunner, but you’ll probably be dead before  you get a chance. It’s a double trigger for Quest Priest at the cost of one card, though in that case you still need to find a way to win the game with Quest Priest. I dont know, maybe I’m missing something really obvious, but this seems so slow and niche.

Psychic Scream

Average Rating: 4.0

DeadHour: Once again to no one’s surprise, this is the third class card for which our entire panel agreed on the rating. Priests already had a surplus of fantastic board clears, but Psychic Scream is on a whole new level with the ability to ignore any and all text on creatures  and send them off into their opponent’s deck, further diluting their draw. 

There’s not much else to say. It’s great, and an autoinclude in all Control Priest decks. Expect to lose to this card a lot on turn 7 as there is little to no counterplay to this devastating board clear other than Loatheb.

Twilight Acolyte

Average Rating: 2.9

DeadHour: This card puts [Aldor Peackeeper] to shame, and that is saying something. For the same amount of mana, and a relatively minor condition of holding a Dragon, you get to not only pacify a big threat of your opponents, but you also get to create a big threat of you’re own. There’s so many Priest cards that care about low attack values; everything from Potion of Madness to Shadow Word: Pain to [Cabal Shadowpriest], you’ll have no shortage of dirty tricks up your sleeve. Even better, if used on a single large threat, you are almost guaranteed to have you’re Acolyte survive as 2 Attack is not enough to kill him. Card is pretty disgusting, it’s mostly a matter of whether there is enough space in the deck for him.

Dragon Soul

Average Rating: 1.8

DeadHour: While a 3 mana 5/5 sounds good on paper, this is never triggering on turn 3 and requires a significant resource investment to even get on Dragon out of it. The tempo loss of just trying to get the weapon into play is enough to potentially lose you the game against aggresive decks, and in slower matchups the resource hog this card requires outsets its potential for “infinite” value. Why waste 3 cards making a 5/5 when you could use those same 3 cards to deal 8 or even 20 damage to your opponent?


Average Rating: 1.1

DeadHour: I was the only person in the panel to not rate this card a 1.0. Maybe I took the meaning “niche” a bit to literal, but there is one use for this card that I can think off, and that is as a Fatigue finisher. If you’re opponent is already in Fatigue (which isn’t uncommon for controlling Priest decks), you can potentially use this to kill them with two Fatigue draws in a row. Outside of that, not much use besides spicing up your Netherspite Historian pool.


Cavern Shinyfinder

Average Rating: 2.5

DeadHour: This card is nuts, plain and simple. Seeing as Rogue doesn’t usually run many weapons in their deck, due to being able to create one at any time with the Hero Power, this card essentially allows you to very reliably tutor specific weapons in your deck. Which is pretty amazing in a set with Legendary weapons. The card is also very aggressively statted, which is fantastic for a tempo class like Rogue, as forcing your opponent to Hero Power this down early in the game is sure to push you’re advantage even further.

Cheat Death

Average Rating: 2.1

DeadHour: The timeline has corrected itself, and we finally have ourselves some Rogue Secrets, the way it was always meant to be. 2 mana is a great spot to be, as they can be powerful while still not being complete tempo suicide when played form hand. Cheat Death in particular I believe to be the best out of the three printed so far, as Shadowstep is a borderline broken card already, so more copies of it in your deck can’t hurt. While you have less control over what gets retuned to hand, the fact that you’re opponent had to spend resources killing the minion is not a negligible upside, especially when it comes to mid-sized minions like Gadgetzan Auctioneer. And with the new rules fixes introduced a short while back, you can now cheat this out with Mad Scientist no problem, which is great! Expect this card to enable to broken combos some time in the near future.

Sudden Betrayal

Average Rating: 1.8

DeadHour: While the ability for Rogues to finally play some defence is appreciated, this card is not quite there yet in terms of playability. The fact that it requires at least two minions in play to much any defending at all really cripples its use. While Betrayal s not exactly the most common card in constructed currently, it is also not that hard to play around naturally. And seeing as this only hits one minion rather than both of them, this has the potential to do even less. Great against a board of similarly sized minions, but I doubt this will do more than just kill a token most of the time. That said, Mad Scientist is a card that exists in Wild and boosts the power level up all other secrets, and this is certainly not a bad pull.

Elven Minstrel

Average Rating: 3.0

DeadHour: Oh boy, now that is some deceptively powerful text. While it’s important to realize this is a Combo ability and not a Battlecry, we’re also talking about the Rogue class, which has the highest concentration of playable 0 cost spells of any class in the game, making this very likely to be played on curve. I personally see this as an instant staple in Tempo Rogue, as the deck could use a bit of card draw, and this is perfect for a deck looking to buff their deck with Keleseth. Really though, you can probably put at least one copy of this into any Rogue deck and it would likely be very good. Whether it is simply drawing you more gas in an aggressive deck, or tutoring specific pieces for a combo finish, this card is sure to find a home somewhere in the metagame. 

Kobold Illusionist

Average Rating: 1.7

DeadHour: On a much less exciting note, we have another example of how the sluggishness of Deathrattles can take a potentially playable card and make it completely unplayable. Ok, it’s not that terrible, but I can’t help but feel there has to be better ways to cheat stuff into play than this. If you want this for some sort of one-turn-kill combo, you will be investing resources into suiciding this guy the same turn your play him, most likely more than you’d reasonably want to.

Lesser Onyx Spellstone

Average Rating: 1.1

DeadHour: At first glance this card seemed okay, maybe even playable. Dark Bargain was a bad card because of the unnecessary discard it had tacked on, not because of its mana cost. And this was potentially cheaper and better than that card, so there was some value in this card as a huge board swing. And then I read the upgrade condition. So not only do you have to draw this card, but you have to also draw and play 3 other cards before this becomes slightly above average. Worse even, this is terrible against aggressive decks that rely on flooding the board with cheap minions, as there’s no reliable way of removing what you want.  This is a hard pass for me.


Average Rating: 2.1

DeadHour: This is my second least favourite card in the set, just because of how dissapointing it was to see it revealed. When they said that Rogue Secrets would be based on each of the three Secret classes, I was excited for what I hoped would be another Counterspell variant.

Instead we get the worst version of Ice Block imaginable, with none of the qualities that made it any good. Since this triggers after damage is dealt, you can still die if you’re opponent can muster a large enough hit. And since it triggers off of any damage, you can’t set this up preemptively to guarantee your survival. Cheating it into play with Mad Scientist is unreliable since its such a time sensitive effect.

I think a better comparison is Frost Nova, as a card that you hold onto in your hand until the right moment where it can save you from a ton of damage. Even that comparison is unfavourable though, as Frost Nova also gets to for the most part prevent minion trades during your opponent’s turn. While its is kind off nice to have an option to beat big burst combos that isn’t Mage (which was annoying since Mage was usually the class with the big burst combos), I don’t think the card is powerful enough to accomplish what it wants.

Fal’dorei Strider

Average Rating: 3.1

DeadHour: And the Rogue insanity just keeps on coming. This card is powerful because, unlike its cousin Beneath the Grounds, you actually have a fair amount of control over when you draw the Ambushes. You can build your deck in such a way that yo a drawing cards fast enough for this to consistently summon most if not all the Spiders. And it’s not a do nothing on its own, as it comes attached to a body, which is a massive difference in terms of tempo. Sure, a 4/4 for 4 is not amazing, but it’s better than nothing for sure.

Early on people were talking about this card in Tempo Rogue, which I feel is a bit misguided. While you can certainly jam it into any deck and hope to high roll, I think you’re better off putting this in a deck with enough card draw to support it consistently. Especially now that we’ve seen Elven Minstrel, which I think fits into Tempo Rogue much better than this. Needless to say, this card is amazing at performing miracles, and I expect to see it find a home in at least one Rogue deck.



Average Rating: 2.9

DeadHour: Holy Molly Guacamole… I guess Blade Flurry didn’t die in vain. All it took was a year and a half! On a more serious note, this card may have been somewhat overhype when it was first revealed, as drawing this consistently after it is shuffled away was certainly an issue if you were to build your whole deck around this. However, now that we have Cavern Shinyfinder, the hype is very much real. You now get to run 3 copies of this card in your deck, and with both pieces being so cheap it is very easy to get them both into play in the same turn.

It’s been a very long time since we’ve seen Deadly Poison in a constructed deck, but in combination this card it becomes a very powerful option. Sadly, we didn’t get any additional weapon buffs in this set, but between Deadly Poison  and Tinker's Sharpsword Oil I think we have more than enough juice to turn this baby into a real beast. Maybe even a single [Leeching Posion] for added survivability, and of course our dear old Blade Flurry becomes so much more attractive when you have a massive 1-Cost weapon available.

At the very worst, this card is an auto include in Oil Rogue, and will likely warp the whole deck around itself. Now whether it is good enough to compete with everything else that’s out there remain sot be seen.

Sonya Shadowdancer

Average Rating: 2.6

DeadHour: This is another card that has been hyped to now end. The most important characteristics for these kinds of minions that function like combo pieces are Mana Cost (the cheaper it is the easier it is to combo) and Health (the harder it is to remove the more likely it is to get additional value).

So comparing Sonya to Cult Master, you lose 2 Attack (irrelevant), retain the same amount of Health, but gain a 1 Mana Cost reduction, which is massive when you take into consideration the uniqueness of Sonya’s ability. This means that for the same amount of mana it would take to play your Cult Master and draw a card, Sonya gets to do all that and you get to play one minion that died immediately. And the more mana you have, the more tempo Sonya gets to generate as long as you have some form of board.

Whether you are using Sonya to double up you’re powerful Battlecry and Combo abilities, or abusing charge minions fro machine gun down the enemy board, there is no denying the amount of potential this card has. The only question left is what split of Sonya and Elven Minstrel d you put into Tempo Rogue.


Crushing Hand

Average Rating: 1.6

DeadHour: Just add “random” to the text and you can rename it something like “Ragnaros’s Fist”. Flame Lance was an unmemorable card that has seen little to no play outside of Arena, and while the pseudo-discount the Overload mechanic provides can help in tempoing out this spell, there are better removal options available to Control Shaman decks.

Healing Rain

Average Rating: 2.7

DeadHour: Another hidden gem amongst the piles of cards dumped on us on Monday, this card has some serious efficiency for its cost. The most important thing of note for this card is that it only heals damaged targets. So in a Control deck where you are likely to be the only target, this provides almost 50% of your life total back in a single swoop, and unlike Healing Wave you don’t have to rely on flipping the right card. An incredibly powerful healing option, though Control Shaman has never been lacking tools to beat Aggro as is. More exciting is for decks like Malygos Shaman to gain access to  four healing effects, giving the deck plenty of tools to beat aggro.

Kobold Hermit

Average Rating: 1.4

DeadHour: Before Bloodmage Thalnos and Tainted Zealot had shown how ridiculously powerful cheap Spell Damage sources can be, there was the humble Wrath of Air Totem.  The Shamanstone era of Standard, from April to January of 2017, only helped to exacerberate this issue further, adding onto the annoyance of the elusive Totem only appearing 25% of the time. Well, now you can make it appear 100% of the time thanks to this bad boy. Problem is, that unlike Thalnos or Zealot, Kobold Hermit provides little value due to having no real additional properties. I mean, sure, you could use it to summon one of the other Totems, but why would you? The whole point of this card is that now, if you really want to, you can run six cheap Spell Damage sources in your deck. Now what kind off deck would want to do that is up to us to figure out, bit you can’t it will involve Spirit Claws in some way.

Murmuring Elemental

Average Rating: 1.8

DeadHour: In a format with [Brann Bronzebard] it is easy to dismiss this card, as it is inferior in almost every aspect. Almost. Believe it or not, there is a lot of value to be had by being a combo piece with a similar effect but at 1 mana cheaper. Let’s be honest here, how often do you get to double more than one Battlecry with Brann? Not very often I would say. And seeing as Murmuring Elemental is easier to combo, and you can have multiple copies of it in your deck,  I’d say we have some serious potential for this card. Whether you are using it with Elementals or Jade Golems, this card has potential to enable some previously unlikely or even impossible combos.

Lesser Sapphire Spellstone

Average Rating: 1.3

DeadHour: This card is way too balanced to ever see play in a format like Wild, plain and simple. The Overload is perfectly designed to make it so that you can’t play anything alongside with this card for several turns. Theoretically this is pretty sweet when copying Earth Elemental, but that type of deck died with the printing of Devolve a long time ago. Not to mention just how ridiculously slow playing both these cards would be.  You’re better off winning the game with Malygos spell combos than with a really slow pile of stats.

Primal Talismans

Average Rating: 1.0

DeadHour: This was the fourth card where out entire panel agreed upon the same rating. Back in the day, Soul of the Forest used to be considered a staple card of aggressive Token Druid decks. And while its easy to draw parallels between this card and Soul of the Forest, its important to understand the reason behind the card’s inclusion in the first place; Soul of the Forest allowed you to preserve power on board through a board clear, since it left behind a few respectable 2/2 bodies to work off of. [Primal Talsimans] leaves behind a board of 0/2s and 1/1s, which provides not nearly the same amount of power. While I appreciate Blizzard bringing the Shaman flavour back to basics, this card is simply awful at retaining meaningful board presence.

Unstable Evolution

Average Rating: 2.8

DeadHour: This was a somewhat polarizing card amongst our panel, with people rating it as low as a 2.0 and as high as a 4.0. Personally I am really excited about this card, I just don’t know what the deck it goes into looks like just yet. I think the first step in evaluating this card correctly is ignoring the entire first sentence of its text, as outside the low chance of pulling a Sorcerer's Apprentice, Radiant Elemental, or Nerubian Unraveler the text is largely irrelevant. What matters is that this is the first spell in Hearthstone that you can use multiple times in the same turn, and its even a cheap spell. We’ve had stuff like Headcrack before, which is not only ridiculously overpriced, but only return to your hand on condition, and does so at the end of your turn. So this truly is unlike anything we’ve seen before. The most obvious combo is with Gadgetzan Auctioneer, enabling ridiculous deck cycling as long as you have a minion on board. It also works fantastically with Arcane Giant, allowing for a massive discount in one turn. The combos are there, the thing is about putting them together in a way that wins he game.

Windshear Stormcaller

Average Rating: 1.1
Flavour Rating: 4.5

DeadHour: So if you get all four elements combined, you get to summon Captain Pla… I mean, Al'Akir the Windlord at a discount, along with a hefty 5/5 body. Sounds pretty good right? Until you realize that even if you manage to accomplish this impossible task within a reasonable time frame, you are left with a board of 6 minions, 3 of which have 0 Attack. That is only one more board slot you can use for any crazy Al’Akir Combos, so no real possibility for double Flametongue Totem shenanigans or the like. Once again, card is super flavourful, but its too well balanced to its own detriment. There are cards like [Primal

The Runespear

Average Rating: 1.0

DeadHour: This was the fifth card that where our entire panel agreed upon the same rating. And boy, is it hot garbage. Needless to say, an 8 mana 3/3 weapon is about twice as expensive as it ought to be, so your random spells better make up for it. Which is unlikely, as there is a massive amount of Shaman spells that target, meaning this has a pretty good chance to backfire and punch you in the face. After you’ve already punched yourself in the face by attacking with this, mind you. Once again we see them printing meme cards, except the memes aren’t even that good. Do not let the Discover fool you; this card is completely uncontrollable.

Grumble, Worldshaker

Average Rating: 2.6

DeadHour: Grumble is one of the hardest cards to evaluate, so let’s take it step by step. At 7/7 for 6 mana, Grumble is a pretty decent size body for his cost. The real application of this card however is to gain immense value from any battlecries that you returned to your hand. While a 7/7 for 6 is passable stats, Grumble is clearly meant to enable ridiculous combos. His slightly overstated body is meant to compensate for the absolute tempo loss he creates at first by bouncing your entire board to your hand. This tempo can be recovered fairly quickly though, as all your bounced minions get reduced to a cost of 1 mana. This is particularly powerful in a format that has access to Brann Bronzebeard to double up on all the battlecries. Once again, whether it is Elementals, Jades, or something else, Grumble is sure to enable very broken stuff some time in the near future.

Lastly, he does enable a pretty interesting and not at all complicated Shaman OTK that  goes something like Brann, Fire Plume Harbinger, Zola, Harbinger, Harbinger, Grumble, Zola, Harbinger, Harbinger, Harbinger, Harbinger, Fire Elemental, …. ok nevermind.


Dark Pact

Average Rating: 1.9

DeadHour: Once again I think that despite its rating, this card has tons of potential. This is some of the best healing that has ever been offered to Warlocks, which is especially important as every 2 points of Health is equal to a free card for a Warlock. And if Power Overwhelming has taught me anything, it that there is very real value in the ability to suicide your own stuff for cheap. For such a cheap mana cost, I think this is a very powerful utility card that is just waiting to find a home.

Kobold Librarian

Average Rating: 4.0

DeadHour: The is the sixth and for which our entire panel agreed upon the same rating. Historically Team 5 has somewhat silently followed three very simple design principles with regards to the Warlock class;
1) Don’t print 1-Cost cards for Warlock, they are too powerful with their Hero Power
2) Don’t print good 1-Cost minions for Warlock, they are too powerful with their Hero Power
3) Don’t give Warlock more card draw, they already have their Hero Power.

This card single-handedly breaks all three of this principles. That is absolute insanity. Anyone who remembers pre-nerf Flame Imp can tell you that 2 Health is absolutely a negligible cost to pay unless you are at 2 Health or less. If you can take 2 damage and not die, then you always play this to draw a card. And if the 2 damage gets you within lethal range,  you’re dead anyway so you might as well take the chance to draw an out.

Really the only question left to ask is whether Mortal Coil will ever see the light of day in Control Warlock decks now that this is available. I think it would take a metagame filled with burst damage to prevent this card from being included.

Vulgar Homunculus

Average Rating: 3.6

DeadHour: As I mentioned before, 2 Health is a negligible cost to pay in 99% of cases, so this is basically a 2 mana 2/4 Taunt with no drawback. And just like before, the only thing holding this back in my opinion is the fact that it does not have 3 Attack, meaning it can’t beat a lot of the competitive 1-Cost minions that are in the meta. But that is a very minor detail compared to how powerful this card is both on offence and defence in most practical scenarios. the only thing left to find out s whether Control Warlock runs this over or alongside Voidwalker.

Hooked Reaver

Average Rating: 2.5

DeadHour: Let me just say that I’m a big fan of expanding this type of mechanic from Warrior to Warlock. Team 5 has talked about their struggle to find design space for Warlock to explore, and I feel like this direction of sacrificing Health for bonuses is a great one to follow. With that said, this to me feels very much one of those “almost good enough but not quite” type cards. While on paper a 7/7 Taunt for 4 mana sounds insane, the way the Wild meta functions makes it less effective than one would think.

First of all, there’s tons of decks out there that are plenty capable of dealing 15 damage without minion attacks; Mage, Shaman, Hunter, and Priest come to mind. in those scenarios, Taunt does absolutely nothing to protect you. The other issue is the way Demon decks are currently built around cheating big Demons into play early in the game with Voidcaller, or late in the game with Krul the Unshackled for a massive board swing. Seeing as Hooked Reaver’s entire value lies in a Battlecry ability, pulling it int play with these methods makes it absolutely useless.

I can see this card working in some hyper-aggressive Suicide Warlock deck, where this can fill in a role similar to Flamewreathed Faceless as a big undercosted beat stick. Outside of that though, the card just doesn’t fit with what Warlock wants to be doing at the moment.

Lesser Amethyst Spellstone

Average Rating: 2.8

DeadHour: I remember back in the early days of the Wild format, when Renolock was one of the top decks, and Imp-losion was relatively common in lists. This ended after a few months with the rise of Pirate Warrior, as Shadow Bolt became key to answering a turn 3 Frothing Berserker. however, now that Pirate Warrior has died down a bit, maybe there’s space for a slightly slower 4-Cost removal option like this one to make its way into Control Warlock decks once more.

This is definitely up there as one of the more playable Spellstones. As mentioned before, healing is incredibly powerful in the Warlock class as it directly translates into card advantage. So naturally stapling your healing onto a removal spell makes it even more powerful as a card advantage tool. This card is so easy to upgrade, and really only needs a single upgrade to be well worth the mana.

Possessed Lackey

Average Rating: 1.8

DeadHour: People seemed to be excited about this card, which personally I found very odd seeing as we already have Voidcaller in the format. while redundancy in effects is somewhat desirable, I think that cheating stuff from hand is much more powerful than cheating from your deck, especially in a class like Warlock that can draw combo pieces very easily. You have so much more control over what’s is in your hand compared to your deck, which makes it so much easier to guarantee a good result. Not to mention this card’s miserable stats when compared to Voidcaller; while you do want the Deathrattle ability to go off, you also don’t want to completely surrender the board. I am very skeptical that this card will see play, but you should always keep your eye on powerful cheat effects like this.


Average Rating: 2.4

DeadHour: So should we know refer to Deathwing as “Cataclysm on a stick”‘? This card has no place in Control Warlock decks, but rather will create it sown archetype around itself. Its a very elegant solution to the Quest Warlock problem when you think about it; people can’t complain about not discarding the right cards if they are forced to discard their whole hand. And the reward is fairly powerful; a 50% discount on Twisting Nether is absolutely game changing, since it allows you to regain the initiative after you clear the board in a similar fashion to Doomsayer.

A turn 4 board clear accompanied with a quest completion ready for next turn, as well as a few cards from Malchezaar's Imp or a couple free Silverware Golems sounds pretty powerful to me. Whether it is enough to compete with the rest of the Wild decks remains to be seen.


Average Rating: 2.6

DeadHour: Staple six Voidwalkers into a single minion, charge a 3 mana premium for the extra efficiency, and call it a day.

Jokes aside, more big Demons to cheat out with Voidcaller is never a bad thing, and this potentially provides all the defensive fuel you could ever wish for your big Bloodreaver Gul'dan swing turn. Depending on the amount of transform removal that will end up in the format, this card could lead to a complete retooling of Demon Renolock, allowing you to run less Demons overall since this card alone provides a board on its own, which would in turn free up more deck slots for other useful cards. Giving up stuff like Doomguard seems unlikely though. Depending on how proactive or defensive you want to be, this card has a decent chance to see play.

Skull of the Man’ari

Average Rating: 2.0

DeadHour:  You could honestly copy my entire paragraph on Possessed Lackey and paste it here, with the added caveat that this is even slower. Okay, this is marginally better than Lackey, but that isn’t saying much. This is the weakest Legendary weapon in the sense that it offers no value if it gets destroyed before the start of your turn. Seeing as the Demons that this cheats into play can’t attack until after anothe rturn, you’re either looking to cheat Doomguard or stuff with Taunt to retain that immediate board impact. Like I said, redundancy in effects is certainly desirable, especially in Reno deck, and I’ll be genuinely excited fifths card doe s make it into the deck. I’m not getting my hopes up too much though.

Rin, the First Disciple

Average Rating: 1.1
Flavour Rating: 5.0

DeadHour: This is what happens when you take Pyros and take every possible step to make it unplayable. This card has very little competitive applications aside from maybe being a tech choice against really slow, grind Control decks. Not much else to say besides; cool story bro.


Drywhisker Armorer

Average Rating: 2.9

DeadHour: I’m going to be honest here by saying that Dog’s reveal video got me pretty hyped for this card, and seeing it now at Common seems a bit unreal to me. Compared to Cult Apothecary this card is on a completely different power level its not even funny. The real question is whether this is significantly better than Armorsmith, which is currently the go-to source for cheap Armor gain. After giving it some thought I think Drywhisker is still inferior.

Drywhisker is better when you need a large burst of Armor right now, which can be particularly great with certain cards, but relies heavily on enemy board presence to function. Armorsmith can gain you a small amount of Armor each turn, but it can also be set up with multiple friendly minions to generate burst Armor gain comparable to Drywhisker. The big thing is that Armorsmith can function standalone without having to rely on your overextending onto the board.

Depending on how good some other cards in this set are, I can see Drywhisker Armorer finding a home in some Control Warrior variants. However, for general purposes I think Armorsmith is still a better choice.

Gemstudded Golem

Average Rating: 2.4

DeadHour: Kind off unimpressive at first glance; a Dark Arakkoa with 2 extra Health in exchange for being only able to attack under certain conditions. Like I said before, 7/7 worth of stats with upside for 6 mana is technically good enough to see play, and this stat distribution is pretty good, with 5 Attack still being enough to pressure and trade in the mid game. I think one of the big reasons this is so highly rated is that this is one off the better Recruit targets available in this set, and since Recruit is such a big theme for Warrior there is a lot of weight on this guy’s shoulders. At the very worst this is pretty solid in Arena.

Unidentified Shield

Average Rating: 1.4

DeadHour: Speaking of Arena cards, boy is this a juicy one. This is the best of the Unidentified cycle of cards, since 3 out of the 4 options accomplish the same thing in different ways; they almost all deal 5 damage and gain 5 armor. Now, whether you actually want a 6 mana deal 5 gain 5 is the real question. In terms of constructed, I think this card still has a fair amount of potential.

Something interesting was how my evaluation of this card changed as more cards were revealed. Originally I thought the worst option was the Gain 15 Armor, followed by Summon a 5/5, Deal 5 damage, and the best was the 5/2 Weapon. As soon as Bladed Gauntlet was revealed though, I did almost a complete 180, with Gain 15 Armor now being the best option and the 5/2 weapon being the worst (the other two remained the same).

Anyway, as far as Wild goes, there are better ways to gain Armor, especially since we have access to the original Shieldmaiden this card tries so hard to emulate, as well as good old Justicar Trueheart.

Gather Your Party

Average Rating: 1.5

DeadHour: Here we have our Golden Egg of the set; the first and final cog in the Recruit machine. This will either succeed spectacularly or fail spectacularly, there’s no real in-between. This card’s chances are fairly low, since it is very hard to compete with Big Priest  as far as cheating huge minions early in the game. Compare Eternal Servitude to this card and tell me which one is better. Yeah, that’s what I thought. Best of luck to this card; it sure needs it.

Kobold Barbarian

Average Rating: 1.0

DeadHour: Look at this card, then look over at Kobold Librarian. You see the difference? This is why you stay in school kids.

This is the seventh card where our entire panel agreed upon the same rating. Just to clarify for anyone who doesn’t know yet, this card does not get to attack twice. The random attack counts as it’s one attack for the turn. With that out of the way, chances are you’ll play Ogre Brute over this card every time.

Lesser Mithril Spellstone

Average Rating: 1.1

DeadHour: If this summoned 6/6 minions then maybe we could have a discussion. But as that is not the case, this card is completely worthless. Unbelievably slow, and absolutely abysmal if you are unable to upgrade it, which is rough as you tend to run no more than 4 weapons in your typical Warrior deck. You’ll need a god draw to make this one work. 

Bladed Gauntlet

Average Rating: 2.3

DeadHour: This is probably the card I had to think the most about when analyzing in the entire set. Which probably means its too balanced, and therefore not playable. but it is such an interesting design that I can’t help but hope. Shield Slam is one of my all-time favourite cards, and this card pays homage to it beautifully. 

Obviously the biggest issue with this card is the fact that you lose the Armor you’ve accumulated by using this weapon. This also means that you need to balance the amount of “Armor matters” cards in your deck, as they all will consume your Armor quite a bit. This card is a pretty dead draw against aggressive decks until well into the mid game, though Drywhisker Armorer can help quite a bit in making this work in those matchups. And in slower matchups, you have time to find Justicar Trueheart, which once online makes this card  at the very worst equivalent to Truesilver Champion, which is not a bad place to be when it can get much larger.

A very interesting card that will take a bit of experimentation to figure out if it has a place in addition to our other “Armor matters” card of the set..

Reckless Flurry

Average Rating: 3.4

DeadHour: Speak of the devil, this card has some serious potential to be a monster. Unlike the Standard format, here in Wild we have some very good Armor gain options with [Justicar Truehart] and Shieldmaiden. The combination of these two allow us to gain obscene amounts of Armor in a relatively short amount of time, which would make Reckless Flurry into a very big clear for very little immediate mana investment. On the other hand, in a meta where Razakus Priest is the top deck, sacrificing all of your Armor for a board clear is certainly not what you are looking for. This card shines in a more midrange meta, where people are winning through board control, as this card can clear  mid-sized board very effectively without sacrificing much. Depending on how the meta shapes out, this card could be one of the hidden gems of the set. 


Average Rating: 1.2

DeadHour: While technically a marginal improvement over [Varin Wrynn] (since this guarantees that you pull a minion from your deck), having to pull your minions one at a time over several turns is incredibly slow.Not to mention that by the time you can play this, you might as well be casting your big minions. Not quite the worst Legendary weapon in the set, but its pretty damned close.

Geosculptor Yip

Average Rating: 1.7

DeadHour: Despite its somewhat low rating,  I actually really like the design of this card, tying in both the Recruit and “Armor matters” themes that Warrior has in this set. As mentioned before, it is very easy for Warrior to accumulate Armor in Wild thanks to Justicar Trueheart doubling the efficiency of our Hero Power, which makes this fairly likely to summon an 8-Cost minion a lot of the time. And as some of you may know, the 8-Cost is one of the best points in the mana  curve for generating random minions, with stuff like Ragnaros the Firelord and The Lich King as potential results. Hell, it can even summon another copy of itself. There are certainly better options available in the format, but the card is still fairly decent.


So after all that, here’s what our Top 5 class cards in Kobolds and Catacombs look like:

5) Reckless Flurry

4) Duskbreaker

3) [Vulgar Hommunculus]

2) Call to Arms

  1. Kobold Librarian / Psychic Scream (TIE)

And with that, we conclude our complete Kobolds and Catacombs set review! Whether you agree or disagree with any of the ratings or comments, let us know down below! Once again, a huge thanks to our Wild Experts for lending their time and knowledge. without them this entire article  would’ve never happened.  Stay tuned for more, and see you next time!

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3 Responses

  1. wyqted says:

    Amazing article! Just one typo maybe: flanking strike offers the same body as fire plume phoenix (3/3). Hope to see the new meta snapshot soon.

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