Kobolds and Catacombs Spoiler Card Review for Wild – Neutral Cards

Welcome to the first part to our complete set review of Kobolds and Catacombs! This article will be looking at all the neutral cards from the new set. While usually not where most of the excitement lies, it’s always worth it to explore whatever new themes are being introduced, and who knows? Maybe we’ll find a few hidden gems. We’ll go through each card, sorted first by rarity, mana cost, and alphabetically.

You can find our Review for the Class cards here –> Kobolds and Catacombs Set Review – CLASS CARDS

Without further ado, I present to you our great Wild Experts that helped make this happen:

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

With that, here’s the rating scale on which we will base our card evaluations, and we’ll get right to it!

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. (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)

Common

Dire Mole

Average Rating: 3.6

DeadHour: And we start off strong, with what is believe it or not one of the best cards in the expansion! No joke; this was the highest rated neutral common in the set by a mile. And for good reason! This is a 1-Cost neutral minion with one of the best early game statlines available and a very relevant tribal tag. The only other 1-Cost 1/3 available to all classes is Sir Finley Mrrgglton, who comes with a downside of potentially downgrading your Hero Power. I have been playing a lot of Face Hunter in the past month, and in my opinon the only thing missing for the deck was a turn 1 play that wouldn’t get destroyed by Pirate openers. Dire Mole is not only that, but it even has tribal relevance to synergize with Crackling Razormaw on curve! Is this the key for Face Hunter to rise into relevance? We’ll have to wait and see. Even outside of the scope of the Hunter class, aggressive Druid decks could also abuse this with Mark of Y'Shaarj, giving them another early game target besides Enchanted Raven. This card has a lot of potential, and I can’t wait to begin testing it.

Wax Elemental

Average Rating: 1.9

DeadHour: This was a very polarizing card, with answers from our panel ranging from 3.0 to 1.0. I can see why people would pass up this card at first glance, as on its own this minion only serves to gum up the board for a bit, which something like Tar Creeper or even Annoy-o-Tron already do a decent job at. I am amongst the crowd that is pretty excited for this card. It is basically a Righteous Protector with slightly worse stat distribution, which means that any buff will be able to turn this into an absolute monster. A hyper-aggressive Handbuff Paladin comes to mind as a possible home for this card. While it may not be immediately good, it is certainly one to keep an eye out for the future.

Plated Beetle

Average Rating: 1.6

DeadHour: A River Crocolisk with minor upside, clearly intended to aid the Druid and Warrior classes by pushing the small “3 or more Armor matters” theme they have going on this set. The stats are passable, and the effect isn’t negligible as Armor is more useful than healing early in the game when you’re likely to be at 30. However, as a Deathrattle effect it is too slow to be reliable when you need it most. Decent arena card, but not really meant for constructed.

Boisterous Bard

Average Rating: 1.0

DeadHour: Nothing too exciting here, as there are cards in this same set that do what this card aims to do but better. Wide boards in the early game tend to be comprised of very weak minions already (1/1 tokens and such), so you are usually looking for Attack buffs to trade up with enemy minions rather than small Health buffs to marginally increase survivability. +1 Health isn’t enough to push most things out of your typical 2 damage early game AoE anyway.

Dragonslayer

Average Rating: 1.7

DeadHour: Now we’re talking! This is definitely my kind off card. 4/3 stats for 3 mana is somewhat playable, but if you manage to kill something with that Battlecry your are in for a huge tempo swing. While it doesn’t kill a lot of the big 7+ mana Dragons, it gets rid off a lot of mid-sized ones like Twilight GuardianCobalt Scalebane, and Drakonid Operative.  Currently the Standard crowd has targeted this card as their source of complaints as Cobalt Scalebane is a much more popular card in that format and this is kind of a lazy solution to that problem. We’ll have to see how impactful it truly is in Wild, but it has the potential to be a powerful tech choice.

Fungal Enchanter

Average Rating: 2.1

DeadHour: Compare this to our dear Boisterous Bard and you will see what I meant. This is a pretty powerful upgrade, as previously your only option for this type of effect from a neutral was Darkscale Healer. A two mana reduction for the same effect and with decent stats makes this have potential to be used. It even compares somewhat favourably to Earthen Ring Farseer, with the ability to heal for considerably more, albeit spread across your entire board. Now whether you actually want this effect in your deck is another matter, as the only application I can think off is with Northshire Cleric draw combos, for which you already have Circle of Healing. If Priest for some reason wanted access to more AoE Healing effects or really valued the 3/3 body alongside Circle of Healing, this could see some play.

Kobold Apprentice

Average Rating: 1.1

DeadHour: Paying an additional two mana on your Arcane Missiles for a miserable 2/1 body, that will most likely get removed by a Hero Power, a free Patches the Pirate swing, or a 1/1 token next turn is not great value. It also loses the extremely relevant spell synergy for which Arcane Missiles used to see any play at all. Absolutely miserable card, even for Arena standards.

Sewer Crawler

Average Rating: 1.0

DeadHour: This image says more about this card than I ever could. Next.

Stoneskin Basilisk

Average Rating: 1.1

DeadHour: This card’s largest impact is on Deathstalker Rexxar, as this is a potentially powerful option for his Build-a-Beast Hero Power, but is otherwise unremarkable. Pales in comparison to Giant Wasp, which is already largely unplayable. Against decks without the ability to ping like Combo Priest, this could actually be a very threatening card, but it’s too weak against the majority of the format to see play. While I appreciate the simplicity of its design, this is clearly not meant for constructed.

Toothy Chest

Average Rating: 1.0

DeadHour: If you absolutelyneed your 4/4 for 3 mana, just play Ogre Brute. Or Edwin VanCleef. Or Tar Creeper. Next.

Cursed Disciple

Average Rating: 1.1

DeadHour: A wise man wearing flannel and a flashy beard once said, “If Magma Rager is you’re favourite, it’s time to savour it!”. If that’s the case, this card’s for you. This is somewhat annoying if you’re class that is unable to ping, which is practically impossible in a meta with Patches the Pirate available to anyone. Mildly notable in Quest Druid as worth two triggers for one card. Otherwise, this is a hard pass. Just play Piloted Shredder.

Hoarding Dragon

Average Rating: 1.4

DeadHour: Clearly this is meant as a Recruit target. Sadly, we already have Hungry Dragon, whose downside is completely negated by Recruit, unlike this card. Granted this card’s downside is marginally less impactful than Hungry Dragon’s, but if you’re playing this from you’re hand you’re probably doing it wrong. Historically a 5/6 for 4 mana has proven itself too weak for competitive play anyways, so this card has no place in you’re deck if you are looking to win consistently.

Shroom Brewer

Average Rating: 1.5

DeadHour: Man, this really isn’t Earthen Ring Farseer’s set is it. Another minor upgrade, paying 1 more mana for 1 more point of healing as well as +1/+1 in stats. 4-Attack is potentially relevant in a metagame where Priest is king. Could be a decent option for Rogues, as they have traditionally lacked both survivability and good turn 4 plays. Not stellar, but not completely unplayable either.

Sneaky Devil

Average Rating: 1.3

DeadHour: A significant upgrade over Raid Leader, adding on Stealth and a tribal tag. Sadly, 2 Health is still absolutely miserable against most AoE, making the Stealth less effective. Aggressive Demon decks should look towards Crystalweaver for their turn 4 board swings instead of this.

Corrosive Sludge

Average Rating: 1.1

DeadHour: Compared to Harrison Jones you miss out on the potential for massive card advantage in exchange for +1 Health and the ability to put an extra copy in your deck. Don’t even get me started with the Gluttonous Ooze comparisons. Strictly meant for Arena.

Fungalmancer

Average Rating: 1.2

DeadHour: In a format so fast that Defender of Argus has been ousted from most decks that would potentially play him, what hope does this card have? Even in the absolute best case scenario,  5 mana for 6/6 worth of stats with no additional effect is way below the bare minimum for playability.

Green Jelly

Average Rating: 1.0

DeadHour: Sludge Belcher’s less skilled cousin impresses absolutely nobody. And let’s be honest, when was the last time you actually played against Sludge Belcher? Outside of Mill Rogue, I can’t think of many lists that still run him consistently. I guess it’s a decent Recruit target…? Sorry Green Jelly, but you were doomed from the start.

Guild Recruiter

Average Rating: 1.4

DeadHour: This was a very split decision in our panel, with some rating it as high as 2.5 and others as low as 1. I was on the 2.5 camp personally. I am not kidding when I say that this is the second best Recruit card in the set. Turn 5 is still early enough to where cheating stuff into play is still relevant, and with this being neutral the possibilities are extremely open. It’s probably still too slow for the format, but I feel its worth experimenting with and has potential if they print more powerful cards to Recruit.

Trogg Gloomeater

Average Rating: 1.0

DeadHour: So apparently paying 3 more mana for your Stubborn Gastropod grants you… 3 more Health. When your card compares unfavourably with Assassinate, you know you’re deep in the hole. Granted this is likely better than people are giving it credit for in Arena, but for constructed purposes this card is a joke.

Silver Vanguard

Average Rating: 1.1

DeadHour: Man, I know 7-drops tend to be overall lacking, but this is taking it to the next level. On paper, getting a 1 mana discount on your 8-drop along with a 3/3 body sounds amazing. Alternatively you could wait an extra turn and play any other card instead of a 7 mana 3/3. The delayed nature of Deathrattles has once again prevented a card from being somewhat playable. The Deathrattle is powerful to be sure, so perhaps it can combo with the new Seeping Oozeling from Hunter to copy the Deathrattle or with Barnes, but that’s a quite a stretch. Even if you manage to somehow get this off, the effect is so ridiculously specific that ironically you are unlikely to get it off with any sort of consistency. 

Violet Wurm

Average Rating: 1.0

DeadHour: Ok, I think I get it now. Can’t wait for someone to draft the turn 7 Silver Vanguard pulling a Violet Wurm wombo-combo, only for it to completely fall flat on its face. Being a bit more serious now, this is actually a very powerful beater in Arena, as you maintain roughly the same amount of power on board even if they remove the first half. A bit of a beast in Arena, but otherwise unremarkable.

Sleepy Dragon

Average Rating: 1.3

DeadHour: A bit of a sleeper card here, as to me this seems to be one of the better Recruit targets printed in this set. Decent amount of stats with immediate defensive board impact, a relevant tribal tag for when you happen to draw it, and 4 Attack to make those Priests sweat. Its a stretch for sure, but the point is that this card isn’t completely useless. We’ll have to wait and see how the Recruit mechanic pans out as a whole.


Rare

Feral Gibberer

Average Rating: 1.0

DeadHour: Any hope of this card seeing play died as soon as that Health value was set to 1. In a world where Patches the Pirate is in charge of the first 3 turns of the game, there’s no hope for this card, or any 1-Health early game play with no immidiate impact for that matter. Sorry my gremlins, no food for you.

Gravelsnout Knight

Average Rating: 1.4

DeadHour: Another card that to me seems clearly meant as a Recruit target. With you’re average 1-Cost minion getting ever closer to a 2/2 with each expansion, this is not a card that should be played from hand. I’m very interested on what effect this card might have on the Hunter class, as this is an additional above-average result for Desert Camel (the OG Recruit card). Granted Desert Camel isn’t exactly the most attractive option in a format with Patches the Pirate lurking in every deck, but I think it’s worth a shot. Another possible application is as a cheap enabler for Mind Control Tech, though I doubt that spending deck slots to activate your tech card is a winning strategy. Outside of niche scenarios like that, I’d stick to Zombie Chow or Mistress of Mixtures for my overstated 1-drop needs.

Scorp-o-matic

Average Rating: 1.6

DeadHour: Despite what its rating might otherwise suggest, I feel that this is one of those hidden gems. Doomsayer is one of the most played cards in the format, and this card can kill it on the turn it comes out for the same amount of mana. This also gets to remove them myriad of 1/3 minions that pop up during the early game, such as Mana Wyrm, Northshire Cleric, Tunnel Trogg, Voidwalker, Sir Finley Mrrgglton, … and the list goes on. it gets even better in Paladin, where it is a cheaper alternative to Stampeding Kodo for combos with Humility effects. Granted, you miss out on the hefty 3/5 body. Its a niche card for sure, but one that has very real applications. I’d keep my eye on this one.

Lone Champion

Average Rating: 2.1

DeadHour: This was the highest rated neutral rare card, which I found kind off surprising seeing as Tar Creeper surpasses this card in almost every level. What dooms this card in my eyes is the 2-Attack, which is not enough to kill those dreaded 1/3 minions that pop up in the early game quite often. The value of  Divine Shield in the early game is also greatly diminished by the omnipresence of Patches the Pirate in the decks that you’d be targeting with this. While I’m glad that Team 5 has finally figured out how to print early game Taunt minions that can’t be abused by aggressive decks, I don’t think this is as powerful as it seems. 

Amplive: I rated this card on the higher side for two reasons. One, there are a lot of Reno decks that would like to play more than one Tar Creeper like Renolock and Renomage, and this is a solid option. Also, Divine Shield will always be at least equal if not more than one extra health from Tar Creeper, and that one health can really mean a big difference. Control Warlock style decks in particular love a good defensive three drop as they often spend turn 2 tapping and are looking to impact the board on turn 3.

Shrieking Shroom

Average Rating: 1.1

DeadHour: Paying 3 mana for a pair of sub-par 1-Cost minions is pretty close to the absolute worst you could do in this game. I’m pretty sure this even compares unfavourably with Imp Master, which is itself a below average Arena card at best. Sadly nobody will be around to listen this shroom blow our eardrums off.

Ebon Dragonsmith

Average Rating: 1.8

DeadHour: This card reminds me a lot of Deathaxe Punisher. That is not a good thing. Similarly to that card, this effect is so incredibly niche that I will be genuinely amazed when my opponent gets to actually trigger it in a game. Those stats are pretty miserable as well, so this card is an absolute tempo loss on board unless you can play the weapon in the same turn. A few people seem to be excited about this card’s applications with Kingsbane for some reason, but there’s really not much of a difference between a 1 mana weapon and a 0 mana weapon past turn 1. Maybe it could find a place in some sort of Aggressive Dragon Warrior deck, but it’s statline is quite prohibitive so even then I think it’s unlikely.

Kobold Monk

Average Rating: 1.6

DeadHour: This could’ve maybe been a potential tech card against our Razakus Priest overlords. Even then, it only takes three Voidform pings to get rid off this, or a single Shadow Word: Pain. Regardless, this is still interesting against aggressive Mage or Shaman decks that rely on burn spells in order to finish off their opponents. Not only are they unable to target your face with their spells, but they are forced to waste 6 damage worth of resource to get rid off this bad boy. The effect is unique enough and the card is well statted enough to where this has a chance to pop up at some point in time.

Furbolg Mossbinder

Average Rating: 1.0

DeadHour: The most remarkable thing I can say about this card is how much of a pain it is to try and type its name. My auto-correct absolutely hates it. Furblog. Furglob. Furbelow. Ugh. Anyway, next card.

Hungry Ettin

Average Rating: 1.5

DeadHour: Another potentially powerful Recruit target offered to us right here. 7/7 worth of stats for 6 mana with upside is technically good enough to see play, especially when you get to dodge the Battlecry downside when you cheat it into play. 4 Attack in a Priest-filled world can’t hurt its chances either. The main issue with this strategy is that the few Recruit cards that can put this into play already cost 6 mana or more, so you aren’t really getting much of a discount. And lets not even talk about the horrors of playing this from hand, because it absolutely fails at protecting you from aggressive decks by adding to their board presence. I’d say its best to hold on to your Sludge Belchers.


Epic

Rummaging Kobold

Average Rating: 1.4

DeadHour: While the first effect of its kind, the card draw component of this has been overcosted into unplayability. This is further exacerbated by the fact that 3 of the 9 Legendary weapons this is supposed to protect already punish you for destroying them on their own, and all of them except for the Warlock one already give you some form of value the turn you play them. Compare this card to Netherspite Historian, a similarly stated minion with another conditional draw effect, yet that card manages to stay at 2 mana. And if I can recall that card being called unplayable upon release, then where does that leave this poor Kobold? Out of a job, that’s for sure.

Void Ripper

Average Rating: 2.2

DeadHour: I love these types of cards; stapling somewhat niche effects onto a tribal tag increases the complexity of effects that randomly generate minions of that tag, which I think is great from a gameplay variety perspective. And this card has some serious potential; stapling a 3/3 body on top of Confuse for only 1 mana is some pretty stelar efficiency. I think that a deck running this has to be able to abuse the symmetry of the effect; otherwise you’re likely better off teching in Crazed Alchemist. Its the kind off card that you don’t put into any deck, but the decks that can accommodate it will be able to use it to its full potential.

Shimmering Courser

Average Rating: 1.9

DeadHour: Another experimental design, testing the power level of single-sided targeting restrictions. As more cheap buffs get printed, I think this card has some serious potential as a threat that cannot be interacted with effectively. But as its stands now, the cards aren’t quite strong enough to make it work. Outside of that, as Bananaramic was kind enough to point out, “its a 3/3 minion for 4 mana”. The stats are too weak for it to fight on board effectively its own. A herald for things to come, but unlikely to be competitive any time soon. 

Arcane Tyrant

Rating: 2.4

DeadHour: This was tied with another card as the highest rated neutral epic. Can you guess which one? Anyway, this card has been hyped to no end by the Standard crowd that I can’t help but feel that it managed to somewhat colour the views of our panel. Don’t get me wrong; this card is certainly powerful, particularly in Druid due to Ultimate Infestation, allowing you to reduce your handsize and generate even more tempo with a few 0 mana 4/4’s, essentially letting you to have your cake and eat it too. More importantly it gives you back some tempo for taking a turn off when playing cards like Nourish or Cabalist's Tome. The tribal tag is not completely irrelevant either; if this card is powerful enough, it might completely change the way we build Elemental Mage or Shaman decks, and the card might be able to carry those archetypes on its own. The main thing that’s making me hesitant, believe it or not, is the stats; 4 Health is still on the low end of where you want to be, as it lines up poorly with most forms of removal. It is very easy to deal 4 damage in this game. At 5 Health there would be no doubt in my mind, but as it stands I fear this may still not be quite good enough to make the cut.

Carnivorous Cube


Average Rating: 2.4

DeadHour: To the surprise absolutely no one, this is the other card that was tied as our highest rated neutral epic. As Sipiwi explained, its not a question of whether this will see play, but rather whether this will be good enough. Unlike Standard, the Wild format has more than enough Deathrattles to abuse this card’s effect for maximum value.  In particular, variants of so called “Egg decks” have existed since the format’s inception, abusing cards like Nerubian Egg and Devilsaur Egg in order to overwhelm your opponent with undercosted beaters. Classes like Druid, Hunter, and Warlock have historically been the most successful at abusing these cards, and Carnivorous Cube perfectly fits into this type of deck. Is it too slow at 5 mana? Its very much a possibility, but we’ll have to find out how the meta shapes itself. While there are plenty of answers to it, this card could certainly be the key to another midrange metagame.

Spiteful Summoner

Average Rating: 1.9

DeadHour: Along with Arcane Tyrant, this is one of the big pay off cards for the Big Spells archetype this set is pushing. While a 4/4 for 6 is pretty miserable stats, the Battlecry effect has the potential to make this one of the best 6 mana minions in the game in terms of raw stats; last time I checked, you’re average 6-drop was around 4/5 worth of stats. On the one hand, the Big Spells deck would ironically want a good number of minions, in order to help narrow the number of potential spells in their deck down to the absolute best results. On the other hand, the double randomness (one for the spell you reveal, another for the minion you get) certainly holds this card back. 

Corridor Creeper

Average Rating: 1.2

DeadHour: My only question for you is this: why not just play Sea Giant? It has better stats, and doesn’t require you to trade your board to get the discount. Is the Beast synergy really worth that much? I mean, you can’t even get this as an option for Deathstalker Rexxar, so I really think this card has no place. Maybe the fact that the text is so inelegant has coloured my opinion, but I see little to no value in this card.

Grand Archivist

Average Rating: 1.1

DeadHour: Sipiwi went on record saying that this has potential in Keleseth Rogue along with two expensive spells for guaranteed insanity. He was also the only person in our panel to rate this card at a tiny bit higher than a 1.0. I can’t help but feel that he was trying to make a point about Keleseth’s power level rather than being serious, though casting a Sprint off this each turn it’s alive is definitely living the dream.

Dragonhatcher

Rating: 1.3

DeadHour: I don’t think I need to explain much about why this card seems terrible; if you’re already at 9 mana, why not just cast your Dragon? I really doubt the additional 2/4 stats are worth much of anything, especially when most big Dragons have positive Battlecries you want to use. 

On a more positive note, potential uses of this card is a high roll target off Barnes, which would then recruit another Dragon. Deathwing, Dragonlord and Ysera are already pretty good Barnes hits, so there is some minor potential here.


Legendary

Zola the Gorgon

Average Rating: 2.1

DeadHour: This was our highest rated neutral Legendary, which is unsurprising. Cheap utility Legendary minions are always something to be on the lookout for since they are not as common and clunky as your big dumb dudes. Zola the Gorgon is not a game-changer by any means, but she’s not without her merits. Compared to your typical Youthful Brewmaster, her main upside is the fact that the targeted minion remain in play and is still able to fight for board, making Zola less of a tempo loss in theory. In exchange however, you are losing one stat point and are paying 1 more mana, which is a huge deal for a minion whose sole purpose is to be a combo piece.

While there is no lack of powerful Battlecry effects to abuse with her, I personally can’t help but see her as a worse version of our dear Brann Bronzebeard. People keep mentioning that you can run both cards in Reno decks, but to me that sounds very impractical and more like greed talking. Especially in Reno decks, where card slots are even more precious than normal, I can’t see Zola making the cut outside of being a very niche tech choice for super greedy lists. 

Amplive believes that she has potential as an enabler for a Druid combo utilizing Aviana, Kun, Brann, and C’Thun which would one of the more succinct Aviana Kun OTKs avaialable to Druid.

The Darkness

Average Rating: 1.9
Flavour Rating: 5.0

DeadHour: Now that’s a cool card if I’ve ever seen it. I guess we finally know why you no take candle. A few things to clarify surrounding the mechanics of this card;
1) The card starts dormant, meaning you can’t cheat this into play for an immediate 20/20. In fact, cheating this into play will result in a wasted board slot and no way to awaken The Darkness (this includes Evolve effects).
2) Dormant minions can’t be interacted with in any way. That means no targeting with spells, abilities, Hero Powers, Battlecries, or Silence effects. It can’t be attacked into by minions, and it can’t be the target of random effects like Deadly Shot or Volcano.
3) You only need to draw three Candles to awaken The Darkness, regardless of how many Candles are in the enemy deck.
With all that out of the way, most of our panel agreed that this card is mostly an extremely niche tech option against Reno decks. While the effect on decks like Razakus Priest can be undeniably crippling, a 4 mana do nothing is such a terrible card in all other matchups that I doubt we will see much of this card on ladder.

King Togwaggle

Average Rating: 1.0
Meme Rating: 5.0

DeadHour: Competitively this card is dead on arrival, so let’s talk memes for a bit. The obvious home for this card is in some form of mill deck, in order to deny your opponent the ability to use the Ransom to recuperate their deck. There is a crazy OTK involving Ancient Shades and gifting your opponent a deck full of Curses, but I think it’d take a whole article to explain.

Marin the Fox


Average Rating: 1.0

DeadHour: We have had a bit over a month to play around with Marin the Fox, and he has proven himself to be, for the most part, worthless. Without even taking into consideration the effort it takes to break open the chest, 50% of the time your reward will be useless. Granted, the other 50% your reward is actually kind off good, but for an 8 mana investment you could be winning with much more reliable methods. Even the gimmicky Inner Fire combos with the chest are pointless in the Wild format, where we have access to Deathlord on turn 3 for a potential turn 4 lethal.

Master Oakheart

Average Rating: 1.8

DeadHour: I love this card. Is it any good? I have absolutely no clue, but it will be a blast to find out. The effect is certainly powerful, as you get to put 4 minions into play with just one card. Its all about finding out which minions are the best, and whether they are good enough to win the game. Granted there are plenty of big board swings at 9 mana and up that are better than this; [N’Zoth the Corruptor] and Bloodreaver Gul'dan are the most popular, and are only a fit in a few decks as an absolute finisher. So if you’re going to play this card, play it to experience the joy of deckbuilding, and not because you want to win games. And hell, who knows? Maybe with enough time and effort you will be able to win games with this. 


Conclusion

It looks like the top 5 Neutral Cards from Kobolds and Catacombs based on our average ratings are:

4. Lone Champion/Zola (TIE)

3. Void Ripper

2. Arcane Tyrant/Carnivorous Cube (TIE)

1. Dire Mole

And with that, we close off the Neutral portion of our Kobolds and Catacombs set review! Whether you agree or disagree with either the ratings or the comments, feel free to tell us down below! Stay tuned for part two, where we go through all the classes in search for more hidden gems. Until then, see you next time!

 

If you are interested in everyone’s individual rating of the cards, you can find them in this spreadsheet: Card Review Spreadsheet

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3 Responses

  1. wyqted says:

    Really like the rating scale from LSV’s mtg set review. Should probably change 2.0 category to “tech card” since Hearthstone currently does not have sideboard 🙂

    • Amplive says:

      LSV set reviews are the best. If (the rating system) aint broke, don’t fix it. Good call on the sideboard though, fixed it to tech card. Thanks for the feedback!

      • Jared T says:

        man i wish there was a sideboard. it could even be small like 3 to 5 cards. choose to sideboard when you see the class of the opponent or something like that

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