Hearthstone Knights of the Frozen Throne Card - Preview (Part 4)

Rating Scale: Unplayable, Terrible, Bad, Average, Good, Amazing

A draw mechanic for an archetype Blizzard seems to be pushing. At 3 mana it won’t let you draw Tirion and play him on the same turn, so it’s power takes a major hit. This card may not make the cut in Constructed depending on the other Divine Shield support we get, but it will be a solid pick in Arena as a form of reliable reload.

Average

Although at first glance this is an exciting addition to Hunter’s trap offerings, this card leaves a lot to be desired. Played in the early game the poison effect has little relevance, and this trap is essentially worse than Bear Trap. Played in the late game, where Poisonous can get full value, your still possibly trading two minions (the one attacked and the Cobra itself) into a single minion. Even if Midrange Hunter gets a huge push in support, this card is not likely to find a spot in many decklists.

Bad

It’s a beast, and at least now when tokens are Devolved there is some variety in what you might get!

Average

The combination of this weapons battlecry, stateline, and cost make it an extremely powerful card. It offers solid gain in tempo in Arena at half the health cost of a normal weapon, and at 3 mana it fits into a slot that Rogue struggles to fill with non-Combo minions or spells. This will see a lot of play in Arena, although it remains to be seen if we will get enough weapon support to see it in Constructed.

Good

Insanely powerful. This is Warlock’s new Dark Bomb; an auto include in any Non-Zoo Warlock decks. The ability to use this card with Mortal Coil and cheap, low-health minions of their own makes this a very powerful card.. If Blizzard succeeds in slowing down the meta with lifesteal and deathrattles, this card will see a ton of play in both Arena and Constructed.

Great

More Shaman Freeze support. +3/+3 for 2 mana is pretty huge, and it could be casted on a taunt minion to negate some of the cost of not being able to use the minion for a turn by forcing your opponent to attack into the buff. But it doesn’t fit with the other Freeze cards; you do not want to be buffing a minion you are about to remove with a weapon, and stalling an opponent's minion for a turn while buffing it by a significant amount is simply terrible. Even in Arena, the cost in tempo may not be worth the rewards

Unplayable

And here it is, in all it’s glory, the Freeze Shaman legendary. Recognize those stats? Yup, same as our old friend the Mistcaller, mentioned in a previous preview. And his effect was much more powerful than Moorabi’s. There currently is not a way to mass freeze opponents minions, and we’ve already discussed the difficulties of the other Freeze support cards. And at 4/4 for 6 Moorabi provides no presence on the board at turn 6. I hate to say it but…

Terrible

Insane. It’s a discover effect and Priest already has an effective Control package, so you can consistently Discover your big drops or even Lyra. Combine this card with the resource generation of Shadow Visions and Lyra and the discounting of Radiant Elemental, and this card is going to be extremely powerful.

Great

Weak stats for a 3 drop and a relatively underwhelming effect. If dropped on curve classes with removal spells can still play them (Frostbolt, Holy Smite, Slam, etc.). It’s effect does not offer enough in the early game to protect itself and it’s effect is largely irrelevant in the late game.

Bad

It’s actually possible in Constructed for some classes to make decks without any 4-cost cards, making this card’s effect trigger relatively easy compared to others of it’s kind, but because of this it’s effect is significantly less impressive. The combo of Taunt and Lifesteal makes this card a phenomenal anti-aggro card, healing for 4 after every minion it trades with, but it’s mediocre stats make it irrelevant in the control matchup. It’s difficult to call on whether this card will see play before we know the state of the meta.

Average

Written by: David Wier