Cheesee10 ungoro review
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1=unplayable
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2=playable
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DRUID
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Jungle Giants1Too slow to get off for a reward that is likely useless by the time you finish the quest. Also dilutes the very important early ramp draws.
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Tyrantus2Offers a win condition in a single card against priest, mage, and other druids, as well as wrecking warlock if they don't have nether. 12 uninteractible damage in a class which has ramp is quite strong.
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Giant Anaconda1Bleeds value for a high cost and very little reward, also slow because of deathrattle.
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Living Mana1When the 2/2's die they give empty mana crystals, so if your opponent leaves them up and the 2/2's aren't enough to kill your opponent you are forced to skip your next turn.
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Earthen Scales1Too low value to see play
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Evolving Spores1This is only good as a finisher and savage roar is cheaper and more consistent.
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Shellshifter1Druid has better 4 drops it can be playing (Fandral/Violet Teacher) than a slightly more flexible senjin.
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Elder Longneck1Getting anything other than +3 health or divine shield is really bad in a world where Patches and Maelstrom Portal are still in standard.
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Tortollan Forager1The range of possible minions from this is too bad on average, especially since Druids have moved away from ending the game with ramp minions and now have synergistic game enders (jades and arcane giant)
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Verdant Longneck1Every result other than +3 health sucks
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HUNTER
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The Marsh Queen1Think about what this deck does. It plays a ton of 1 drops leading into a strong turn 5/6 play. Then your deck is an inconsistent mix of powerful 3/2 cyclers and weak 1 drops. Zoo pulls off this same style of deck much better, since it is better on turn 3/4, has synergistic minions, and has guaranteed cycle on the turns after Doomguard.
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Swamp King Dred1After Highmane, you would rather be pushing damage than continuing to develop slow cards on the board. It's why the only cards higher than 6 to ever be played in Hunter both had a way to immediately push damage (Call of the Wild and Rag). This also gives opponents a target for hard removal they might not have had good use for otherwise
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Dinomancy1Too slow for Hunter, plus your hero power is fine late game anyways.
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Stampede1Too gimmicky. Why wait around to try and play a spell card and then flood the board when curving out and flooding the board every turn pushes more damage.
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Raptor Hatchling1By the time you draw the 1 mana 4/3, it is below average, and Murloc Raider beast is way worse than Fiery Bat.
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Tol'vir Warden2Provides more consistency in your later draws while also giving material to continue pressuring. Also Hunter lacks a good five drop.
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Terrorscale Stalker1Hunter already has better options on three and realistically the only good deathrattle to hit with this is grandma (if highmane survives a turn you've probably already won). If this somehow does become played people will just start killing the 1/1 grandma and this will be pushed out of the meta quickly.
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Crackling Razormaw2Very useful both late game and early while also having a solid body to boot. One of the best cards in the set.
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Grievous Bite1The removal is only really good against a select few aggresive decks and is quite bad against control. Unleash is a better antiaggro tool for Hunter.
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Jeweled Macaw2Gives Hunter a 1 drop which is relevant in the late game, strengthening the control/midrange matchups while not really losing much against aggro.
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MAGE
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Open the waygate1Requires too much setup to be anything more than a gimmick deck.
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Pyros1Too slow, even if elemental mage is a thing
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Meteor2Really strong AOE. Most players don't have more than 1 or 2 big minions on the board at once, so this should do a fairly proficient job at gaining you value.
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Primordial Glyph2Mage spells in general are quite good, so getting the choice between three is really flexible and powerful.
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Mana Bind1Counterspell is better and that's not even played.
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Molten Reflection2Offers powerful combos for cheap with Arcane Giant
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Steam Surger1You'll play this in elemental mage if it's a thing, I don't think the deck is quite strong enough, so the card is unplayable.
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Arcanologist2Gives mage lots of consistency in surviving to unleash powerful combos by drawing the Ice Block.
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Flame Geyser1Probably gets played in elemental mage, but I don't think elemental mage will be good.
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Shimmering Tempest1Worse Loot Hoarder in non Waygate decks and this card is so vulnerable to patches/pings that it is probably still bad in the memey Waygate decks.
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PALADIN
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The last Kaleidosaur1Takes too many bad setup cards to get a wincon that isn't even guaranteed.
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Sunkeeper Tarim1Good card, but paladin is unplayable, so this is unplayable.
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Dinosize1Offers nice burst for paladin, but is useless until paladin gets better early game.
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Primalfin Champion1Too slow to make buff paladin anything more than a gimmick deck. Would've been much more interesting at 1 mana.
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Lightfused Stegodon1Maybe once paladin gets a more reliable way to put receuits on the board, but as it is Lost in the Jungle isn't enough to make this card good.
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Spikeridged Steed1Good card, but useless until paladin receives better early game.
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Vinecleaver1Way too slow.
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Adaptation1Too low value.
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Hydrologist1A little weaker than Dark Peddler, but still powerful. Would be playable if the rest of paladin was decent.
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Lost in the Jungle1Will be good once paladin gets more recruit synergy. Until then, this card and the rest of the paladin cards are unplayable.
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PRIEST
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Awaken the Makers1If you can summon 7 Deathrattles, you've already won against aggro and likely won against Midrange. Against control you stil don't have a good win con.
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Lyra the Sunshard1Too gimmicky, especially since very few low cost proactive priest spells are good (only really power word shield).
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Curious Glimmerroot1Getting a card from your opponents deck is not worth having subpar stats and not making immediate board impact.
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Shadow Visions1Too expensive, especially since there are no absolotely amazing priest cards to search out.
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Crystaline Oracle1Too slow to generate value (much worse late game than babbling book or swashburgler) and even in the bad quest deck, your turn 1 play is already pretty set.
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Free from Amber1Way less flexible than forbidden shaping and can't get you strong class 8 drops.
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Mirage Caller1Requires you to be ahead, and with the lack of decent priest early game, you won't be ahead
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Binding Heal1Too situational and low value.
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Radiant Elemental1Priest will be unplayable, so even though this card on its own is good, priest itself holds the card down.
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Tortollan Shellraiser1Not enough attack to kill things, too much value lost.
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ROGUE
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The Caverns Below1The quest is tough to complete, for not much reward late game aside from Violet Teacher
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Sherazin, Corpse Flower1Takes too much setup for a mediocre reward. Realistically, you will probably only ressurect this once per game, and it will be easily dealt with.
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Biteweed 1Questing is just better, since it can persist for more buffs
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Vilepine Slayer2Strong tempo card which allows Rogue to get through big taunts without requiring Sap
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Envenom Weapon2Double assassinate on a stick, great value for such a cheap cost.
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Mimic Pod1Getting card diversity is important, so drawing 2 of the same card will be worse than arcane intellect. This might be good in miracle, but I don't think miracle will really be a thing anymore.
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Obsidian Shard1Just play assassins blade if you really want a weapon.
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Hallucination2Class cards are much better than Deathrattles, so the flexibility this card provides makes me think it will find a place somewhere.
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Razorpetal Lasher1Not good early or late game.
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Razorpetal Volley1Too slow for very little upside.
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SHAMAN
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Unite the Murlocs2Provides excellent reload for Mutlocs against midrange and control. Against aggro you just mulligan it away. I think the new Murloc cards are really good, which in turn makes the quest strong.
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Kalimos, the Primal Lord2Super flexible card with every option also being strong on their own.
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Spirit Echo1A bit too gimmicky, especially in Shaman which already has Ancestral Spirit.
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Stone Sentinel2Will likely be a 1 of in elemental shaman decks alongside two Blazecallers. Provides defense against aggro and setup for Flametongue against other decks.
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Fireplume Harbinger2Mechwarper for elementals.
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Volcano2Really strong AOE which has flexibility in also being useful for single target removal.
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Primalfin Totem1A bit too slow for Murloc decks.
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Air Elemental1Dies to patches and Rogue/Druid.
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Hot Spring Guardian2Strong defensive option for elemental shaman, especially good since the deck lacks a little on 3 and you want set up your tol'vir.
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Tidal Surge1Just play Jade Lightning.
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WARLOCK
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Lakkari Sacrafice1Reward is really good, but requires a bit too many anti value cards for a control deck to not just want to use Jaraxxus.
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Clutchmother Zavas2While it's a bit worse than Silverware Golem, getting your discard back is still pretty good and its initial stats aren't that bad.
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Bloodbloom 1Any big impact spell you can tempo out other than Siphon Soul simply comes too close to killing you.
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Chittering Tunneler1Warlock spells aren't that good, especially the cheap ones
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Corrupting Mist1The opponent is still able to develop and trade into your guys, so this card doesn't do enough to slow the game down.
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Cruel Dinomancer1This will probably see play if a discard control deck is good. I just don't think that type of deck will be powerful.
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Feeding Time1Much worse implosion.
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Lakkari Felhound1 +3 health on a Senjin is not that good when you are often discarding Doomguard.
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Ravenous Pterrodax2Synergies well with Possessed Villager, the new egg, and 1/3 minions in zoo.
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Tar Lurker1Too low impact.
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WARRIOR
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Fire Plume's Heart2The deck itself is good against aggro, while the quest provides a win con against control.
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