
He can see play in decks that want this sort of turn and burn game. Maw - C, A good stall man, he is unfortunately lacking 1 health that would make him completely playable. Mana Forger - D, Not nearly as strong despite his stat buff, the nerf to effecting only the first spell of the turn ripped this guy out of the meta. It will be the first two drop you want to play when going first in almost every game. Jaxi - A, Unless you have a killer faction two drop this card is your go to two drop. Healing Mystic - B, Not quite an auto-include, but a really strong two drop if you need more two drops. Golem Metallurgist - B, Solid card for the golem deck, which is not strong atm.

Ghost Lynx - F, Dies to everything, does little damage, unpredictable. Flameblood Warlock - A, Has to have a deck built around it, but if you are playing any type of aggro you should be running these. Much better in sideboard tournament formats.

Ephemeral Shroud - C, Stat wise not the greatest card, but he is playable if you know what gap you are trying to fill with him. You essentially get to run 36 cards, and its' impact on phase one of the game is insane. Dreamgazer - A, Should be played in almost every deck with rare exception. Bluetip Scorpion - D, Dies to anything largely irrelevant ability, because if he was a threat to something big the enemy general can clean him up. Azure Horn Shaman - C, Hasn't quite found a home despite solid stats. Araki Headhunter - B, He does the work where he is supposed to, but he needs a deck built around him. This guy could probably be a 2/3 and still not see consistent play over cards like primus fist. Aethermaster - C, Card is pretty strong, but he doesn't net you cards and his stats are underwhelming. Swamp Entangler - F, Will not waste my time here. As there is not anything large that has haste at the moment this seems pretty narrow, but what the hell we will give it the nod to a "D" on the "what if." Prophet of the White Palm - D, Might be a technology Card in some tournament format some day, but right now it isn't doing anything. Planar Scout - D, Random utility if for some reason you needed to attach airdrop onto a different creature for one mana. Komodo Charger - F, If you need a one drop to be a body there are better options, and this guys is nothing but a one drop body. Helm of Mechazor - C, Goes in Mech decks to trigger mech for low mana. Dragonlark - D, Random Utility to carry buffs across the map if it lives, otherwise it doesn't see play. But yeah, sorry, you are not the target audience.īloodtear Alchemist - B, Because of the insane pressure in the early game and that most early creature have three toughness this card is really strong in the current meta.
#Swamp entangler disenchant pro#
If you are a pro at this game, that could probably give me some advice, I hope you enjoy the article for what it is all the same. It is intended more for young to middling players with limited resources who need direction on unfamiliar cards before they craft/disenchant them. I apologize if your favorite card received a poor ranking, but if you are experienced enough to be making your own assessments then this article really wasn't for you anyways.

I gave it my best attempt to grade them based on a best case in best faction manner. There is simply too much variance between all the factions. 61ĭisclaimer for this list - I am unlikely to engage in long debates about my ratings for the neutral cards. Cards with a C or B, use your best discretion. Cards marked with an F or D are 100% safe to disenchant.
