Kara Out! A Look at 2 RNG Cards

I painstakingly stayed up last night to watch the Hearthstone reveal, which turned out to be what most were expecting, a Karazhan adventure called “One Night in Karazhan.” Only 7 cards out of 45 were revealed for the adventure, but 2 RNG-based cards caught my eye, Firelands Portal and to a much lesser extent, Ivory Knight. Let’s look at the numbers and see how good these cards really are.

Firelands Portal

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This is an eSports portal with more predictable results, limiting to 5-drops. A cursory view of this card is saying you’re paying 2 mana for 5 damage, and getting fair value for the 5-cost minion. But this is wrong!

Standard
Attack 4.19
Defense 4.69
Wild
Attack 4.13
Defense 4.68

The table shows the average attack and defense of the current 5-drops in the game. Very similar numbers of a minion having a near-vanilla 5-drop stat points, like Chillwind Yeti. Whatever 5-drops coming from the new adventure would likely be a drop in the bucket to affect these averages too much.

Battlecry 33%
Taunt 9%
Inspire 9%
Charge 4%

This table is more telling. 1/3 of your outcomes will be battlecry minions, meaning you are not getting battlecry from the summon, and you will be left with an under-stated minion. This is the main downfall of Firelands Portal. Getting a Faceless Manipulator (3/3), or Ram Wrangler (3/3), or BGH (4/2), with no battlecry. On the flipside, you could get Earth Elemental (7/8, taunt). Otherwise, taunts and inspires come up a good amount. Important to note that Firelands Portal costs 7, meaning you can inspire the same turn after Turn 9. Your rare chargers have a good chance to be big time reach with Leeroy Jenkins and Doomguard.

So is Firelands Portal good? Yes. It will practically kill most 0-6 drops with 5 damage and leave something on the board. Just don’t expect that minion to be too valuable. With that said, it looks to be a better arena than constructed card, because Mages just need more good common cards in the arena. (/sarcasm)

Ivory Knight

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The more boring card I will spend less time on is the Paladin card above. You’re basically paying a 2+ mana anti-tempo to discover a Paladin spell, and heal yourself for that value. A unique mechanic I must say, and I dig the chess theme.

Wild 2.94
Standard 3.04

The average costs for Paladin spells sit around 3. So you’re healing 3 and getting a 3-cost spell.

Secret 26%
Buff 23%
Destruction 13%
Card Draw 13%

The percentages in the table above aren’t exactly accurate, as discover allows you to pick from 3 cards. 26% of Paladin spells are 1-cost secrets, with most of them being bad. Paladin buffs on the other hand are typically OP cards. Some form of damage and destruction (Enter the Coliseum) and card draw cards are also other outcomes.

So is this card good? It’s hard to tell at the moment. In the arena, it is card advantage of getting a good spell. Just not sure if the big cost of a 6-drop is worth it.

In the coming days, the rest of the cards will be leaked. Excited to see the rest.

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