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Rating  11

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July 28, 2015

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HSP reviews TGT: Coliseum Manager

View list of cards released so far in this dedicated post.


This is the series where our contributors – high ranked ladder and Arena players – and players from Team HSP review the new revealed The Grand Tournament cards. We rate every card both in Constructed and Arena, then give you our thoughts about them. This post will be updated every time we’ll get a new review!

When it comes to the rating, we rate the cards from 1 to 5:

1 – Very Bad – The card will see no play in any kind of deck. It won’t be drafted in Arena unless you’re present with other terrible options. E.g. Magma Rager, Dalaran Mage.
2 – Bad – The card might see some occasional play in low tier or budget decks, but isn’t good enough to be played in top tier decks. It will rarely be drafted in Arena – either it needs to synergize with the deck or you need to be present with other bad options. E.g. Boulderfist Ogre, Frostwolf Warlord (Constructed), Ironforge Rifleman, Ancient Mage (Arena)
3 – Average – The card might fill some niche and see play in couple of decks. Not an especially strong card, but can be used to fill gaps in the deck after putting staple cards. In Arena, it’s the card you’re gonna draft pretty often – the card is good enough to not ruin the quality of your deck, but nothing impressive. E.g. Gnomish Inventor, Sen'jin Shieldmasta (Constructed), Bloodfen Raptor, Archmage (Arena)
4 – Good – You’re gonna see this card in a lot of decks. Either it fits into a certain archetype or is overall a good card. Your Constructed deck are mostly filled with cards of those quality. They’re strong and definitely serve their purpose. In Arena, those are the cards you actually want to see and draft – every great deck will have at least couple of those. E.g. Azure Drake, Defender of Argus, Haunted Creeper (Constructed), Harvest Golem, Mechanical Yeti, Stormwind Champion (Arena)
5 – Very Good – This is THE card that will be auto-include or at least a very strong contender. The card that is gonna be really strong and see a lot of play in many decks. Card that is often best in its role, the one that you can’t really pass. In Arena, this is the card you want to see most in the draft, the base of 12 wins Arena decks, one that you instantly pick when you see it. E.g. Dr. Boom, Mad Scientist, Piloted Shredder (Constructed), Flamestrike, Truesilver Champion, Fire Elemental (Arena)

This time we review the cards that won the last voting – Coliseum Manager.


Constructed: Very Bad (1)
Arena: Bad (2)

This card has vanilla stats for a three-drop, and a drawback to boot! This card is slightly better in arena as in the late game you can trade, bounce and replay it when you run out of cards, but this card is unusable in constructed. It’s a strictly worse Druid of the Flame as Hearthstone has a tempo metagame and this cards takes a crap on your own tempo for negligible value. It only has five health, and two attack doesn’t really kill much.

TL;DR: If you pull this card, enjoy your forty dust.


Constructed: Bad (2)
Arena: Good (4)

The first Inspire card where the effect that you can actually see as a drawback, not a bonus. I really like this card and I hope that more cards like that will be released, it puts an interesting twist to Inspire cards.

Sadly, in Constructed it’s pretty bad. Right now I don’t see a place where it could fit. It looks like he’s designed to squeeze a lot of value – trade into something, get him back into your hand, replay and trade into something again. The 2/5 stats are nice against Aggro decks, but against Aggro you want 2 for 1 instead of getting him back into the hand – it’s a big tempo loss. And against Control, the 2 attack is not enough to kill anything important. Unless I’m missing something, I don’t see it being used in Constructed.

In Arena, however, I rate this card good just because of the stats. The stats are comparable to the Druid of the Flame, which is a very good Arena card. Arena games are also slower, so getting him back into your hand isn’t necessarily that bad. Sometimes sacrificing tempo in order to gain value may work out just fine. Later in the game when you have a lot of mana to work with, trading him into small drops and bouncing back may be actually a solid tactic. The only drawback is that you sometimes need to use Hero Power and don’t want to get him back into your hand at the same time. It might create certain awkward situations.


Constructed: Bad (2)
Arena: Good (4)

The concept of the card is very strong, have an overstatted minion with an inspire drawback. The big problem with this card is that it doesn’t fulfill the concept. A 2/5 for 3 isn’t strong enough to require a drawback.  There are already much stronger 3 drops such as imp gang boss and blackwing tech. If this card was 1/1 stronger, it would be a very competitive and staple card especially as a lot of decks are centered around hitting a 4 drop (meaning that you can usually get away without using your hero power the next turn). I like the concept behind the card, but ultimately it won’t see much play in competitive decks.


Constructed: Very Bad (1)
Arena: Average (3)

This cards is utter trash. Not only the effect is 99% a drawback (you can heal it I suppose) but the stat line is very bad. I can see this guy’s stats being decent in Arena but in Constructed it will never see any play. There’s really not much to say, the card is incredibly underwhelming and its not even close to competing the mana slot with less competition of the game.

This card on another note teaches us just how bad the Inspire mechanic is gonna help Aggro drastically to take over the meta. The anti tempo nature of the mechanic makes it so easy for Aggro to exploit it if they even print an Inspire card that has Inspire as a drawback. It will immediately be picked up by aggressive or proactive decks since they barely rely on their hero power especially on the early turns. Just my quick 2 cents.


Constructed: Very Bad (1)
Arena: Good (4)

Stats are solid, but you also need a somehow useful Battlecry to justify playing it in Constructed. Unfortunately this card hasn’t a good one. Without instant effect, bouncing it to the hand is just a tempo loss.

Very good card for Arena though, due its great stats and slower game pace.


Constructed: Impossible to say (?)
Arena: Bad/Average (2.5)

Let’s start by thinking about this guys stats: it is a 3 mana 2/5.

This is, I think important to bear in mind when we try to evaluate the inspire effect printed on the card. 3-drops with negative card text (e.g. Deathlord, Ogre Brute, Dancing Swords) all have extra stat points to compensate for the negative card text. But this card has seven stat points (which is in line with vanilla 3-drops).

What does this mean? Well, it means either that this is just a bad card, or it means that in the remainder of the set there is something(s) that make this text useful.

For example imagine if there where an ‘Undertaker like’ card that benefits from inspire. Or what if there was a late game minion that does something powerful whenever you play in minion (MEGA KNIFE JUGGLER FTW!!). In such cases, maybe the ability to repeatedly play a minion that your opponent cannot interact with (e.g play it and then immediately bounce it back with hero power) will in some way be useful.

To give you some idea of what may be possible with the rest of the set: Warsong Commander + Multi use Hero Power + Summoning Portal + this card.

Basically, if this card is going to see any play I think it will be in some sort of combo deck that can use the ‘bounce’ mechanic to great effect.

If, on the other hand, people have the idea of playing a super slow control deck that kills a 3/2 with this card and then “heals it up” with Hero Power I think they will sorely disappointed; that sort of tactic is waaaayyyy too slow to be remotely viable.

In short: this is just one of those cards that needs the whole set to be known in order to be properly assessed. It is either an interesting combo piece or completely worthless.


Constructed: Very Bad (1)
Arena: Average/Good (3.5)

In Constructed it’s a Druid of the Flame with a HUGE drawback, won’t see any play whatsoever. Not worth playing at all.

In Arena, I think playing it on turn 3 is ok since you don’t want to spend your T4 on using your hero power, you can also get a lot of value by reusing it, better in Arena than constructed due to the stats.

Enjoyed this article?

Playing Hearthstone since September 2013. Infinite Arena player. Hitting Legend rank on EU each season, with multiple high Legend climbs during the season and top 200-300 finishes.

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Leave a Reply

  1. if Blizzard gave this minion charge it could be a new patron, together with the card that reduce hero power mana cost + card that allow to use multiple hero power on turn

    • Stonekeep HSP says:

      What? I mean, whaaaaat? How do you imagine that?

      It would definitely be too strong with Charge for the same mana cost – but it has nothing to do with being the “Patron”.

      Let’s say you have the Garrison Commander and Maiden of the Lake on the board the previous turn (quite a lot of setup). So, what would you be able to do? Play this for 3 mana, deal 2 damage, pay 1 mana to get it back to your hand, play it again for 3 mana, deal 2 damage, play your Hero Power to get it back into your hand. Wow. That’s 8 mana to deal 4 damage + whatever your Hero Power does. It would be terrible.

      Unless I miss something, comparing that kind of card to patron is pretty funny.

  2. Caoimhin says:

    The card would have been quite nice if it had the Taunt keyword. That’d be a card I’d play :)

    • Stonekeep HSP says:

      I’ve heard that already and I actually agree. The Taunt would make it work. I’m not sure whether it would be played then but people would at least CONSIDER using it.

  3. Camzeee says:

    I think this card just needs to be a 3/5 and it’d be playable. Oh well another card that’s gonna fall to the wayside.

  4. Anonymous says:

    Why does everyone think you’d want to kill a 3/2 and then heal it back up? Wouldn’t you just want to kill, say, a 2/1 and a 3/2 and just be done with it? I think that’s the intention of the card.

    • Stonekeep HSP says:

      But then it’s a Druid of the Flame with a drawback, because you can’t use your Hero Power. If you’re playing I don’t know, Mage or Rogue, you’d often rather just ping the 2/1 instead of running this minion into it. And you can’t without getting this back into your hand and losing tempo.

      In what deck you’d like to play it? Because I don’t see any that can fit it or benefit from it more than the cards we already have. Like, Warlock would never put it in over Imp Gang Boss or Mage over Flamewaker. It’s just a completely different league.

      I’d also argue that if your intend is to just trade for 1-drop and 2-drop, Spider Tank is just better – it does the same thing while having 1 attack more.

      That’s in constructed of course, in Arena it’s different, because you don’t get to choose the cards you want.

      • Anonymous says:

        Yeah, but Druid of the Flame is a class card. Honestly, I’m not sure what deck wants this card exactly; and I’m not saying that it’s a great card by any means, but I really think 6/7 reviewers rating it bad or worse (with the 7th basically saying it needs to combo with other cards to be viable) seems harsh. I think it’s an average card that might have its uses.

        The Spider Tank comparison is a good argument; in fact, I had that running in my head when trying to evaluate the card. Tank does trade with two small drops most of the time. However, there are a few non-insignificant situation in which Manager is better. It lives through Huffer, Truesilver, Death’s Bite’s first charge, and some other situations since it’s relatively hard to deal 5 damage early (basically it survives 2+2 damage or 3+some ping).

        So we’re comparing the third point of power against the relative guarantee of dealing 2 damage to 2 targets. To me, it’s not absolutely clear that Spider Tank is better if the intention is to trade with aggro early drops if there isn’t an abundance of X/3s in the meta. In addition to that, the ability can sometimes be an upside if the matchup is slow enough. In this case, Manager seems to be slightly better since Tank tends to just die in one hit against controllish decks.

        Again, I’m not saying that this card is great or anything, but it seems that Tank isn’t strictly better than it, so I think it’s conceivable that Manager might be playable in a midrange-y deck. Against aggro, it basically just serves as a 2-for-1, while against control you try to time the ability to make it a 2-for-1, or at least a 1-for-1 against higher cost cards. I just feel that the card has its uses, albeit niche ones, and the reviewers seem to all dismiss it as completely unplayable.

        • Stonekeep HSP says:

          You seem to forget that the Spider Tank is never used outside the Mech decks. It tells quite a lot – the plain 3/4 is used only because of the Mech synergy. This card doesn’t have any tribal synergy.

          Yes, obviously, the 2/5 stats are superior to 3/4 stats in some cases. But there are other cases when they’re inferior, so I’d rate them about the same. But you seem to forget that the Inspire effect on this card is actually a flaw in the early game. When Hunter drops a 2/1, you often want to kill him with the Hero Power. And if you have this guy on the board, you can’d to that without moving him back into your hand, which again, you don’t want to do against Aggro because you lose tempo. If you view it as an anti-Aggro card, the plain 2/5 would be actually stronger. And what deck would actually play a plain 2/5?

          And I, for one, didn’t dismiss it completely. I say that the card is bad, not unplayable. It obviously has its uses – in certain situations it might even be good. But once again, what deck would actually want to play that? I don’t see it fitting any deck more than currently existing 3-drops. 3-drop is a spot where you play specialized cards. For example, Midrange Druid plays Shade of Naxx because it fits the deck – it gives a hard to remove body that can grow over time and serve as an additional minion for the combo. Warrior plays Acolyte of Pain as one of the main sources of card draw. Rogue might play Earthen Ring Farseer to offset the early damage they take. Dragon decks play Blackwing Technician – which is a 3/5 minion in most of the cases, played just because the stats are better than vanilla. Priest plays Injured Blademaster because it has great synergy with the Hero Power and a lot of spells like CoH. Aggro decks play Wolfrider/Arcane Golem because of the Charge. And I can give you a lot of different examples. The only generic 3-drop any deck plays is Spider Tank and as I’ve already said it’s only because of Mech Synergy.

          3 mana isn’t a spot for a plain 2/5 minion (for the sake of discussion, I ignore the effect which may be seen as both good and bad for the user) in Constructed. This minion doesn’t fill any niche that needed a 3-drop. Because it’s pretty generic it doesn’t actually fill any niche – minion like that wasn’t needed right now. You’d actually think that the deck like Midrange Druid would want to use it – pretty sturdy, can help against early aggression because they don’t have weapons or other great early answers. Midrange Druid got a minion like that! Even better, because it’s more flexible. Yet it’s almost never seen in Constructed. You know, maybe in future, maybe even considering the rest of the set we don’t know about yet, the minion will be good. But right now, considering the current state of the game, I give him 2 out of 5 in constructed.

          You don’t have to believe me but I know my fair deal about this game. Whathever you say or I say doesn’t really matter – the meta game will eventually prove who was right. In a month or so we should already know whether the card will see some play or not.

          • Anonymous says:

            We seem to actually agree on the playability of the card; only the language is different. You call it bad, and I call it average. In my head, this is because constructed decks will try not to play average cards if possible, only good and great cards, unless there’s no better option. I’m curious now: would you rate Spider Tank and Druid of the Flame as ‘bad’ as well, then? Because to me their level of playability is similar. They both basically only see play in one deck (Mech Mage, taunt Druid).

            As for fitting into current decks, I generally dislike evaluating new cards in such a manner, because, well, how are we going to get new decks, then? Like I said before, if this card sees constructed play, it will be in a midrange-y deck that likes to trade and curves out (so it doesn’t play hero power in the first few turns). FWIW, among the current decks, Zoo fits the description the most, and I don’t think playing one copy of Manager in Zoo is insane. Obviously Imp Gang Boss is MUCH better, but certain builds of Zoo might want the third 3 drop just for consistency.

            If we’re talking hypothetical decks, I think the class that can use Manager the best seem to be Rogue, because you can potentially dagger up in advance and have the ping available with him on the board without needing to bounce him; and Rogue doesn’t have access to a 3 drop that trades well (Unless you count coin/backstab-SI:7). Of course this is pure speculation since a tempo/midrange Rogue deck currently does not exist, but that’s what I meant by it filling a niche role; basically. I wasn’t saying that it fills a hole in the current decks, but that it plays a role that currently doesn’t exist (well, Imp Gang Boss does the same thing but better, I guess) and as such is a valuable deckbuilding tool. Will it see widespread constructed play? Almost definitely not. Will it see play in one specific deck due to lack of better tools? I think it’s possible.

          • Stonekeep HSP says:

            Alright, so it might actually be the case, because I agree with most of what you’ve said.

            I’d say that Druid of the Flame is average just because it’s a little more flexible. Being able to use your Hero Power with him on the board and ability to use him as a 5/2 (there aren’t many occasions when you want to do that, but they happen) put him a little above Coliseum Manager. But not much. Besides “Taunt Druid” it’s also used in some Midrange Druid builds – I’ve seen him couple of times in both Constructed and tournaments. When I first saw Druid of the Flame, I thought it’s gonna be a much more widespread, but back then I didn’t realize that there wasn’t really a need for a 2/5 minion.

            And when it comes to Spider Tank, I can definitely call it good. Because it perfectly suits the deck it needs to – Mech Decks. Not only Mech Mage, but also Mech Shaman and – even though not exactly successful – I’ve seen Mech Priest and Mech Paladin also running him. Basically, all the decks that are based around Mech tribe include Spider Tank. Which makes him, imo, pretty good. Not insane, no, because he doesn’t do anything in particular – he is just a 3-drop Mech with nice stats. But that’s enough for synergy with cards like Cogmaster, Tinkertown Technician, Powermace or Goblin Blastmage.

            Well I can see fitting Coliseum Manager into some decks, true, but right now there are just better options. I don’t completely discredit it and I think that every card can be useful some day – either in some deck created at the later date or even in another mode like the Tavern Brawl. I never thought Battle Rage is gonna be considered overpowered and hey, here we are.

            And I’m more than certain that the card is good enough in Arena – which is also fine. I mean, Arena is another game mode, so if the card fits there, it has its purpose. Just like no one is running Razorfen Hunter in Constructed, but it’s a decent Arena card so I really don’t mind its existance.

            Oh, and by the way. I know that trying to fit the new cards into the current decks is a bad idea. But what other way of evaluating them right now we have? To be honest, we shouldn’t evaluate any card until the whole expansion hits live and about month passes so the dust can settle. But players like to read speculations, ideas and what others think – and that’s exacty what we’re trying to supply them with. By showing a lot od different perspectives we try to make it a little more objective – which is obviously impossible, but it’s definitely better than reading only 1 opinion imo.

            P.S. Thanks for the discussion.

      • stilleternity says:

        What happened to “Inspire as a mechanic being a drawback because you don’t want to Hero Power early game”, huh?

        I fully disagree with those saying Manager will see no play; it has favorable anti-aggro stats and it’s “drawback” can be fully controlled. And you can’t really say that this won’t work because Druid of the Flame “doesn’t see play;” that’s because Druid number 1 would rather use Wild Growth and ramp over the 3 mana line straight into 4s, and number 2 Shade compliments the Midgame Combo style Druid is known for.

        Manager can tank damage from most early spells and still live to trade into things. He can 2 or 3 for 1 most early crap minions, and lategame he has value in that you can continuously replay him if you have no better use of your mana.

        To answer your points listed, 1. You would not want to ping a 2/1 if you have this guy in play. You’d seriously rather spend 2 mana to kill a minion, than spend no mana and still have a 2/3? What about classes that don’t have a ping? 2. Just because it may not have a place right now in current decks doesn’t mean it isn’t good. Grim Patron had no previous deck synergies before it came out, but when it Did, Grim Patron became one of the best cards of the set because of it’s place in the new form of Warrior. 3. Spider Tank is NOT strictly better. Spider Tank has 3 attack, which can be overkill against a lot of crappy minions, and 4 health, which is often times less than 5. Spider Tank can be completely killed by Truesilver, Death’s Bite, among other very common sources of 4 damage, but Manager will not die. He will almost certainly live to deal 4 damage through at least two hits in a lot of early game scenarios, but Spider Tank will usually be killed in one hit or by two little 2/1 for 1 weenies.

        Manager is a fine card, it’s quite simply extremely underrated. It is an early-anti aggro tool that’s gameplan is to be able to absorb a lot of damage early on so you can get to the point where better Inspire effects work. Lategame it has value in being able to take a hit from all but the stronger end of minions and then being able to replay him if you have nothing better to do with your mana. If I’m wrong, so be it, but I’ve got a good feeling about him.

        • Stonekeep HSP says:

          No one is stopping you from making your own card evaluations :) Actually, if you want to share your thoughts you can even become our contributor!

          I still disagree with it seeing play. Maybe some, maybe in certain niche situations, but even if you don’t reat the Inspire as a drawback (I can definitely see that) – how many decks would actually play a vanilla 2/5 without any Tribe? Like I’ve siad, Spider Tank is better because he’s a Mech and he fits into Mech decks. No other deck uses him because a 3-drop that does nothing in partular isn’t really great.

          “You would not want to ping a 2/1 if you have this guy in play. You’d seriously rather spend 2 mana to kill a minion, than spend no mana and still have a 2/3? What about classes that don’t have a ping?” – Seriously? I mean, yeah, sure, you can just not use your Hero Power in the early game and float the mana. But that makes him even inferior to a vanilla 2/5, WHICH probably wouldn’t see the play anyway. So you’re contradicting yourself.

          Even in the late game scenario. In later turns, you use your Hero Power a lot, right? Often every turn. So let’s say you have this guy on the board and 9 mana. You don’t want to get him back into his hand because he’s full health etc. etc. You want to play let’s say Dr. Boom + Hero Power. But no, you can’t do that, because it’s gonna bring him back into your hand for no reason. If you already have a way to use all your mana and you have him on the board, you can’t really Hero Power. If you have this guy on the board in the late game and intend to Hero Power every turn + replay him, you’re playing with 5 mana only (2 mana Hero Power + 3 mana for this guy). It’s really bad. So, you can also just not replay him. But then what’s the point of having a dead card in your deck?

          So yes, the effect can be both positive and negative. I can see the merits of the Inspire. But for me, even if the minion turned out pretty fine, I wouldn’t play it because the effect seems so annoying.

          • stilleternity says:

            Haha, I don’t know about being a contributor, I’m almost certainly not good enough at this game to the point that my word has any real value. I’m just another face in the crowd.

            I think you have some fine points on Manager, but I still have faith in him. I suppose the only real way to tell will be when he finally comes out. We’ll see then for sure.

          • Teleute says:

            Wow, I really didn’t expect such a lengthy discussion on what certainly is nowhere near the best card on the set. I think it’s great, though; if everyone agrees on how playable a new card is, the expansion would probably be pretty boring. Basically my opinion on the card is closer to stilleternity’s than Stonekeep’s. I do think the card is heavily underrated, but that’s just because most people seem to think it’s unplayable junk (which Stonekeep doesn’t). I’d personally put him on around 50% to see constructed play, which in my mind makes it an average card.

            I think enough points and counterpoints have been made about the card, so I’ll just give a final feedback, then: perhaps you can clarify the rating system in the future? Something like:

            5(very good): These cards are cream of the crop in Hearthstone. They tend to be meta-defining cards, generating significant impact in the games in which they’re played. Example: Mad Scientist, Dr. Boom.

            4(good): These cards have great value for their mana cost, and tend to be archtype/class staples, or played in multiple tier 1 decks. Example: Piloted Shredder, Death’s Bite, Shielded Minibot.


            I think it’s important to have a consistent rating system because ‘good’ is really subjective. FWIW, I think Spider Tank, Druid of the Flame, and Coliseum Manager all belong in the ‘average’ category. I wouldn’t put Spider Tank in the same category as Piloted Shredder, and I don’t think Shredder belongs in ‘very good’, as it’s not as high impact as Mad Scientist.

            I think saying that Spider Tank is good because it perfectly fits the deck it belongs to or that Battle Rage is overpowered due to Patron Warrior is hindsight bias (I do think Patron Warrior, the deck, needs to be nerfed, and it’s possible that Battle Rage is the culprit — I come from an MtG background, so I know how dangerous cheap card draws are –but that’s an entire different discussion altogether).

            PS: I’m the initial ‘anonymous’. Thought I should put my name since there’s a third person in the discussion now, might get confusing.

          • Stonekeep HSP says:

            Hey, I’ve updated the rating system. I’ve explained each tier and gave couple of examples. Obviously it’s still not good and highly subjective, but you can’t do anything about that. We’re gonna apply the new rating system to all new card reviews.

          • Teleute says:

            Yeah, I noticed. Thanks for listening to feedback! Personally I think there’s still some kinks in the ratings, namely:

            1 and 2 are too similar. Your 2 partly says ‘in budget decks…’ I think budget shouldn’t be a consideration when discussing competitive play. Yeah, F2P players exist (I’m one of them), but it doesn’t mean they have to play inferior decks to compete. They should just play budget decks instead of expensive decks with inferior substitution (if the goal is, say, to hit legend; I do play weaker versions of tier 1 decks due to card availability, but mostly for fun. And I kinda play more arena anyway)

            5 is too broad. I personally still think Shredder is not in the same class as Mad Scientist. I feel if you put Shredder at 5, then you’d have to put a lot of cards at 5. Truesilver, Death’s Bite, Sludge Belcher, etc. I understand that you’re probably reluctant to put it at 4, because you have cards like Azure Drake there, which is definitely not as good as Shredder.

            I know that Shredder is about as ubiquitous as Dr. Boom, but I think here is where we should make the distinction between power level and playability. I think ratings should indicate the power level of the cards; playability is highly dependent on the meta. Obviously there is a correlation between the two, but it’s A implies B (people will want to play good cards, after all) and not the other way round.

            Maybe the solution is to create more categories? For example, this is ChannelFireball’s rating system:

            5.0: Multi-format all-star. (Jace, the Mind Sculptor. Tarmogoyf. Snapcaster Mage.)
            4.0: Format staple. (Siege Rhino. Courser of Kruphix. Remand.)
            3.5: Good in multiple archetypes and formats, but not a staple. (Stormbreath Dragon. Seeker of the Way.)
            3.0: Archetype staple. (Chained to the Rocks. Sidisi, Brood Tyrant.)
            2.5: Role-player in some decks, but not quite a staple. (Perilous Vault. Heir of the Wilds.)
            2.0: Niche card. Sideboard or currently unknown archetype. (Naturalize. Savage Knuckleblade. Sandstorm.) Bear in mind that many cards fall into this category, although an explanation is obviously important.
            1.0: It has seen play once. One with Nothing. (I believe it was tech vs. Owling Mine, although fairly suspicious tech at that.)

            (Taken from

            Obviously the description will be different since Hearthstone doesn’t have multi-format or sideboard, for example, but you get the idea. Personally I think that 5s should be special cards; cards that significantly alters the flow of the game when it gets played (sometimes even when it _doesn’t_ get played, since you have to play around it in advance). I’ve lost too many games for comfort against Mad Scientist, for example, but barring Doomsayer disaster I don’t think Shredder has done the same thing.

            Off the top of my head, these are the cards I would consider 5s:

            Mad Scientist
            Emperor Thaurissan
            Savannah Highmane
            Dr. Boom
            Tirion Fordring

            Anyway, sorry for the long post, and thanks for listening to feedback. Keep up the good work!

  5. Shinotenshi says:

    This card needs to be 4 cost with charge so it could have some use without being op, reason I would add a cost when adding charge is now it can have instant value, and you can cycle it so you can actually have a reason to inspire.