The Comprehensive Saviors of Uldum Preview

Jar Dealer

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Not taking the deal.

Score: 1

Beaming Sidekick

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Potentially a decent card in “Zoo” decks that can leverage buffs and snowball leads.

Score: 2

Classes: Warlock, Priest

Mogu Cultist

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We want to believe. If it’s not possible now, it could potentially be down the line. Ra is a powerhouse that can win games, so it’s worth trying to make this work.

Score: 2

Classes: Rogue



A staple for aggressive decks. One of the stronger 1-drops in the format.

Score: 3

Classes: Druid, Paladin, Priest, Shaman, Warlock

Dwarven Archeologist

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Very situational and slow.

Score: 1

Zephrys the Great

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Literally the perfect card and could possibly be the best card in the set. It can be a strong tempo play. It can be card draw. It can be removal. It can be a late-game threat. It can be a finisher. It can be anything you want it to be. We think there’s also the possibility that non-explorer classes will still try to build highlander decks, especially ones with a deep card pool or ones that could potentially duplicate the effect of this card.

Score: 4

Classes: Druid, Hunter, Mage, Paladin, Others?

Questing Explorer

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If you’re playing a quest deck, you want to run this card as it essentially nullifies the disadvantage of the quest occupying a slot in your opening mulligan. Explorer is the strongest 2-mana neutral in the game when it draws a card. We don’t care too much if the second Explorer doesn’t draw a card if the first one helped us find the resources required to complete the quest as quickly as possible.

Score: 3

Classes: Nearly all Quest decks.

Injured Tol’vir

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An excellent early game minion for Priest. An Incredible target for both Psychopomp and Wretched Reclaimer.

Score: 2

Classes: Priest

Serpent Egg

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A slightly worse Nerubian Egg which should still be very powerful. Any class that can consistently pop eggs will consider running it.

Score: 2

Classes: Priest, Rogue, Warlock



A pretty good 2-drop for murloc decks. The body is the strongest available to the tribe at 2-mana outside of Finley

Score: 2

Classes: Paladin, Shaman

Kobold Sandtrooper

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A bad version of Leper Gnome before he was nerfed.

Score: 1

Temple Berserker

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One of the weakest Reborn minions in the set.

Score: 1

Neferset Ritualist

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Another strong early game neutral that might find its way to Priest decks.

Score: 2

Classes: Priest

Quicksand Elemental

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Interesting card with a pretty powerful battlecry. It’s just hard for us to picture a deck it goes into.

Score: 2

Classes: ???

Bug Collector

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Probably not good enough to get into a constructed deck.

Score: 1



Tech card to bait out Sacrificial Pact before we play Jaraxxus.

Score: 1



Another underwhelming reborn minion. That Paladin quest looks rough.

Score: 1

Vulpera Scoundrel

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Not a bad card, and it might see play in Quest Shaman, where it can be a serviceable 3-drop that can produce good value post-quest. Rogue could also be interested in this effect.

Score: 2

Classes: Rogue, Shaman

Generous Mummy

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The worst reborn minion of them all. The drawback can lose you the game on the spot. If you randomly generate this, you should pretend it doesn’t exist in your hand unless your opponent has no cards.

Score: 1

Mischief Maker

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A cool card that offers a neutral Burgle option for Rogue, though it isn’t great. It could also be a mini-King Togwaggle, setting up your opponent to draw a card he wouldn’t want to draw. Some combo implications.

Score: 2

Classes: Rogue

Infested Goblin

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A card you’d run in a dedicated Taunt Warrior deck, and pretty much nowhere else.

Score: 2

Classes: Warrior

History Buff

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A Spider Tank needs to be stronger than this to see play.

Score: 1

Golden Scarab

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About as playable in constructed as the original Scarab.

Score: 1

Desert Hare

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Quest Hunter card, though the fact we will probably have to play this in the deck doesn’t inspire us with confidence regarding its chance for success.

Score: 2

Classes: Hunter

Bone Wraith

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One of the more playable reborn minions and a decent neutral taunt in general. Not as good as legends of the past, such as Sludge Belcher or Tar Creeper but could do a job for a couple of decks.

Score: 2

Classes: Paladin, Priest, Warlock

Sunstruck Henchman

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We’ll let him sleep in our dust pile.

Score: 1

Conjured Mirage

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Such a well-designed card with a very cool and unique effect. It can act as an oversized taunt or a worse Frost Nova that is lost after being cast. We have doubts about its playability since it requires a very specific, and very passive strategy that can take advantage of its utility. You’d want to use Mirage in order to stall into a big turn while not caring about the possibility it will delay your draws. Much like Frost Nova, it also works well with Doomsayer. This card is so unique that it’s hard to rule it out completely.

Score: 2

Classes: Mage, Warlock

Body Wrapper

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An interesting card that would be most suitable for a deck that doesn’t play a lot of minions and can fish the right target. The problem is that it doesn’t give us the card in hand, so it’s a very slow effect. Reminds us of Manic Soulcaster, but much worse.

Score: 1

Wasteland Assassin

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This card looks horrible at first, but it’s a very sticky minion that is almost guaranteed to attack at least once, if not twice, because it re-enters stealth after dying once. This means that Wasteland Assassin can deal 8 guaranteed damage if not answered with non-targetable removal. That can be an asset for hyper aggressive decks that just want to hit you in the face. We can see something here, but don’t trust us.

Score: 2

Classes: SMOrc

Phalanx Commander

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Thundercats, go!

Score: 1

Faceless Lurker

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Possibly a good handbuff target, which could fit Taunt Warrior, but not super exciting.

Score: 2

Classes: Warrior

Mortuary Machine

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A hyper-aggressive deck could run this card, but it’s all fun and games until someone plays Zilliax.

Score: 2

Desert Obelisk

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After spending hours in casual mode, you finally did it. You finally assembled 3 Obelisks on the board. Then the opponent cleared them, and you still lost.

Score: 1

Khartut Defender

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There’s a chance this card gets played due to its healing utility and reborn tag, but it’s undersized for sure.

Score: 2

Classes: Paladin, Priest, Warlock

Blatant Decoy

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Blatantly bad card. Don’t fall for it.

Score: 1

Wrapped Golem

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Pack filler.

Score: 1

Wasteland Scorpid

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5 dust.

Score: 1



This is a strong card, but we don’t expect it to be as strong and as widely spread as Zilliax. Very versatile 7-drop that can have an immediate impact on the board and should make its way into highlander decks. Can also work well in Shaman due to its synergy with both the Quest and Shudderwock. Other decks may end passing on including Siamat for more synergistic cards that fit their game plan better and aren’t as expensive.

Score: 3

Classes: Shaman, Highlander decks.



Drawing 8 cards is a lot. In theory, you’d play this in aggressive or midrange decks at the top of the curve in order to reload your hand and continue the onslaught. The problem is that this card is very slow. It can get stuck in your hand when you’re scrambling for tempo. Even after it’s played, it can be silenced, frozen or transformed, leading to an insurmountable wasted investment. Might do some shenanigans with Anka in Rogue, but we’re not too high on that.

Score: 2

Classes: SMOrc, Rogue

Pit Crocolisk

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Cross off “insane arena choice” in the bingo cards.

Score: 1

Anubisath Warbringer

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Anka can now help you build your own old Quest Rogue!

Score: 1

King Phaoris

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Feels like Dragoncaller Alanna. It’s faster than Alanna because you just need to have spells in your hand rather than spending mana to cast them, so it could be a good late game drop for Control Shaman or a Big-Spell Mage deck. Shout out to Luna’s Pocket Galaxy, Jepetto Joybuzz and Shudderwock.

It’s also a Conjurer’s Calling nerf on Sea Giant!

Score: 2

Classes: Mage, Shaman

Living Monument

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Uh oh. That’s a Conjurer’s Calling buff on Sea Giant.

Score: 1

Colossus of the Moon

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Okay. Forget we said anything about Conjurer’s Calling.

Score: 1





  1. One more thing about the Warrior quest: Yes it does conflict with Madlad Boom but I think H4xx0r Warrior will be its own deck and even be very good (like tier 2). Warrior is already on the verge if being broken, and imo the Bomb-Control-Quest dark triad of warrior decks will dominate the meta. Madlad Boom will finally be nerfed.

  2. My 2 cents:

    – You’re overrating the Druid quest. You’re underestimating the huge tempo loss of having to spare mana on the first turns. Druid is a class that naturally struggles with tempo and this is making things worse. If there were more cards like Oasis Surger that are insane when the effects arr combined, it could hve been viable, but those that exist are too scarce. I can see it being viable later expansions.

    – Similarily you’re overestimating the warlock set. The quest sucks, we agree on that (it’s even worse than Lakaari Sac!) but the lackey synergy doesn’t compensate for that. Youre way too optimistic about EVIL summoner, its harder to activate than you think. Will see play for sure but its not insane.

    – Bug Collector is the sleeper neutral common of the set. It’s excellent tempo and fits in a wide variety of decks. I may be completely wrong but if im right i’ll take credit. Jar Dealer and Pit Crocolisk could see some fring constructed play.

    Apart from that, I agree with the rest of your analysis.

  3. I love that you all are doing this for every expansion now. love, love, love how informative it is for the reader. thank you.

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