Ghosthound Sexton:



Constructed: This card is mainly here as a hate card. You have other power 2 drops that ‘do things’ in spartoi sergeant and dark conjurer as 2 power cards and this will be fighting for that slot. Mainly this is for Anti Haven interactions and has a nice bonus to ghosts giving shadows. So basically a tech choice for when you hate facing Haven and your followers to proc last words. I think it will be niche played since your other 2′s do things but this can take conjurer/unica’s 2 drop filler slot if Haven is a large percentage of the field. B-.

Arena: A filler 2 drop that gives extra shadows at times and randomly helps you vs haven that doesn’t show up as much as other crafts. Most of the times this is a fighter. C+.

Voices of Resentment:

Constructed: It looks a lot worse than it is. To be fair it is a ‘better’ Novice trooper that dies right away. Can be used as a flexible removal piece vs bats and forest like a split angelic barrage for Necro control/Midrange and can be used over or alongside Demonic strike in aggro builds. I don’t see the second mode hitting premium stuff too often but in grindy games vs say Midrange sword or forest this could hit a tia+ancient elf dream/aurelia for value on enhance. B.

Arena: Another fun 3 drop spell beside soul hunt and deathbrand. This one will kill your 2 drops and 3/2′s when needed, picks off tokens and weakened followers and can have some serious blowout potential late game on even games with it’s slower enhance trigger being essentially 2 executes on followers. Great above average filler with some late game applications, I expect this to be a premium common pick spellwise. B/A-.

Feathered Patroller:

Constructed: Actually looks ok as a 2/3 but as a 3/2 it dies to the premium 1-2 drop removals all crafts get, the attack value isn’t threatening too much in constructed and this card won’t be used aggresively. Defensively we have our glorified Shield Angel in Spartoi Knight to protect your life total and synergizes with ghosts, tempest to kill low hp swarm. The Necro trigger isn’t even that strong since most things putting pressure on you is split up and this card is way too vanilla. A skeleton knight/Chimera puts on more board pressure than this plus the necro trigger is very awkward to activate early on and depletes it for your charon/death breath/tempest etc. Feels like a 3 drop skull rider with random upside. C-/C.

Arena: Here it gets kind of interesting, As time passes 3 drops that are 2/3′s become more premium for most crafts and this is just another 3 that does extra stuff in shadow. Shadow has some really really good 3′s in their curve so this is in the above average category since it doesn’t stick as well as the others. Pretty solid early game as a 2 drop that’s disguised as a 3 drop with a nice ping midgame to remove a damaged evolve threat and late game does a Veteran Lancer impression for the most part. Should feel and play like a common version of Skull rider like stated above but pretty solid for drafting just don’t pick like 3+. C+/B.

Attendant of Night:

Constructed: A smaller hell’s unleasher that you will be comboing with urd or shadow’s new 4 drop later, Should end up being a strict upgrade to it since it comes out earlier and there are consistant ways to proc it with proper deck building that you get your lich on 4 without opponents triggering it. Hell’s unleasher is a pretty solid card vs some matchups and this should be quite good in the midrange shadow deck should they choose to adopt this and the new 4 drop Necroassassin . It might end up being awkward at times where you can’t trade this as a ping compared to unleasher though so it will run into problems where it struggles to activate. Still feels like an Alesha like deterant on 3 that provides a lose/lose when trying to play around Necroassassin. B/B+.

Arena: This card will be a worse hell’s unleasher most of the time since synergy is harder to get in arena. In fact this might sit as a 1/1 for quite a while if the opponent just ignores it. The payoff is only a discounted hell unleasher but you have to jump through hoops to have it activate. Still can do disgusting stuff with Necroassasin, Conversions, Even the 3 drop resurrection card. C.

Zombie Buccaneer:

Constructed: This card isn’t very good. It has a necro condition that makes it harder to activate your 4+’s midgame where it matters and all you get are a 2/2 spawn 2/2. A lot of 2/3′s already act as multi 2/2 bodies and shadow has a bunch of them. For last word cards skeleton chimera even soldier are fringe useful versus some matchups and can be played over this when those decks are popular. I don’t see this being played since shadow’s 3 drop options are quite strong and this just gives intermediate payoff for a pretty bad investment. C-.

Arena: You know when I said this card isn’t good well I kinda lied. It’s mainly cause it’s just too fair in constructed and shadow has too many options in constructed to run over this. In arena this is a ‘2′ drop you play a premium for and hope you get an extra zombie with. It can trigger on curve with nice draws and can be acceptable as a 2/2 on 3. Lategame this always triggers if you want it too to provide something sticky and annoying. I like it. Think it will be above average filler that annoys 2/2′s everywhere. B.

Ghostly Grasp:

Constructed: This card is dreadful. Not much stuff that has 1 defense is worth a card to kill and everything reduced to 1 defense will have already traded with something. So your necromancy payoff is consume all your shadow and kill something for ‘free’. Maybe in some future meta where theres some broken 1 defense aggro card which everyone runs or some all in viable shadow aggro that somehow generates shadows fast to play a 1 pp ‘execute’ and doesn’t use shadows for anything else. D.

Arena: It actually isn’t that terrible if you think of it as a 8ish drop that has to be played on 8+ (like an 8 drop :o :o) but gives you you pp back. Bad example but ignore the front side except when it randomly helps you but the necromancy side lets you kill a fatty where mid/late game its mostly fatty on fatty action and you can slam another big threat(s) down. Then this card was a 1 pp execute. Not horrible since shadow but you tend to draft a fair amount of shadow consumers to make this go off when you want. Usually this goes off in decks that are drafted with tons of premiums already so this should be filler for most picks except those ones. C/C+.

Underworld Watchman Khawy:

Constructed: It’s a 7 drop for your neph chain which makes you more incentivised to play lord of the flies. You get a midsized ward and some random kill which heals you. Against swarm this kills the biggest threat and heals you but they could just crash it into you(at least they can’t dance it profittably unless it’s all small stuff). Vs midrange this is pretty annoying but about the same annoyance level as lord of the flies which you have to fight with in slots. Seems a tad fairish and in the cases it’s average it’s not very good and the cases it’s very good are games that Lord of the Flies likes anyway. So this will be aggro tech or part of your Neph Chain if the refined/viable list runs it. C/B-.

*Side note this effect is super pushed tbh imagine cards this pushed in one of the dominating crafts.



Arena: you pay 1 more for a Raging Etin with pseudo ‘bane’ in a sense. The heal is kinda relavent when your kinda neutral but ur opponent is pushing board for the win and the kill function is quite solid in killing a big threat. it will force big stuff to crash into it since small stuff trading in clears board most of the time and hard removal doesn’t hurt this ward as much as others since it takes something with it and gibes you some heal. So this should end up being very nice late game uncommon for Shadow next to Skeleton King. As good as a 7 drop Soul Grinder would be. B+/A-.

Lurching Corpse:

Constructed: Pretty hard to evaluate this tbh since you have to be procing it on your own most of the time. This thing doesn’t have a reliable trigger till turn 4 I believe(conversion is super anti tempo/build ur own haven amulet) and your opponent can kinda play around it like Haven’s 2 drop amulet. I think it’s much better than it looks and will be a board deterent like unica is an aggro deterant. Imagine this + the new 3 drop threatening Necroassassin in shadow on 4. Your opponents have to make bad plays when guessing whether you have it or don’t. Should be pretty core in the Necroassassin list that I expect will have some millage. Only for the heavy self destroy lists though standard Midrange shadow should run it’s regular 2′s I feel but this card is quite good. B/B+.

Arena: I wanna say this card is horrible. I think this like the 3 drop will rot on the field and be ignored till the have lots of low stuff and can sac something on their board. Obviously better with your synergies but you can’t realistically hope to draw multiple one ofs in a good order/situation. Both this and the 3 drops effects are great when they go off but getting them off is quite difficult. C.

Necroasssassin

Constructed: This card is very very good. It’s like an aggressive urd that helps your gameplan and hurts your opponent. The morde win more strategy is kinda fallen off(hell unleasher urd is kinda slow now too) and this synergizes with the new 2 and 3 drop to scare your opponents into activating your premium last word cards early. You can still crash stuff in and trade and/or even destroy a low defense card you have to kill something big (cough*ancient elf*cough) on the opponents board. I expect this to spawn it’s own version of Last words Necro, time will tell whether it’s better than standard/standard with new necro splash but I expect this card will be a huge contender for Necro’s 4 drop slot beside Playful for a while. B+/A-. (This rating is high for the card power in a vacuum I don’t think it will be as successful as I hope.)

Arena: Here this is everything it is in constructed and less since you don’t really get last word stuff that often. The main practical use of this is trading up on something and killing another thing. This sequence of events + this evolving midgame clears a board of 3. At any time in the midgame where theres something scary out this after some trading gives you a free kill spell. This card will be quite a premium card for shadow. Not as strong vs sword/forest but it smacks dragon/haven quite hard. B/A. (I’m a tad conservative on this one but I think this will go up with time)

Balor:

Constructed: Your 6 drop for your neph chain and a general good stuff 6 drop compared to death breath. It’s nice cause it deters dance but something like garuda with tons of x/4′s can just dance this or poke it and banish it and smack face till ur dead. Other aggro might have a tough time breaking this and self wiping though depends how much follow up they have. Actually scratch all that since I forgot this wasn’t ward. I remember commenting on this card before, this card will suffer from the Leonitas Effect where vs aggro you evo since ur desperate with this coming out on 6 and then your struggling to have your opponent kill your own thing. It’s a tad better in shadow cause you can proc it urself but again it’s awkward when it misses. Face value it is a bigger soul gutton which is annoying for midrange. This card can seal neutral games vs aggro but it’s in your 6 slot already and those games are probably won but playing on curve anyway. I’m quite interested to see how helpful it is when ur being overrun. I actually kinda like it over breath against stuff like midrange sword though. I’ll give it a conservative guess that it will find a deck to be it’s home but I can see it being staple. B/B+. (This ones hard for me I like the card but it looks almost too fair)

Arena: Basically a fatter soul glutton(which is a great card) with upside, attack value doesn’t matter cause of bane and Alchemist lores the enemy board when removed. Really solid for a 6 drop and this will be a premium pick for shadowcraft since it has a high hp value and trades for days while deterring board development. A/A+.

Pact with the Nethergod:

Constructed: Deathbrand 2.0 that has a pluto summon with enhance. Seems a little fair on the enhance side but it’s value in ur removal as upside. This is basically a bigger scripture that destroys but we all know it’s kinda awkward to kill single target stuff for more than 3 pp. Upside is no shadow consumption too. The enhance side however is super vanilla to be a draw to play this card I feel and Shadow has quite a few tools in it’s removal suite to consider before playing this. For me to like it it’s non enhance kill mode has to be very relavent and I don’t think this hits too much front side that hasn’t already done it’s job or will get ur swarmed by other followers. So it’s as playable as a 3 pp removal would be(dependant on how good it’s premium targets are). C/C+.

Arena: Similar to in constructed Shadow has a ton of 3 drop removal choices and removal in general. I expect this to be a nice filler pick on the front side. Fortuantely the enhance side has a ton of use in Arena that this is essentially a 3 PP Schripture that lets you spawn a Pluto late game if you want it. So think of it as a deathbrand-esque removal spell with upside lategame. It’s above average filler that is good for both a lategame card and a early game removal which should make it a very flexible card to want to draft. B+/A.

Shadow Reaper:

Constructed: It has similar words to rhinoroach and is a 1/1 must be good right? Well it’s kinda like phantom dragon that it sorta hides and can scale like a roach but realistically this isn’t getting past 3 attack. You have to invest your attacks into trades too to scale this up into what is most likely just going to trade in or be removed. The initial body is quite weak by itself and the investment to even make it a vanilla is sometimes even troublesome. I can see it as a random, I swarmed the board and if you try to clear then this becomes a 5/5 but really that’s just win more and shadow has a bunch more cards you can play > this. D/C. (It has a bit of brewing potential though and I would love to see this card succeed.)

Arena: Well In arena I can see this being a 2/2 ambush a fair amount of the time and that’s good enough to be filler. Still having a small amount of 2 drops and dropping this early feels horrible and will relegate it to filler tier that has random upside in ideal situations. C-/C.

Nephthys:

Constructed: Really neat card with a super unique effect. You will try to build decks around this and it will probably be bad but when you get your 8-7-6 pull oh baby. I predict the all in Neph chain will be too fair gimmicky to play and a hybrid control list that just plays this for ‘value’ and replaces a late game extra morde/lucifer/olivia etc will be experimented with. If this pulls a morde your already happy with the result since this is basically a extra 5/5 on turn 8 compared to standard. This also randomly generates shadows which has a bit of upside for your next necro trigger but nothing to be too excited about. Will be interested to see the Pure last word’s build and see if it takes off cause I don’t even think it will run this card I can see it being the 2-3-4 new drops as core splashed into standard Midrange/control Shadow. Not really gonna evaluate this card but I’d give it a solid B for Brewing :3.

Arena: Tends to be a vanilla 8 drop the cycles 5 cards from your deck and randomly procs ‘good stuff’. Not really too exciting for a legendary pick compared to the other non atonomeme picks. Still reasonable filler if you have to dodge your tyrants/midnight howls. Only does decent in some dream decks since you don’t really pull many premiums. C/C+.