Without further ado, in order of the classes:
Pounce: Druid's final card is Pounce, which is a 0-mana spell that gives your hero +2 Attack this turn. In a vacuum, it isn't bad. It's just that Druid has so many more powerful cards under their belt, so many archetypes that are better, that I am genuinely unconvinced that this weird Gonk deck is going to work. If nothing else, all Gonk is seems to be just an elaborate and masochistic board clear that sometimes draws a bunch of cards. I tend to try to give cards a chance before they're out, but this weird hero-attack druid just seems pretty weak, isn't it?
Halazzi, the Lynx: The final Loa to be revealed is Hunter's Halazzi, which is a Beast-synergy card. Halazzi is a 5-mana 3/2 Beast that fills your hand with 1/1 Rushing beasts. And... and it's not bad, but compared to how exciting cards like Zul'jin, Master's Call and Revenge of the Wild have been, Halazzi just kind of feels... m'eh? Halazzi isn't unplayable, because 1/1 Rushing beasts in a beast synergy deck is still damn powerful, but the sheer tempo loss you'll get in playing a 5-mana 3/2 is going to hurt way, way more than just, say, playing a regular 5-mana Beast. I dunno. You could throw in some handbuff stuff or some shit, but I don't really see Halazzi working out all that well. Even in a Quest Hunter deck -- which would love a lot of 1-mana Rushers to control the board -- I'm not convinced that sacrificing the tempo is worth it.
Spirit of the Lynx: A 3-mana 0/3 Spirit that gives +1/+1 to any Beast you summon. Which... which isn't bad! It isn't great, because it's basically a shittier Addled Grizzly, and that worked on all minions. Still, it's the sort of neat card that would fit in well in a Beast synergy deck, although I personally don't think Spirit of the Lynx is cheap or powerful enough to really be a staple. It's a neat tech card in this hypothetical Beast Hunter deck, but I don't think it's super-powerful.
Headhunter's Hatchet: A neat weapon, for sure! A 2-mana 2/2 weapon that becomes a 2/3 if you control a Beast. It's kind of a solid weapon all around, honestly, and definitely a good card to put in a Beast deck. 2/2 weapons with a potential upside has tended to see play in most aggro or mid-range decks, so if Beast Hunter works, I can definitely see Headhunter's Hatchet be played -- perhaps instead of Eaglehorn Bow?
Flash of Light: A simple but very good Paladin card, I feel. I'm not 100% convinced that Heal Paladin is going to have enough tools to be a top-tier deck in Standard, but it definitely looks great. And Flash of Light is going to be one of the core cards in that deck if it works. Restoring 4 health for 2 mana, and drawing a card? It's two pretty powerful spells, with the health restoration having pretty powerful potential to synergize with many new cards in this expansion. It's not the most exciting card, but one that I think is going to be an integral part in making healadin work.
Bloodclaw: An interesting Paladin weapon, a 1-mana 2/2 weapon that deals 5 damage to the hero. Again, Paladins do kind of want to damage themselves to start gaining value with heals. I'm not 100% convinced that you'll put in all of the self-damage cards, but I do think that a 2/2 weapon is definitely fairly better than Crystallizer. Maybe you run both? It's perhaps a bit too masochistic for my liking, but weapons are definitely far better than just having a minion that damages you and nothing else.
Auchenai Phantasm: A 2-mana 3/2 Auchenai Soulpriest whose effect isn't continuous, but acts as a battlecry. I guess they realized how crappy Embrace the Shadows was, huh? Auchenai Phantasm is an interesting card -- she's not a badly-statted one, and the combo potential is definitely something that can potentially be powerful. Right now I don't really think that Priest has enough to make a proper Auchenai combo deck work, though.
Stolen Steel: A 2 mana Rogue card that discovers a card -- and it's a specific card, too, a weapon from another class. It's... it's interesting, I guess? Discover-a-card spells like Blazing Invocation and Journey Below have historically been 1-mana and not always played. Weapons are a far, far smaller pool of cards and one that is more likely to be good, though, especially with the large amount of legendary weapons available. Probably more likely to be played in a funny Tess Rogue deck, though.
Serrated Tooth: A 1-mana 1/3 weapon that gives your minions Rush as a Deathrattle? It's... it's interesting, I guess? I don't immediately see any obvious combos with this, but from a stat standpoint it's definitely a solid concept and solid bunch of stats. It's a 1/3 weapon that's only a durability lower than Light's Justice, and Rogue can theoretically destroy their weapon any time by hero powering, triggering the deathrattle. The big question is when Rogues want to give their minions Rush. Maybe it's the Sharkfin Fan huge pirate token board? Not 100% sure if it's going to see play, but an interesting effect.
Wartbringer: A 1-mana 2/1 that deals 2 damage as a battlecry if you played 2 spells this turn. It's... it's kinda shit, isn't it? 2 damage on a 2/1 body isn't going to matter much in the late game, and it's impractical to spend so much spells in the early game. While I am convinced that the spell synergy of Shaman's new cards are probably going to work in some fashion, I don't see Wartbringer as part of it.
Demonbolt: Assassinate for Zoo Warlock! It is 8 mana, and is discounted for each minion you control. Kind of an interesting card, probably a card that could replace the Siphon Soul that some Zoo Warlocks play. It's not going to be too hard for a Zoo deck to discount this to like 4 or 5, and at that point an Assassinate to get rid of the enemy's big threat is not a bad thing to have for Zoo decks.
Blood Troll Sapper: An... interesting card. A 7-mana 5/8 isn't the best set of stats, and she has the effect of dealing 2 damage to the enemy damage any time a friendly minion dies. Another one that seems like she could find a decent spot in a Zoo-centric list, but not one that I'm convinced Zoo needs. Warlock has a lot of better late-game cards that they can sneak in instead of Blood Troll Sapper, I think, although, again, I don't necessarily think this card is outright bad. Just kinda outclassed.
Devastate: A Warrior spell that costs 1 mana and deals 4 damage to a damaged minion. A shitty version of Execute, which costs 1 more! Basically an Execute alternate in Odd Warrior, and relatively useless anywhere else. I'm honestly not super convinced Odd Warrior even needs Devastate.
Dragon Roar: Another Warrior spell, adding 2 random dragons to your hand for 2 mana. Is it better than putting in another dragon? Sometimes, it kind of is. Dragons are a lot different than most 'random' effects in that they tended to be consistently high-end minions (only Faerie Dragon, Marsh Drake and Amalgam cost 3 or less), so you really do know what you're getting from playing this card. Plus, a significant amount of dragons also tend to have battlecries, which you tend to want. And looking briefly into Standard's dragon pool, the only ones that is outright bad is probably Ebon Dragonsmith and Carrion Drake, both of whom have pretty iffy stats. Not the BEST card ever, but one that's probably going to see a fair bit of usage in dragon warrior decks.
Ice Cream Peddler: Neutrals now, and I'm going to be fast here. 4-mana 3/5 that gives you 8 Armor if you control a Frozen minion. Other than Frozen Crusher from Un'Goro and Cryostasis in Shaman, there's no reliable way to control a Frozen minion -- and you're not going to run those two cards just to get 8 Armor from a 4-mana 3/5. Interesting effect, but never going to really see play.
Drakkari Trickster: A 3-mana 3/4! Premium stats, and interestingly, it gives each player a copy of a random card from each other's deck. The only real one among the neutrals on this page that seems borderline playable in constructed, because it's sort of a weird disruptive tool -- it's kind of like Griftah, but you have more of an idea of what you're going to get with Drakkari Trickster. Clogging up your opponent's hand with a potentially useless card is interesting, but at the same time... probably never going to see a lot of usage other than to be a weird counter against Mecha'thun or some shit.
Gurubashi Offering: A 1-mana 0/2 that dies at the start of the next turn and becomes 8 Armor. Too fragile and likely to be destroyed by your enemy. Even if it manages to pan out... it's not worth spending a slot in your deck just to run a 1-mana 0/2.
Arena Patron: Hey, what if Grim Patron is shit and horrendously impractical to activate? You get this. Seriously? Like, the only plausible usage is against a board full of totems or dudes, and even then there are way better cards to play.
Booty Bay Bookie: A 2-mana 3/3 that... gives your opponent a coin? Yeah, if you want to sabotage your chances of victory, especially against some classes. Easily the straight-up worst card in this expansion. I'd rather run a vanilla 3/2 or 2/3.
Serpent Ward: A 2-mana neutral Totem, which is kind of interesting. It's a 0/2 that at the end of your turn basically shoots the enemy hero in the face for 2 damage. Not the worst effect, but never a card you want to willingly put into your deck.
Shieldbreaker: A 2-mana 2/1 that Silences a Taunt minion as a battlecry. It's... it's probably not better than Ironbeak Owl or Spellbreaker, but it's kind of a decent effect, I guess. Most minions you silence tend to be Taunt minions anyway, and having a pretty cheap silence effect is not something I'm just going to discount out of hand. It's probably not going to see a lot of play, but I won't be surprised if some aggro decks or even decks get some mileage out of Shieldbreaker.
Mosh'Ogg Enforcer: An 8-mana 2/14 Taunt/Divine Shield, which... isn't horrible in arena, I guess? And a potential target for Inner Fire shenanigans? You'd basically almost always run Primordial Drake or Amani War Bear over this card, I think, for a generic late-game taunt. It's not necessarily bad. Just utterly outclassed.
Former Champ: Basically identical to Big-Time Racketeer, but with -1/-1 on the bigger body, and one mana less. Big-Time Racketeer basically only ever saw play in the arena, and that's how Former Champ will be.
Dragonmaw Scorcher: A smaller version of Primordial Drake, and probably going to be a card that most dragon decks will run. A 5-mana 3/6 that basically Whirlwinds the board is pretty great! I'm not sure if I'd run this over Cobalt Scalebane, but if your deck's purpose is to control the board and wipe out tokens instead of building up a board of your own -- something that I can see Dragon Warrior doing -- Dragonmaw Scorcher is honestly not a bad card to include in that deck.
Rumbletusk Shaker: A 4-mana 3/2 that dies, and then summons another 3/2. Decent in arena, and basically kind of a shittier Piloted Shredder in constructed. Won't see play.
Arena Treasure Chest: A 4-mana 0/4 that has the deathrattle of drawing 2 cards? There are a lot of better cards out there that can give you card draw without running a 4-mana 0-attack minion. It's not even a good body to buff -- run Mogu'shan Warden if you want high-health shenanigans.
Arena Fanatic: A 4-mana 2/3 that handbuffs your hand. She's neutral, so all classes can play her, but better handbuff cards don't see play, so I don't see a reason that Arena Fanatic sees play outside of Hir'eek decks. Which I still don't think will work.
Regeneratin' Thug: A 4-mana 3/5 that heals 2 health every turn. Interesting? Yes. Decent in arena? Likely. Playable in constructed? Not that likely.
Half-Time Scavenger: A 4-mana 3/5 Stealth that gives you 3 armor with Overkill. She's definitely better than Chillwind Yeti, and it's definitely an interesting combination of effects. Probably pretty great in Arena, but she's just simply not powerful enough to see play in constructed. After all, Coppertail Impostor sees no play.
Ornery Tortoise: A 3-mana 3/5 Beast that deals 5 damage to your hero, and this is... it's just a shit effect, yeah? Even in the more masochistic Warlock or Paladin decks, you don't want to just deal 5 damage without immediately restoring it (Crystalizer), getting a badass early-tempo weapon (Bloodclaw) or getting an overstatted minion (theoretically, like Pit Lord). Ornery Tortoise is none of those, and never going to see play.
Banana Buffoon: A 3-mana 2/2 that adds bananas to your hand. Similar to Razorpetal Lasher, I guess, but one mana more expensive and adds Banana spells instead of 1-damage spells. Ultimately I think he's a bit too weak to see play outside of arena, losing a pretty significant amount of tempo due to his stats.
Spellzerker: A 2-mana 2/3 that has Spell Damage +2 when enraged. She's definitely great in arena, and maybe a potential card to play in constructed? +2 Spell Damage isn't something to laugh at, but looking at Cosmic Anomaly and seeing how that doesn't really see play, I don't think Spellzerker would get a whole ton of traction. I think everyone'll play Bloodmage Thalnos instead.
Dozing Marksman: A 2-mana 0/4 that becomes a +4 Attack when enraged. Pretty interesting effect, but sometimes it is just a 2-mana card that, y'know, dies without your opponent doing much. Better than the Toothy Chest from K&C, but I don't see this card being particularly great in constructed.
Cheaty Anklebiter: A 2-mana 2/1 with Lifesteal, that deals 1 damage. So it's a 2/1 that deals 1 damage, and has the potential to heal up to 3 presuming it trades the next turn. Not the best card out there, but not horrible, I think.
Scarab Egg: A 2-mana 0/2 that summons three 1/1 Scarabs. Probably interesting for a deck similar to the old-school token egg druid, although I'm not 100% convinced it'll work.
Helpless Hatchling: A 1-mana 1/1 baby dragon... that is a beast, apparently? And reduces the cost of a beast in your hand by 1 as a Deathrattle? It's an interesting effect, but it's far worse compared to, say, Galvanizer due to the lack of any sort of huge combo cards involving beasts, and that it's a deathrattle effect instead of a battlecry.
Whew! That's... that's a lot of words. Now to go into my quick ratings!
Druid
I have absolutely no faith for the Gonk/Spirit of the Raptor/Pounce/Savage Striker package, because, as I mentioned above, all it amounts to if it works is giving your hero sort of a Windfury effect as long as he kills minions, and sometimes you get some extra card draw. I can maybe see Spirit of the Raptor be played without the rest of the package because it's cheap, but Druid doesn't really lack in card draw. I'm also unconvinced that Treespeaker is going to revitalize Treant decks -- Treespeaker itself is a decent card, but the Treant decks are just kind of weak.
Predatory Instincts is a decent, if overpriced, tutor card, that I really don't see a whole ton of hope for. Stampeding Roar is a very interesting card, especially when coupled with some of Druid's bigger beasts, although I'm not 100% sure that the deck will actually work. Will note that the insta-Rush given by Stampeding Roar is the only place I can see Ironhide Direhorn in. What else? Oh, Wardruid Loti is just a flat-out generically good card that can be teched in most druid decks. Mark of the Loa is just a flat-out bad card. Clearly, Druid is meant to be the 'loser' class of the set this time around. And that's okay, honestly.
- 5: N/A
- 4: N/A
- 3: Wardruid Loti, Stampeding Roar
- 2: Spirit of the Raptor, Treespeaker, Ironhide Direhorn, Predatory Instincts
- 1: Gonk the Raptor, Pounce, Mark of the Loa, Savage Striker
Hunter
Hunter is... interesting. There are a whole lot of powerful cards -- the hero card Zul'jin being a particularly good one for a more spell-oriented deck, Springpaw possibly being the new quintessential 1-mana drop for Hunter, while both Revenge of the Wild and Master's Call being very exciting powerhouse cards for Hunter. None of them really obviously work in the same deck with all the cards jammed in, and none of them are really obvious slot-ins in any preexisting Hunter decks and I, for one, am definitely excited to start experimenting with them.
And even despite my pessimism with some of the Hunter Cards, they honestly still look like they would work relatively well. I didn't have the best things to say for Bloodscalp Strategist and Spirit of the Lynx, but those two in particular might honestly surprise me and be playable. Not a whole ton that jumps out as either super-game-breaking, but definitely none that are straight-up bad. Even Beast Within and Halazzi just look impractical more than unplayable.
- 5: Springpaw
- 4: Zul'jin, Master's Call, Revenge of the Wild
- 3: Bloodscalp Strategist, Spirit of the Lynx, Headhunter's Hatchet
- 2: Halazzi the Lynx, The Beast Within, Baited Arrow
- 1: N/A
Mage
Mage is an... interesting deck. I have been utterly negative about Elemental Mage throughout my review, and while I don't really have much hope in that particular archetype suddenly being top-tier because of the addition of these cards. Likewise, while the hero power synergy cards are interesting and Jan'alai is going to be pretty great in standard, I don't really think that they will be super powerful? I dunno. Mostly lukewarm about all of this. If Jan'alai works that deck seems to be a pretty great midrange/control deck, whereas I'm really not convinced that Elemental Mage will be particularly powerful with the addition of these three not-quite-as-impressive cards. I think I'll mostly rate a good chunk of the cards in this particular set 2.
Will note that I genuinely am not sure what to make of Hex Lord Malacrass -- he's one of those cards that seem to both be great and also impractical at the same time. Ditto for Splitting Image.
- 5: N/A
- 4: Jan'alai the Dragonhawk
- 3: Hex Lord Malacrass (?), Blast Wave
- 2: Splitting Image, Pyromaniac, Spirit of the Dragonhawk, Arcanosaur, Elemental Evocation, Daring Fire-Eater
- 1: Scorch
Paladin
Oh, man, Control/Heal Paladin really looks interesting, although I'm not sure if it'll work out in Standard. I'll definitely try the shit out of it in Wild, though -- Thekal and Molten Giants seem to be great buddies, and Paladin does have a fair amount of great cards in Wild that can help out the heal archetype, particularly Ragnaros Lightlord and Forbidden Healing. High Priest Thekal, Zandalari Templar and Flash of Light all look to be particularly powerful pieces of this puzzle, while Bloodclaw is... interesting? Not 100% convinced self-harm will work all that well.
Spirit of the Tiger, A New Challenger, Shirvallah and Immortal Prelate all raise very interesting questions for a more spell-heavy (and buff-heavy?) sort of Paladin, and it's another style of deck that I am pretty interested to try out. Particularly Spirit of the Tiger, which just seems pretty powerful coupled with buff spells. Paladin did get a couple of pretty interesting cards this time around, and it might very well be the most interesting class of this expansion in my opinion.
- 5: N/A
- 4: Spirit of the Tiger, Flash of Light, High Priest Thekal
- 3: Shirvallah the Tiger, A New Challenger, Immortal Prelate, Zandalari Templar
- 2: Blodclaw
- 1: Time Out, Farraki Battleaxe
Priest
Priest seems... kind of wacky this time around! We've got a couple of very fun (even if I don't necessarily think they'll work super-well) archetypes, with both Bwonsamdi and Talanji building their own weird archetypes. Bwonsamdi and the Spirit dealing with wacky 1-mana minions, while Talanji being the big bomb finisher for a Thief Priest.... both sound fun! We also get a bunch of weird Spell Priest support cards (Grave Horror, Sand Drudge) which don't feel super powerful, in my opinion. Mass Hysteria is an interesting new removal for Priest that I do have high hopes for, Auchenai Phantasm is... interesting, if not going to be immediately obvious, whereas I'm unconvinced Surrender to Madness will work.
More than any other class in this set, Priest seems to just have cards that have the least obvious synergy with each other, I think. We'll see if any of these new archetypes actually end up working -- if nothing else, playing with Talanji and Bwonsamdi are going to be as fun as Tess, so...
- 5: N/A
- 4: Mass Hysteria, Bwonsamdi the Dead
- 3: Princess Talanji, Spirit of the Dead
- 2: Auchenai Phantasm, Grave Horror, Sand Drudge, Regenerate, Seance
- 1: Surrender to Madness
Rogue
Rogues are really hammering it home with Pirates, huh? And I can really see a variation of the swarming, early/mid-game pirate deck that just fills up the board with cheap pirates, reloads with Raiding Party, make big Bloodsail Howlers and finishes off the enemy with Cannon Barrage. I just have trouble visualizing where Captain Hooktusk works in this early-game pirate deck. Hooktusk looks like it's powerful, for sure, but she just doesn't have a whole lot of big pirates to work with, particularly in standard. We'll see, though.
Gral and his Spirit look... interesting, but kind of standalone, I think? We do have a bunch of generic, weird utility cards like Stolen Steel, Serrated Tooth and Gurubashi Hypemon, all of which are decent but I'm not sure what deck they go into. And Walk the Plank is just sort of an obvious replacement for Vilespine Slayer in the future of Standard. I dunno. Rogue's kind of weird to me.
- 5: N/A
- 4: Cannon Barrage, Raiding Party, Walk the Plank
- 3: Gral the Shark, Spirit of the Shark, Captain Hooktusk, Serrated Tooth, Bloodsail Howler
- 2: Gurubashi Hypemon, Stolen Steel
- 1: N/A
Shaman
Shaman is another pretty interesting card! It has a distinctive spell theme, but, interestingly, just like control paladin, it's not a deck that's obvious from just looking at the cards. I'm not quite sure Spirit of the Frog or Big Bad Voodoo are that good anymore, and looks just a bit too unwieldy, but I'm definitely a huge fan of both Krag'wa and Zentimo. Throw in some really neat new spells that might genuinely work well, particularly with Krag'wa recycling them, and I'm quite excited just to dick around with Unstable Evolution and Krag'wa in the same deck.
Some other weird miscellaneous cards Shaman gets is Bog Slosher, which is a neat variation for Zola, overload-synergy card Likkim (which is actually pretty fun after I learned how it works -- it gets the bonus twice, on the turn you cast the spell and the turn you overload), and a bunch of spells that... that I'm just not 100% quite sure about, honestly. Pretty sure Wartbringer is bad, while Spirit of the Frog just seems kind of impractical. I'm mostly just excited for Krag'wa, though, and whether the other cards work out... we'll see.
- 5: Krag'wa the Frog
- 4: N/A
- 3: Zentimo, Bog Slosher, Rain of Toads, Likkim
- 2: Haunting Visions, Totemic Smash, Spirit of the Frog
- 1: Big Bad Voodoo, Wartbringer
Warlock
I'm not 100% convinced that the synergies for Warlock will really work out that well. Hir'eek and the hand-buff just seem like it is barely supported, I feel. Discard seems... kinda neat, but just like the Druid hero-power mechanic, I'm slightly confused what the eventual win condition is, unless the win condition is just to spam Jekliks and Doomguards until you overwhelm the enemy. Discard Warlock at least seems particularly interesting in Wild, though, where you have more Discard cards to dick around with. Shriek, though, is probably the stand-out card among the Discard cards where it is probably a card that you'll not be too sad to play in a non-Discard Warlock deck.
Void Contract is an interesting (if ultimately probably unusable) tech card, and I've warmed up significantly to Grim Rally -- it's definitely a good Zoolock card, particularly in Egg variants of the deck. Demonbolt also looks pretty neat for Zoolocks, and both Demonbolt and Grim Rally seem pretty neat cards that will see experimentation in Zoo decks, if nothing else. . Anyway, probably not the best expansion for Warlocks, but the wacky cards at least look weirdly fun to dick around with.
- 5: N/A
- 4: Shriek
- 3: High Priestess Jeklik, Demonbolt, Grim Rally
- 2: Void Contract, Soulwarden, Reckless Diretroll
- 1: Hir'eek the Bat, Spirit of the Bat, Blood Troll Sapper
OH BOY DRAGONS! I love dragons, and I'm pleasantly surprised that the dragon package ended up being explored and expanded upon in Rastakhan, and for Warrior to get it, too! I've been wanting for a different sort of Warrior deck, and the Dragon mechanic definitely looks interesting. Smolderthorn Lancer, Emberscale Drake and Warmaster Voone all look to be pretty decent cards.
I'm not super-convinced that the Rhino package will work, honestly. Akali is a decent card, and the Spirit of the Rhino is neat. And if there was a class where a Rush deck would work, it would definitely be in Warrior... but I'm not 100% sure if it'll work out. Akali just feels a bit too unwieldy for me, I think. The other miscellaneous cards... Overlord's Whip is a neat little alternative for Blood Razor, I think, and Sul'thraze is a fun enough value weapon, I feel. There's a bunch of pretty interesting things for Warrior to play around with, for sure! Pretty optimistic for the class.
- 5: N/A
- 4: Emberscale Drake
- 3: Spirit of the Rhino, War Master Voone, Sul'thraze, Overlord's Whip, Dragon Roar, Smolderthorn Lancer
- 2: Akali the Rhino, Devastate
- 1: Heavy Metal
Neutral
Out of the neutral cards... there are definitely a bunch of interesting cards. Oondasta is a pretty interesting combo neutral card that can work well in various different decks. I'm also excited for making weird deathrattle decks with Da Undatakah. Crowd Roaster, Firetree Witchdoctor and Dragonmaw Scorcher look like decent dragon options for that Dragon Warrior deck. Sharkfin Fan seems pretty dang powerful in Pirate decks. I can see Pirate Scalper being used, although that's probably going to be out of lack of choice instead of Ticket Scalper himself being good. While I'm unconvinced, Mojomaster Zihi will probably be an interesting counter against combo decks like Shudderwock and Mecha'thun. Hakkar's probably not going to be super-great, but I definitely look forward to a deck that uses him. There are some cards like Saronite Taskmaster, Masked Contender and Belligerent Gnome that I can actually see working out pretty well in some decks.
There are a lot of crappy neutrals (most of which are the ones covered on this page), but honestly at this point it's kind of par the course. A lot of them are obvious Arena cards as well, which is fine.
- 5: N/A
- 4: Da Undatakah, Oondasta, Crowd Roaster, Dragonmaw Scorcher, Sharkfin Fan
- 3: Mojomaster Zihi, Untamed Beastmaster, Masked Contender, Firetree Witchdoctor, Shieldbreaker, Belligerent Gnome, Ticket Scalper, Saronite Taskmaster
- 2: Hakkar the Soulflayer, Linecracker, Snapjaw Shellfighter, Drakkari Trickster, Mosh'Ogg Enforcer, Amani War Bear, Rabble Bouncer, Arena Fanatic, Rumbletusk Shaker, Regeneratin' Thug, Banana Buffoon, Dozing Marksman, Spellzerker, Scarab Egg, Helpless Hatchling
- 1: Griftah, Mosh'Ogg Announcer, Ice Cream Peddler, Gurubashi Offering, Gurubashi Chicken, Murloc Tastyfin, Soup Vendor, Waterboy, Serpent Ward, Former Champ, Sightless Ranger, Half-Time Scavenger, Arena Treasure Chest, Ornery Tortoise, Cheaty Anklebiter
- 0: [Special 'this is utter garbage' territory] Booty Bay Bookie, Arena Patron