Rating System
In this article I will be evaluating Arcane Rising cards by class and scoring each card out of five based on how important I think they are for the class in Limited. The ratings are based on the following ranking system:
- 5.0: The best card available to the class
- 4.5: A powerful card worth playing the class for
- 4.0: A good high rarity card
- 3.5: Top-tier rare or common cards
- 3.0: Good cards that will almost always be playable
- 2.5: Solid cards that rarely get cut
- 2.0: Good filler cards
- 1.5: Filler cards
- 1.0: Bad card
- 0.0: Unplayable
First off, let’s start with the equipment as I think in general the choices are straightforward for most of the classes.
Class-Specific Equipment
The legendary equipment are all auto includes, along with the other pieces of class-specific equipment. While they are all powerful cards, sometimes other cards in your pool will be more of a determining factor of what class you play, not just the legendary equipment you pull. There is not much point in playing Wizard if you have no red cards to play off your Storm Striders!
Storm Striders: 4.0
Robe of Rapture: 3.5
Skullbone Crosswrap: 4.5
Bull’s Eye Bracers: 3.5
Achilles Accelerator: 3.5
Teklo Foundry Heart: 4.5
Crown of Dichotomy: 3.5
Grasp of the Arknight: 4.5
Generic cards and equipment are pretty class-specific so I will go through my rankings for each class first and then follow up with the generic cards at the end.
Kano
Hero Rating: 2.5-4.0
Wizard is a pretty pool-dependent hero, without access to enough red class cards you are unlikely to do enough damage and your hero ability can be awkward at times. However, in the draft format you can end up making some absurdly powerful decks at times.
Absorb in Aether
Red: 1.5
Yellow: 1.5
Blue: 2.5
Defense Reactions can be awkward at times in Wizard, the blue version is good purely because it is blue.
Aether Flare
Red: 3.5
Yellow: 2.5
Blue: 3.0
The red version of this card is likely the most powerful common in the set. Threatening six damage for one resource is powerful and turns this into a must block card. In sealed, without access to large amounts of Nullrune armor, this card becomes very powerful, with the red version potentially offering eight damage from a single card.
Aether Spindle
Red: 3.0
Yellow: 3.0
Blue: 3.5
The blue version of this card gets the nod here as it can set up a subsequent turn via opt as well as block and pitch for three. All versions of this card are great though.
Blazing Aether:
Red: 1.5
Kano’s signature card is clearly made for Constructed. With no base damage and only pitching for one, most of the time this card will just block for three in Limited. The card is much more useful if you have Mage Master Boots to pair with it but without one, it will mostly just block for three.
Forked Lightning
Red: 4.5
One of the best cards available to Kano in Limited, for four mana you get six damage (with your weapon included) however when preceded by Stir the Aetherwinds or Aether Flare this card can do some serious damage. On top of that it also blocks for three.
Index
Red: 1.0
Yellow: 1.0
Blue: 1.5
The fact this card does not block for three is a real downside. It also doesn’t have go again making cards like Whisper of the Oracle almost objectively better.
Lesson in Lava
Yellow: 4.0
A very powerful card which allows you to put any Wizard on top of your deck. Can be used to put a card on top to play at instant speed or draw for your next turn. In addition, it also pitches for yellow in a pinch and blocks for three.
Reverberate
Red: 3.5
Yellow: 2.0
Blue: 3.0
A great card allowing you to play multiple cards in a single turn, enables you to play multiple cards in the same turn. Being able to force an opponent to block one damage or risk you playing an additional card from hand is a decent reward for one resource.
Sonic Boom
Yellow: 5.0
An exceptionally powerful card, the best card in all formats for Wizard. A must block if you can, allowing your opponent to play a card from the top of your deck for free can be game losing. On top of that it also blocks for three and pitches for two in a pinch.
Stir the Aetherwinds
Red: 4.5
Yellow: 3.0
Blue: 1.0
The red version of this card is one of the best cards for Kano. It does everything you want, gives your next action instant and three additional damage. You pay a premium for this, requiring two resources but the effect is very powerful.
Tome of Aetherwind
Red: 4.0
Likely the best card for Kano in Constructed, in Limited it is not quite as strong as having enough action points lying around to play this might be difficult to achieve. Having said that, if you ever flip one of these off the top of your deck you are going to be massively ahead on that turn.
Voltic Bolt, Scalding Rain, & Zap
Red: 3.5
Yellow: 2.5
Blue: 3.5
The red versions of these cards are all solid along with the blue versions (purely because they can always be pitched for Kano’s hero ability). Voltic Bolt red is probably the best as it will leak the most damage over Arcane Barrier, followed by red Zap as it doesn’t cost anything.
Azalea
Hero Rating: 3.0
Azalea is one of my favorite classes, she gets access to the unique arrow mechanic and has an inherent card draw ability making her feel like you always have an abundance of cards in hand. She does suffer a bit against fatigue at times, you will often find yourself powering through your deck but having access to a reusable dominate effect helps you to close out games before that happens.
Endless Arrow
Red: 4.5
One of the best cards in Ranger, being able to buff this up with pumps then returning it to your hand to setup all over again next turn or even on the same turn if you give it go again makes this something like a super-charged Snatch.
Hamstring Shot
Red: 3.5
Yellow: 3.0
Blue: 2.5
A solid arrow attack, causing actions to cost additional resources to play is a good on-hit bonus. Generally yellow cards are better than blue for Azalea as your attacks are quite cheap and having access to stronger arrows in the late game is a real benefit.
Head Shot
Red: 3.5
Yellow: 3.5
Blue: 2.5
The red version is my pick for the best Azalea common, you have plenty of ways to place this in the Arsenal face up and hitting for six off of a single resource point is a huge amount of damage for one card.
Nock the Deathwhistle
Blue: 4.5
A strong card in Limited, this allows you to set up a powerful dominate arrow potentially winning the game in the process. In addition to that its blue and blocks for three.
Rapid Fire
Yellow: 3.5
This card plays much better than it seems on paper. In general, Azalea tends to have excess cards in hand so having a way to fire off multiple arrows in a turn in Limited is useful.
Red in the Ledger
Red: 5.0
An incredibly powerful effect, often it will prevent your opponent from doing anything of value on their next turn. If you can ever play this with dominate.
Ridge Rider Shot
Red: 3.0
Yellow: 3.0
Blue: 2.5
Average in terms of damage output but the opt effect is a great way to setup a dominate arrow. Remember that you can opt after you draw when placed into the Arsenal with Death Dealer.
Salvage Shot
Red: 3.5
Yellow: 3.0
Blue: 2.5
A good way to make sure you don’t run out of cards at the end of the game. You can loop this with your hero ability to continuously fire dominated arrows at your opponent.
Searing Shot
Red: 3.5
Yellow: 2.5
Blue: 2.5
A powerful arrow which deals a high rate of damage if it hits, the red version is one of the better commons.
Sic ‘Em Shot
Red: 3.5
Yellow: 2.5
Blue: 2.5
For a card that gives go again, Sic ‘Em Shot actually has a pretty good rate and it even blocks for three. Another solid arrow, especially the red version.
Silver the Tip
Red: 2.0
Yellow: 1.5
Blue: 1.0
A good way to search up an arrow in a pinch, awful of you miss though, I would try to stay clear if you can. It is one of the few ways to get an additional arrow in the Arsenal though on a Rapid Fire turn which is worth keeping in mind.
Take Aim
Red: 3.5
Yellow: 2.5
Blue: 2.0
The red version of this card is very good, offering three damage and the ability to play two arrows from your hand in a turn if required. As it only blocks for two, the blue and yellow versions of this card are not great unless you need the reload ability.
Take Cover
Red: 2.5
Yellow: 1.5
Blue: 1.5
Unlike Welcome to Rathe, Defense Reactions have Limited utility in Arcane Rising outside of Ranger match up. Dominate effects are few and far between and there are no Attack Reactions you need to play around meaning the yellow and blue versions are mediocre in almost every matchup. The biggest benefit is being able to play this when your opponent goes first allowing you to set up an Arsenal card on their turn.
Three of a Kind
Rating 2.5
A unique effect but hard to take full advantage of in Limited. The biggest benefit is being able to play a good hand from a small amount of resources. Provided you have enough arrows in your deck, you can shoot an arrow and setup an Arsenal card in the same turn which is great value.
Dash
Hero Rating: 3.0
Dash is a pretty versatile hero, generally you will want to be playing a more aggressive version, filling your deck with Mechanologist cards and boost effects allowing you to setup big turns and keep the pressure on your opponent. However, if you manage to open some of the more controlling cards like Induction Chamber or Cognition Nodes you can also play a pretty good fatigue game plan as most of the classes in the format have much weaker weapons than you in the late game.
High Octane
Red: 4.5
This card is very good in Limited, not only does it mean you can boost with confidence on a big turn, any additional action points you have lying around at the end can be spent on pistol shots to really make your opponent hurt.
Teklo Core
Blue: 4.5
Really solid card in Limited, almost worth an extra card on two subsequent turns which is great value.
Maximum Velocity
Red: 1.0-3.5
Pretty much a Constructed card, the effect is near impossible to pull off especially in sealed. If you do happen to draft a boost deck or have an insane pool, this card can be built around to win you the game.
Spark of Genius
Yellow: 2.0
Without access to an abundance of good items to search up, the usefulness of this card is Limited in sealed and draft formats. Still solid filler if you need more Mechanologist cards though.
Induction Chamber
Red: 5.0
Far and away the best card in Limited, this allows you to play a control game plan if you want and turns your weapon into a real threat from the first turn of the game.
Pedal to the Metal
Red: 3.0
Yellow: 2.0
Blue: 3.0
The red and blue boost cards are all great, you will almost always play every one that you have and Pedal to the Metal is no different. The effect is great but often won’t be relevant as either your opponent will block this if they care about it or take the hit anyway.
Pour the Mold
Red: 1.0
Yellow: 1.5
Blue: 2.5
You almost never want to play this card, there are very few situations where giving an item go again are relevant. Most of the time you will block or pitch it making the blue version good filler while the rest are mediocre at best.
Aether Sink
Yellow: 0-3.5
Play it against Wizard if you need additional Arcane Barrier effects, same with Runeblade if you have no other options. Unplayable against Ranger and Wizard.
Cognition Nodes
Blue: 3.0
Like Drone of Brutality, this card really helps you to win those grindy match ups. Do note that the attack has to hit for you to be able to use the effect meaning your opponent can block out at the end of the game to prevent you from recurring the same card over and over.
Over Loop
Red: 3.0
Yellow: 2.5
Blue: 3.0
Another great boost card, the recurring effect can be useful especially if your game plan revolves around boosting a lot of cards away.
Throttle, Zero to Sixty, & Zipper Hit
Red: 3.5
Yellow: 2.5
Blue: 3.0
I’ve grouped these cards together because really, they are a cycle of a cycle, the red versions are typically the best followed by the blue then yellow versions. Zero to Sixty is probably the best out of the three as costing zero is very beneficial, especially if you are looking to play cards like Maximum Velocity or have High Octane activated.
Locked and Loaded
Red: 3.0
Yellow: 2.5
Blue: 2.5
A solid common but often generally weaker than any of the boost cards. Works well with dominate effects to really push damage through.
Dissipation Shield
Yellow: 2.0-3.0
A solid card in a more controlling version of Dash, it also has added value against Wizard as another way to block damage outside of Arcane Barrier. In a more aggressive version, it has limited uses and should only be considered if you have no other options.
Hyper Driver
Red: 3.5
Probably the best starting item outside of the higher rarity cards, additional resources are always welcome especially in aggressive decks looking to set up big boost turns.
Optekal Monocle
Blue: 2.5
A decent starting item if you have no other options, the fact it is blue really makes this card playable, the opt effect is great when you look to setup a big turn to ensure you never miss a boost.
Convection Amplifier
Red: 3.0
Just behind Hyper Driver in terms of good starting items, this card has extra value if you happen to pair it with Cognition Nodes or attacks with powerful on-hit effects.
Viserai
Hero Rating: 4.0
My pick for the best overall hero in Limited, Viserai can usually be played regardless of the cards you have in your pool because his weapon can really make up for the weaknesses in the rest of your card pool, all it requires is that you have any old non-Attack Action to play before it. His hero ability is also very good as it requires your opponent to block two different types of damage at the same time.
Amplify the Arknight
Red: 2.5
Yellow: 2.0
Blue: 3.5
The blue version of this card is great, attacking for four is a great break point along with pitching and blocking for three. It can be difficult to stack up enough Runechants to really reduce the cost of this card but even the base rate of the red version is not terrible.
Arknight Ascendancy
Red: 5.0
What’s not to like? Reduced cost based on the number of Runechants you have, makes Runechants based on how much damage it deals, and it even has dominate to boot. One of the biggest bombs in the set and an absolute game winner, you can really build a deck around this card.
Become the Arknight
Blue: 4.0
A very versatile card allowing you to search up an attack, a non-attack or even nothing if you just want to activate your hero ability. It even blocks and pitches for three.
Bloodspill Invocation
Red: 2.0
Yellow: 1.5
Blue: 2.5
The on-hit effect is unreliable at best and it doesn’t block well either. The blue version is the best but even that is mediocre. Sometimes you will just need more non-Attack Actions though.
Drawn to the Dark Dimension
Red: 2.0
Yellow: 2.0
Blue: 3.0
Drawing cards is great but without spare action points it is a bit of a wasted effect. Really shines with Lead the Charge but otherwise it can be awkward and is expensive to cast if you do not have Runechants available.
Mordred Tide
Red: 4.5
A very powerful effect that can really start pumping out Runechants when paired with cards that create their own like Read the Runes and Oath of the Arknight as it adds additional Runechants for the card as well as your hero ability.
Oath of the Arknight
Red: 3.5
Yellow: 3.0
Blue: 3.5
One of the best rares available to Viserai, play every copy you have. While it costs more to play than Bloodspill Invocation, it always makes at least one Runechant and buffs your next attack. On top of that, it also blocks for three.
Read the Runes
Red: 3.5
Yellow: 3.0
Blue: 3.0
Best common by far, unconditional Runechant creation is always welcome, this card is a great single card turn after blocking and really sets you up for a big attack on the following turn. Not having go again is a bit of a downside but you can’t have everything.
Reduce to Runechant
Red: 3.5
Yellow: 3.5
Blue: 3.0
Another very solid rare cycle, great against every match up except maybe Wizard if they aren’t packing any attacks. Try to make sure you always have a spare Runechant lying around so you don’t have to pitch to pay for it though.
Rune Flash
Red: 2.5
Yellow: 2.0
Blue: 3.0
Great when you have Runechants, very awkward when you don’t. Having to pitch three for this type of effect is quite expensive. The fact it blocks for three means you will often just block or pitch it making the blue version the best.
Spellblade Assault
Red: 3.0
Yellow: 2.5
Blue: 3.5
When paired with a yellow or blue card it makes for a very solid two card turn setting you up well for future turns. The blue version is my pick as the best as you get two Runechants regardless.
Spellblade Strike
Red: 3.5
Yellow: 2.5
Blue: 3.0
Like Spellblade Assault but cheaper and only makes a single Runechant. A solid common that is a great way to end a big turn and set up for the next one.
Tome of the Arknight
Blue: 4.0
The key to this card is to pitch it early game and try to setup your deck in such a way that you have attacks and non-attacks alternating. This removes some of the randomness of the card and allows you to gain a huge advantage at the end of the game. Even without that, it’s a great way to start off a big turn and if you get lucky it really pays off.
Generic Equipment
Arcanite Skullcap
All Classes: 4.0
A great card for every class, being able to block an additional three life throughout the game is a real benefit. If I had to choose, I would say it is slightly better in Wizard than the other classes as you can block with it from turn one of the game.
Bracers of Belief
Kano: 1.0
Azalea: 3.5
Dash: 3.0
Viserai: 1.0
Decent in Azalea as you will generally have a high density of red cards, not as useful for the other classes and objectively bad in Kano and Viserai as you will normally have a lot of blue cards in your deck.
Mage Master Boots
Kano: 3.5
Azalea: 1.0
Dash: 1.0
Viserai: 3.5
The poor man’s Storm Striders, this card is great in a Kano decks to play two spells from hand in a single turn. Also allows you to start a big turn in a Viserai deck with a card like Read the Runes.
Nullrune Boots, Gloves, Hood, & Robe
Kano: 3.5
Azalea: 0.0
Dash: 0.0
Viserai: 3.0
I’ve ranked these based on who they are good against, play one against Viserai and as many as you have available against Kano.
Talismanic Lens
Kano: 3.0
Azalea: 3.0
Dash: 3.0
Viserai: 2.0
Sets up the top of the deck so Kano and Azalea can use their hero abilities and Dash can boost. Also has utility in Viserai to set up a Tome of the Arknight turn.
Vest of the First Fist
Kano: 1.5
Azalea: 3.0
Dash: 3.5
Viserai: 2.0
An excellent option in decks looking make use of attacks with go again.
Generic Cards
Art of War
Kano: 0.0
Azalea: 4.0
Dash: 4.0
Viserai: 1.5
Great in Azalea to attack with two arrows in a turn, also a good option in a dash deck on a big turn to give your attacks an extra few attack points.
Back Alley Breakline
Kano: 0.0
Azalea: 2.5
Dash: 2.5
Viserai: 1.5
Solid options in Azalea and Dash to get an extra action point, usually the Red version is the best in Azalea and blue is the best in Dash.
Cadaverous Contraband
Kano: 2.5
Azalea: 1.5
Dash: 1.5
Viserai: 2.5
Allows you to put your powerful non-Attack Actions back into your deck. The red version is generally the most useful as it has the highest chance of hitting.
Chains of Eminence
Kano: 1.5
Azalea: 0.0
Dash: 0.0
Viserai: 1.5
Doesn’t block for three and it’s hard to know what cards to choose in sealed when your opponent could have anything in their deck. Stay away unless you really need the go again effect on a non-Attack Action.
Come to Fight
Kano: 2.0
Azalea: 3.0
Dash: 2.0
Viserai: 3.0
Azalea and Viserai can make great use of all versions of this card, it initiates Viserai’s hero ability and allows you to pump up a big dominate arrow. It even has some use in Kano and Dash as a blue non-attack that blocks for three.
Command and Conquer
Kano: 3.5
Azalea: 4.0
Dash: 4.0
Viserai: 4.0
Great for every class, not only does it prevent your opponent from blocking with defensive cards, it also forces them to either prevent all of their damage or lose an Arsenal card meaning they can never swing back at you with a full five cards.
Eirina’s Prayer
Kano: 0.0
Azalea: 2.5
Dash: 2.0
Viserai: 1.5
Has limited uses in decks packing a significant number of blue cards. The red version is generally great in Azalea as a sideboard card against Wizard and possibly even Viserai.
Enchanting Melody
Kano: 2.5
Azalea: 1.5
Dash: 1.5
Viserai: 2.5
As defensive options go, it is one of the few that works with Kano’s hero ability making it useful if only for that reason. Great against decks looking to attack with a single large hit but should be sideboarded out against Viserai as it will only block a single point of damage against Runechant tokens.
Eye of Ophidia
Kano: 4.0
Azalea: 3.0
Dash: 1.5
Viserai: 1.5
One of the best ways Kano has to set up the top of the deck and play at instant speed, incredibly strong for Kano in Constructed, not as good in sealed but still a solid card if you are lucky enough to open one. Azalea has some use for the card as well to help put an arrow on top of your deck.
Fate Foreseen
Kano: 2.0
Azalea: 2.5
Dash: 2.5
Viserai: 2.5
The red version of the card is pretty good, blocking for four is always welcome. The yellow and blue versions are mediocre as there are not many Attack Reactions effects you need to play around in sealed.
Fervent Forerunner
Kano: 1.5
Azalea: 2.5
Dash: 1.5
Viserai: 1.5
The on-hit effect is decent to setup an arrow as the second card on your deck. This allows you to use Death Dealer, draw a card then replace an arrow to shoot one with dominate. The red version is the best for Azalea.
Force Sight
Kano: 2.0
Azalea: 2.5
Dash: 1.0
Viserai: 2.5
Like Fervent Forerunner but does not require an on-hit effect. It is also a non-attack making it better in Kano and Viserai decks. The red version is better in Azalea and Viserai while Kano could consider the blue version.
Lead the Charge
Kano: 1.5
Azalea: 2.5
Dash: 1.0
Viserai: 2.5
The yellow version is pretty good in Azalea to set up a two arrow turn or arrow plus another attack. The blue version is great when paired with Drawn to the Dark Dimension in Viserai as it also pitches for three.
Life for a Life
Kano: 3.5
Azalea: 3.5
Dash: 2.5
Viserai: 3.5
The red version is far and away the best for all four classes, there are very few ways to block four damage in this format making the on-hit effect almost a given. Kano even starts the game off at a lower life total meaning you can play it from turn one.
Moon Wish
Kano: 3.5
Azalea: 1.5
Dash: 1.5
Viserai: 2.0
The on-hit effect is very powerful if you can pull it off, but the biggest benefit is that it allows you to put a card on top of your deck. This makes it very easy to setup a decent turn in a Kano deck involving an attack for five followed up with a Wizard action from the top using Kano’s hero ability. The red and yellow versions are probably the best as they are the most awkward for your opponent to block.
Plunder Run
Kano: 1.5
Azalea: 3.5
Dash: 3.0
Viserai: 3.5
One of the better generic rares in the set, this card can set up some crazy turns when played from the Arsenal. All the versions are decent with the red and yellow versions being slightly better in Azalea decks while the blue version is pretty good in Viserai.
Pursuit of Knowledge
Kano: 4.0
Azalea: 2.0
Dash: 2.0
Viserai: 3.0
It has a relevant card effect in both Kano and Viserai decks while also pitching blue. Not really where you want to be in Azalea or Dash decks outside of control variants.
Push the Point
Kano: 1.0
Azalea: 2.5
Dash: 3.0
Viserai: 2.5
The red version is great in aggressive decks looking to attack multiple times a turn but is mediocre in decks looking to go big.
Ravenous Rabble
Kano: 1.5
Azalea: 3.5
Dash: 3.0
Viserai: 3.0
The red and yellow versions are great in an Azalea deck with a high red card count. Aggressive versions of Dash and Viserai can also make use of the red version but will often be running more blue cards making it much worse. Let’s you look at the top card of your deck in Kano but there are better options out there if that’s what you are looking to do.
Rifting
Kano: 2.5
Azalea: 1.5
Dash: 1.5
Viserai: 2.5
A solid attack in both Viserai and Kano decks, allowing you to play multiple cards a turn if it hits. The red and blue versions are usually the best.
Rusted Relic
Kano: 1.0
Azalea: 1.0
Dash: 1.0
Viserai: 1.0
Sideboard card if you need additional Arcane Barrier but you really don’t want to have to play this card.
Sun Kiss
Kano: 3.0
Azalea: 1.5
Dash: 1.5
Viserai: 2.5
Plays well if you can attack with Moon Wish first and have an extra action point lying around. You can combo this with Moon Wish in Kano by putting Sun Kiss on top of your deck to pay the alternative cost and pitching a blue card to play it at instant speed generating an action point. All the versions are good with Kano, I would probably play every one that you open.
Vigor Rush
Kano: 1.5
Azalea: 2.5
Dash: 2.0
Viserai: 2.5
Decent if you need more attacks with go again effects in your deck. The red version is the best here.
Whisper of the Oracle
Kano: 3.5
Azalea: 2.5
Dash: 1.5
Viserai: 3.0
The blue version of the card is one of the best commons in the set for Kano and Viserai, it blocks for three and has value as a way to set up to top of your deck or activate Viserai’s hero ability. The yellow and red versions have utility in Azalea to spend excess cards to set up an arrow attack with dominate.