got a hogger in a pack, where could I try to fit it? or is just 400 dust?
Hogger is a solid tier 2 or 3 legendary. The 6 mana slot is pretty crowded for most decks, but it's mostly crowded with other legendary cards. He isn't as good as Sylvanus, Harrison, or Black Knight; but he makes a great gap filler until you flesh out your collection.
Hogger can really shine against aggo decks that don't take him out immediately. At worst he is a 6/6, but after 2 or 3 rounds on board he gets massive value.
He is used in some Druid decks. His spawns can combo with Savage Roar. He is great when Innervated out on turn 4 since it reduces the options your opponent has to deal with him.
Is there a good place to read (as opposed to watch) the reasoning behind the rankings of some of these cards? Although like you say I get it needs to be taken with a pinch of salt.
For example rating Arcane Missiles below average is baffling to me, it's cheap (and often free) has synergies with all sorts of cards, helps maintain early board control, can hit stealth minions (often saving you against Shades of Naxxramas), reaches behind taunts, breaks divine shields, trigger counterspell to save your bigger spells and can work well in conjunction with the hero power.
Admittedly it's not always reliable but the same could be said about all sorts of cards.
The best way to learn the pros and cons of various cards is just to watch pro streamers. Many of them discuss why cards are bad or good during their draft.
Arcane Missles is not great in Arena for a lot of reasons.
> It's difficult to get value with on it's own. If the 3 damage hits face it's a useless card. If it leaves a minion with 2 health it's generally useless.
> It's a random ping in a class that can already use it's hero power to ping where it wants. If this card were in a class that couldn't ping as a hero power it would be more valuable, but it's often much smarter to use hero power and save a card.
>It requires combos to be great. You can't plan your draft options, so you should never draft for combos. You have to judge the card on it's own. (If you have already drafted several Flamewakers and Appretices the spell gains value, but so do all of your spell options, many of which will still be better than this)
>It is a very weak recover card. If you are behind this card doesn't do much to bring you back.
>It's low cost generally means you will be spending more cards than your opponent. This means you'll be top decking sooner. So you need more card draw, which means you have have to draft weaker minions or spells that draw cards, which means you are trying to plan your draft, which isn't possible, and loops back into a deadly 0-3 arena run.