Very powerful draw engine, but generally when druid has a board the main thing they want to spend mana on is to make sure that board sticks. This does not impact the board, so I think that in general Druid will stick to their instant draw cards like Guess the Weight and Fungal Fortunes.
Fodder for quest, basically completes 2/3s of the first tier so why wouldn't you play this?
But outside of that, its hard. Warrior decks hardly need the draw, and since it'll only ever draw pirates you need to have at least 4-5 pirates in your deck to make this card worth it, and I just can't see that.
It's flexible in a good way: you can use it early for board presence or later as a mini-Savage Roar. Will it be good enough to take up a deck slot in an already tight deck though? Maybe.
Its good because its a pirate, it gives you 2 attack, and its a respectable 3/3 body.
There's simply very little what this thing can't do. Perhaps not in every deck, but if you're running the quest, or playing midrange, this is a sure contender for inclusion.
If you're playing midrange, then this is just fine. Proct the quest at least, if nothing else.
The problem is that it only has 2 attack. And 2 attack can't even kill a crocolisk. So why you'd need this? Yes, it gives you health, but unless you're facing burn decks there's just no reason to ever need this card. Any 3 drop will be better than this one.
Its for the quest. Outside of that, I wouldn't touch this card even if all 3 drops were suddenly banned from play.
Just no good. Darkglare support is fine, but this simply has too low an attack to ever be worth it.
2 damage, even on turn 1-2 is usually not adequate, and for each attack that doesn't kill anything, what is the point even playing this minion other than the darkglare synergy? For the quest? Had it been a 1 drop with lower health that might be fine. But as a 2 drop the requirement is to at very least trade with other 2 drops favorably if possible. And this one doesn't even do that.
Too expensive for zoo, and can be silenced in a meta where Im sure Royal Librarian will be everywhere. Wonder what it means when it reads 'at the end of the turn'? Is this false advertising ala Neeru Fireblade again?
In a world where there's tradeable cards, the only reason you'd play this is to double your chance to draw the quite excellent Canal Slogger. Otherwise, just swap this for a tradeable card, any tradeable card.
Too slow, and too cumbersome. There no chance you're saving up overload cards just so this card can shine, and even if you manage it its only spawning 2/3s.
The only god play this card has is a turn 4 Lightning Bloom into two more overload cards. Even still the tokens have a mere 2 attack which means it doesn't necessarily take value trades all that easily. And you've just emptied your hand for this.
New Druid Spell - Composting
Very powerful draw engine, but generally when druid has a board the main thing they want to spend mana on is to make sure that board sticks. This does not impact the board, so I think that in general Druid will stick to their instant draw cards like Guess the Weight and Fungal Fortunes.
New Warrior Minion - Harbor Scamp
Fodder for quest, basically completes 2/3s of the first tier so why wouldn't you play this?
But outside of that, its hard. Warrior decks hardly need the draw, and since it'll only ever draw pirates you need to have at least 4-5 pirates in your deck to make this card worth it, and I just can't see that.
New Druid Spell - Sow the Soil
It's flexible in a good way: you can use it early for board presence or later as a mini-Savage Roar. Will it be good enough to take up a deck slot in an already tight deck though? Maybe.
New Druid Minion - Wickerclaw
I have no faith in an attack druid, and this card doesn't have enough activators besides Pounce.
New Warrior Minion - Stormwind Freebooter
Its good because its a pirate, it gives you 2 attack, and its a respectable 3/3 body.
There's simply very little what this thing can't do. Perhaps not in every deck, but if you're running the quest, or playing midrange, this is a sure contender for inclusion.
New Druid Minion - Vibrant Squirrel
Has a bit of potential in a draw-heavy Token Druid deck, but pre-nerf Gibberling this is not.
New Neutral Minion - Stockades Prisoner
Not sold on it.
Like Lundy said: play this on turn two and follow up with 3 one-drops. But if you curve out with a three-drop, four-drop, and so on it's pretty bad.
Also Imprisoned Felmaw immediately attacks, which this here doesn't.
New Demon Hunter Minion - Metamorfin
Goldshire Footman meets Bladed Cultist. Neither one saw any real play and neither will this.
New Demon Hunter Spell - Fel Barrage
Quite decent, overstatted removal and face damage. Only wonder if it recalculates the lowest health minion in between casts.
New Demon Hunter Minion - Irebound Brute
DH just... doesn't want this? It has better taunts that aren't played, like Ashtongue Battlelord and Insatiable Felhound.
New Demon Hunter Spell - Sigil of Alacrity
Slow card, might work in OTK DH since it's technically 1 mana to cycle, but I feel like it's not worth giving up a deckslot for.
New Demon Hunter Spell - Chaos Leech
Worse Eye Beam, and DH doesn't need the effect that badly that it wants to run 4 copies of it.
New Demon Hunter Weapon - Lion's Frenzy
Bad card, DH has much better weapons. This would only be viable in Quest DH, and I don't see that being very promising in general.
New Demon Hunter Minion - Felgorger
Would be a strong effect in other classes, but DH has so much draw that's it's hardly worth sacrificing stats for.
New Warrior Minion - Cargo Guard
If you're playing aggro, this is just trash.
If you're playing midrange, then this is just fine. Proct the quest at least, if nothing else.
The problem is that it only has 2 attack. And 2 attack can't even kill a crocolisk. So why you'd need this? Yes, it gives you health, but unless you're facing burn decks there's just no reason to ever need this card. Any 3 drop will be better than this one.
Its for the quest. Outside of that, I wouldn't touch this card even if all 3 drops were suddenly banned from play.
New Warrior Minion - Stormwind Freebooter
Comparable to Gan'arg Glaivesmith which I don't see very often. No condition and one more health for one less attack.
United in Stormwind Final Cards Leaked - All 81 Missing Collectible Cards
I feel like a dumb ass. Thank you.
New Warrior Minion - Cargo Guard
A much better Benevolent Djinn.
New Warrior Minion - Cowardly Grunt
Big or bust. That's more or less the review of this card.
New Warlock Minion - Bloodbound Imp
Just no good. Darkglare support is fine, but this simply has too low an attack to ever be worth it.
2 damage, even on turn 1-2 is usually not adequate, and for each attack that doesn't kill anything, what is the point even playing this minion other than the darkglare synergy? For the quest? Had it been a 1 drop with lower health that might be fine. But as a 2 drop the requirement is to at very least trade with other 2 drops favorably if possible. And this one doesn't even do that.
New Warlock Spell - Dreaded Mount
I want to like this. But I can't.
Too expensive for zoo, and can be silenced in a meta where Im sure Royal Librarian will be everywhere. Wonder what it means when it reads 'at the end of the turn'? Is this false advertising ala Neeru Fireblade again?
New Warlock Minion - Entitled Customer
Another board clear? When Hysteria more or less does the job, why do you even need this card?
Its mostly just a Twisting Nether on a stick. But it cant clear divine shielded minions, it can't clear Moonfang, and it takes up 6 mana.
Probably not.
New Shaman Spell - Investment Opportunity
Does what the card says. Meh.
In a world where there's tradeable cards, the only reason you'd play this is to double your chance to draw the quite excellent Canal Slogger. Otherwise, just swap this for a tradeable card, any tradeable card.
New Shaman Minion - Canal Slogger
I dont need to review this. It speaks for itself.
If you dont think this will be in every shaman deck until the next expansion, I'd be worried about you more than anything else.
New Shaman Minion - Spirit Alpha
Too slow, and too cumbersome. There no chance you're saving up overload cards just so this card can shine, and even if you manage it its only spawning 2/3s.
The only god play this card has is a turn 4 Lightning Bloom into two more overload cards. Even still the tokens have a mere 2 attack which means it doesn't necessarily take value trades all that easily. And you've just emptied your hand for this.