This card will require a well tuned deck to utilize properly. I suppose you would need some ramp to get there and then some card draw to make sure you draw enough of your now discounted cards to make them useful. Do you include early game removal as well or just go with the ramp package?
I initially rated this 4 stars, but now I'm rethinking. It is at least limited to enemy minions, so you can count on it being effective for early board control. I guess the important part will be to be aware of frenzy potential.
Many of Paladin spells are Holy. If you're not interested in Libram spam strategy, it might tutor some other spells.
A fact that a lot of people seem to be ignoring in this thread. I doubt Paladins are ready to give up almost all other spells just to make the Libram draws more consistent.
1/1 seems weak at first glance, but Novice Engineer saw play from time to time in control, combo decks. For one less mana, you get to draw a specific school spell. Nice cycle, I would say.
Kind of a converse of secret keeper. It has good enough stats to be played and be significant without a secret reveal. I think it will be most significant in Paladin or Hunter.
Good early board clear and incidental armor gain for slower warrior decks. But, I think just as important is that it gives Warrior another tool for activating Frenzy effects.
Hex on a stick is pretty good. The requirement to have elementals in order to get value makes me think twice about i the though. Sure it keeps some hard removal for Shaman, but it requires two cards to enable with one of them almost needing to be prescient in being played.
This is an interesting take on hand buff. The only caravan card that I'm not completely sold on, but it could be just good enough to give midrange or control the opportunity to get established.
New Druid Spell - Celestial Alignment
This card will require a well tuned deck to utilize properly. I suppose you would need some ramp to get there and then some card draw to make sure you draw enough of your now discounted cards to make them useful. Do you include early game removal as well or just go with the ramp package?
New Neutral Minion - Taurajo Brave
Nice stats and removal 🤙
New Priest Spell - Devouring Plague
I initially rated this 4 stars, but now I'm rethinking. It is at least limited to enemy minions, so you can count on it being effective for early board control. I guess the important part will be to be aware of frenzy potential.
New Shaman Minion - South Coast Chieftain
"Murloc sounds"
New Priest Minion - Void Flayer
Bring back lyra and this might be played
New Neutral Minion - Hog Rancher
Decent utility card. An understatted body with an extra attach token ping.
New Warlock Minion - Blood Shard Bristleback
3/3 lifesteal with a bonus, not bad
New Paladin Minion - Knight of Anointment
1/1 seems weak at first glance, but Novice Engineer saw play from time to time in control, combo decks. For one less mana, you get to draw a specific school spell. Nice cycle, I would say.
New Priest Minion - Xyrella
Strong af
New Neutral Minion - Crossroads Gossiper
Kind of a converse of secret keeper. It has good enough stats to be played and be significant without a secret reveal. I think it will be most significant in Paladin or Hunter.
New Warlock Minion - Kabal Outfitter
Ok zoo card, not too impactful
New Warrior Weapon - Outrider's Axe
One of the best weapons 👌
New Warrior Spell - Rancor
Good early board clear and incidental armor gain for slower warrior decks. But, I think just as important is that it gives Warrior another tool for activating Frenzy effects.
New Shaman Minion - Earth Revenant
SOLID
New Rogue Minion - Field Contact
Rogue needed a little more draw tbh
New Neutral Minion - Hog Rancher
Could help in an evolve deck but unlikely
New Rogue Minion - Field Contact
We saw what happened when an aggressive class gets sick card draw (demon hunter rampages). I really think Rogue is going to be nuts in this expansion.
New Neutral Minion - Crossroads Gossiper
Can scale quickly, I like
New Shaman Minion - Lilypad Lurker
Hex on a stick is pretty good. The requirement to have elementals in order to get value makes me think twice about i the though. Sure it keeps some hard removal for Shaman, but it requires two cards to enable with one of them almost needing to be prescient in being played.
New Rogue Minion - Field Contact
Insane draw potential
New Shaman Minion - Lilypad Lurker
Even if the hex was random this would be good
New Hunter Minion - Prospector's Caravan
This is an interesting take on hand buff. The only caravan card that I'm not completely sold on, but it could be just good enough to give midrange or control the opportunity to get established.
New Warrior Minion - Stonemaul Anchorman
Card draw is great.
New Rogue Minion - Field Contact
Almost miracle combo with a cooperating deck
New Warrior Spell - Rancor
Both good and bad