I like doing spell damage like this. Spell damage is hard to use since the more spells you can cast with it, the more damage that card is dealing. So you fall into this trap of hoarding your cards until you can cast a ton of spells in a single turn off of one spell damage minion. But since this gives you a set amount of spell damage, you feel more comfortable using it in more scnarios.
Probably one of the best defensive cards they ever made. You can play it for tempo early and it'S fantastic at stalling early on. The small size makes it also far less likely to be hard removed.
Only issue is when you play this while not having been damaged vs midrange decks, but that's probably not a big concern.
I wouldn't call this the best defensive card they've ever made. It blocks 8 damage for 3 mana. Granted, a taunt minion is different then just gaining armor. But this isn't that much better than something like Hot Spring Guardian or Deathlord or the new Feral Spirit. It is a good card, but I am not convinced it is as powerful as some people are making out.
Alright maybe I'm overexaggerating, but in terms of recent years this is very good seeing how cautious they have been about neutral healing options.
Well, unless you're looking at playing Razorboar on 2, this is simply worthless as a weapon. With so many good weapons in dhunter, this one struggles mightily to be relevant, but with potential antisynergy with Vengeful Spirit and Death Speaker Blackthorn, I don't think we'll be seeing this any time soon.
This is probably not the card you want to play on Turn 2. There are some nice 2 drops you would rather play. When you have finally a board that can protect it, you may drop it and it might stick.
The mana reduction from the studies has never felt insignificant, though I am not sure if the 1/2 elemental is better than discovering a card. If you drop it on turn one it lets you play a 3-drop on turn 2 which is very good for tempo, if nothing else it should help you trigger your "if you played an elemental last turn" stuff since it gives you more flexibility in how you can spend your mana.
New Druid Spell - Pride's Fury
since there is arbor up i dont think i would run this in my deck but a good discover target
New Neutral Minion - Talented Arcanist
I like doing spell damage like this. Spell damage is hard to use since the more spells you can cast with it, the more damage that card is dealing. So you fall into this trap of hoarding your cards until you can cast a ton of spells in a single turn off of one spell damage minion. But since this gives you a set amount of spell damage, you feel more comfortable using it in more scnarios.
New Neutral Minion - Death's Head Cultist
Alright maybe I'm overexaggerating, but in terms of recent years this is very good seeing how cautious they have been about neutral healing options.
New Demon Hunter Weapon - Tuskpiercer
Well, unless you're looking at playing Razorboar on 2, this is simply worthless as a weapon. With so many good weapons in dhunter, this one struggles mightily to be relevant, but with potential antisynergy with Vengeful Spirit and Death Speaker Blackthorn, I don't think we'll be seeing this any time soon.
New Shaman Minion - Tinyfin's Caravan
This is probably not the card you want to play on Turn 2. There are some nice 2 drops you would rather play. When you have finally a board that can protect it, you may drop it and it might stick.
New Mage Spell - Refreshing Spring Water
I think it's pretty decent, better than arcane intellect with at most 2 mana draw 2
New Shaman Minion - Earth Revenant
Control Elemental. Kill all the murlocs.
New Mage Spell - Runed Orb
good good, mage needs this now
New Neutral Minion - Far Watch Post
this is the best power, even if it is tier 10 gonna try some watchtower decks
New Hunter Minion - Prospector's Caravan
This card is slow, like a caravan, and slow and steady wins the race.
New Mage Spell - Runed Orb
Will see lots of play! I call it!
New Rogue Minion - Efficient Octo-bot
Interesting combo piece enabler, maybe some can found a good use for it
New Mage Spell - Oasis Ally
Solid secret. Not crazy, but solid
New Rogue Minion - Field Contact
A really efficient way to cycle through your deck
New Druid Spell - Thorngrowth Sentries
Token druid always get the same stuff I guess
New Mage Minion - Rimetongue
That 0-mana Frost looking beautiful.
New Hunter Minion - Pack Kodo
seems like an arena card actually
New Mage Spell - Refreshing Spring Water
Too good in spell mage if that goes off
New Paladin Spell - Galloping Savior
Paladins get cards that care about controlling secrets.
New secret is hard to trigger early game allowing you secret synergy without fear of it triggering.
People complain that the secret is too hard to trigger ignoring the other cards that care about secrets.
New Mage Minion - Rimetongue
Is there really enough freeze spells to make this worth? not in my opinion
New Hunter Minion - Prospector's Caravan
hmm kelesath? jr?
New Mage Spell - Oasis Ally
Ice Barrier is in Core, so Frost synergy doesn't completely spoil the secret.
Even if it does, this is a pretty hard secret to play around for a lot of decks.
New Rogue Minion - Field Contact
Should be a great card, might single-handedly change how Miracle Rogue works along with the rotation, and a good replacement for Whirlkick Master.
New Neutral Minion - Kindling Elemental
The mana reduction from the studies has never felt insignificant, though I am not sure if the 1/2 elemental is better than discovering a card. If you drop it on turn one it lets you play a 3-drop on turn 2 which is very good for tempo, if nothing else it should help you trigger your "if you played an elemental last turn" stuff since it gives you more flexibility in how you can spend your mana.
New Druid Minion - Thickhide Kodo
hmm taunt druid is becoming real