This is a pretty neat mechanic for Demon Hunter, which I do like since they were starting to feel like a one-trick pony. The damage is quite strong, although I feel like its downfall will be that it's quite bad when your opponent has a board which is generally when you want to use board clears. Otherwise the best use for it is to pre-emptively stop your opponent from playing minions.
Pretty solid in Murloc Shaman, although I don't anticipate this being a Standard deck (at least not now with the cards we know at the moment). In Wild though, where I imagine Murloc Shaman is more likely to exist, it could be pretty strong.
I do suppose this also means we should expect Murloc Shaman support.
Decent Rank Up spell that is quite flexible. I guess you can technically say that about all Rank Up spells though. There's just not that much to say about it other than it seems pretty alright.
This artwork belongs on a freaking Warrior card, not a Mage.
This card will be dependent on what future Hero Power support cards we get, but the reward is pretty strong. This card makes Jan'alai look really bad, lol.
Eh, probably not. Board clear is something that only Midrange or Control decks would want, and the downside of destroying cards in your deck seems more like it would be on an Aggro card. It results in this card going two different directions at once.
This does somewhat depend on what spells are Shadow spells, although these types of effects usually end up being playable so I reckon this probably will too.
I've seen this effect so many times on fan-made cards, so I really like that it's finally in the game.
It has pretty decent potential, although you'd probably want a board before playing this. Fortunately, you are playing Paladin which is quite good at getting boards.
Let's see what kind of cheap Holy spells end up being worth using, besides Libram of Wisdom of course. If this thing pumps out tokens and you buff them, it could be very nice.
Historically, I tend to not really think of Hunter as a class that deals with lots of spell slinging other than of course, Spell Hunter (which being a minion, does kinda turn this off). With Lock and Load added to the Core set though, there is quite a bit of potential there. Otherwise though, it's probably not that strong at the moment. Would like to see some support for it though.
I'm almost always scared of 0-cost things! Sure, Shadow spells mostly have downsides (sacrifice health, cards, or minions), but still... she seems very powerful.
I think the downside is too high. Best use I can think for it is to stabilize the board on Turn 4-5 against an aggro/flood deck, but do you want to destroy 4-7 (probably valuable) cards as a slower deck? I know, I know, if the aggro deck doesn't win by a certain point, you win and those cards might as well have been at the bottom of your deck, never to be drawn because the game ends before they can be.
The deck needs to be minion dense for this to get good value. Not sure if this will work with dude-dadin. You can get a wide board from all the generated dudes, however, the dudes don't get buffs if they aren't on board since they are usually summoned by spells.
Day 2 Recap of Forged in the Barrens Card Reveals - All 17 New Cards!
It means there are 6 less cards being revealed for tomorrow (today for most of us at this point) but overall, not a big deal.
New Demon Hunter Spell - Sigil of Flame
This is a pretty neat mechanic for Demon Hunter, which I do like since they were starting to feel like a one-trick pony. The damage is quite strong, although I feel like its downfall will be that it's quite bad when your opponent has a board which is generally when you want to use board clears. Otherwise the best use for it is to pre-emptively stop your opponent from playing minions.
New Neutral Minion - Horde Operative
This is a really funky way to do tech, although weird since it doesn't actually get rid of the Secrets.
Maximum hilarity: Play this, then play Eater of Secrets. Now YOU have the Christmas tree.
New Shaman Spell - Nofin Can Stop Us
Pretty solid in Murloc Shaman, although I don't anticipate this being a Standard deck (at least not now with the cards we know at the moment). In Wild though, where I imagine Murloc Shaman is more likely to exist, it could be pretty strong.
I do suppose this also means we should expect Murloc Shaman support.
New Priest Minion - Lightshower Elemental
A pretty strong Taunt + healer. 6/6 Taunt that just heals you for 8 is good, and it also heals your other minions.
New Hunter Spell - Tame Beast (Rank 1)
Decent Rank Up spell that is quite flexible. I guess you can technically say that about all Rank Up spells though. There's just not that much to say about it other than it seems pretty alright.
New Mage Minion - Mordresh Fire Eye
This artwork belongs on a freaking Warrior card, not a Mage.
This card will be dependent on what future Hero Power support cards we get, but the reward is pretty strong. This card makes Jan'alai look really bad, lol.
New Mage Minion - Reckless Apprentice
It's a 4 mana 3/5 with an Arcane Explosion. That's pretty good. And then it also has Hero Power synergy on top of that!
New Rogue Minion - Oil Rig Ambusher
It's literally Quick-Time!
This card seems like it'll probably be pretty good. It's decent for bouncing, and a 4/4 for 4 that deals 2 damage is by itself pretty serviceable.
New Priest Spell - Condemn (Rank 1)
Oh hey, another Priest board clear. How many of these do we have now?
But this one seems good.
New Warlock Spell - Grimoire of Sacrifice
Seems beautiful. This condition on effects usually end up being playable.
And Nerubian Egg is being added to Core, which is an amazing target.
New Warlock Spell - Soul Rend
Eh, probably not. Board clear is something that only Midrange or Control decks would want, and the downside of destroying cards in your deck seems more like it would be on an Aggro card. It results in this card going two different directions at once.
New Warlock Minion - Tamsin Roame
This does somewhat depend on what spells are Shadow spells, although these types of effects usually end up being playable so I reckon this probably will too.
New Paladin Minion - Cariel Roame
Great card if there's going to be more synergy around playing Holy spells (very likely).
New Paladin Spell - Invigorating Sermon
I've seen this effect so many times on fan-made cards, so I really like that it's finally in the game.
It has pretty decent potential, although you'd probably want a board before playing this. Fortunately, you are playing Paladin which is quite good at getting boards.
New Paladin Minion - Cariel Roame
I can see this card see play even as a 4/3 Rush with DS.
With the persistent text, I think this is an auto include in any paladin deck that run a decent number of holy spells.
New Paladin Minion - Veteran Warmedic
Let's see what kind of cheap Holy spells end up being worth using, besides Libram of Wisdom of course. If this thing pumps out tokens and you buff them, it could be very nice.
New Paladin Spell - Invigorating Sermon
When handbuff grows up into playablebuff. Let's go!!!
New Paladin Minion - Cariel Roame
It's a 4 mana 4/3 with Rush and Divine Shield. That alone is already really good.
New Hunter Minion - Kolkar Pack Runner
Historically, I tend to not really think of Hunter as a class that deals with lots of spell slinging other than of course, Spell Hunter (which being a minion, does kinda turn this off). With Lock and Load added to the Core set though, there is quite a bit of potential there. Otherwise though, it's probably not that strong at the moment. Would like to see some support for it though.
New Warlock Minion - Tamsin Roame
I'm almost always scared of 0-cost things! Sure, Shadow spells mostly have downsides (sacrifice health, cards, or minions), but still... she seems very powerful.
New Warlock Spell - Soul Rend
I think the downside is too high. Best use I can think for it is to stabilize the board on Turn 4-5 against an aggro/flood deck, but do you want to destroy 4-7 (probably valuable) cards as a slower deck? I know, I know, if the aggro deck doesn't win by a certain point, you win and those cards might as well have been at the bottom of your deck, never to be drawn because the game ends before they can be.
New Warlock Spell - Grimoire of Sacrifice
Good card, as long as you have cheap noobs to sacrifice.
New Paladin Spell - Invigorating Sermon
A poor man's Survival of the Fittest. Not as swingy but also not as clunky.
The deck needs to be minion dense for this to get good value. Not sure if this will work with dude-dadin. You can get a wide board from all the generated dudes, however, the dudes don't get buffs if they aren't on board since they are usually summoned by spells.
New Hunter Minion - Kolkar Pack Runner
A good card! Let's see how many good spells they'll have to make use of it.