Another nice support card for Spell Druid. It's not spectacular, but it brings versatility and the Mini can bring more Spell Damage to the table for the killing turn. I really like it.
This is a really strong card. The Taunt is essential here and the buffs are very impactful. I have high hopes for Handbuff DK to take off and this will be a centerpiece of that deck.
The flavor is awesome but the power level is horrible. Anything with a Battlecry just ignores this and it's way too easy to remove. Won't see play imo.
If it only killed enemy minions it would have been cool, but like this it's a liability. Maaaaaaybe Mech Warrior could use it but that's a big stretch.
My first impression is that this is awfully slow, but maybe that's just me being used to Wild power levels. Of course anything that swarms the board will be welcome in Paladin, but I could also see DK using this as a corpse generator that slows down the game enough to reach their payoff cards. 3 stars for now.
I don't think people will go hard on this, Gaslight Gatekeeper or not. A giant alone won't win you the game after all. It might find a spot as a support card in decks that want to draw a lot anyway, but I don't see it as a centerpiece anywhere as of now.
Super strong card. I'm not too much into Miracle Rogue bullshitery, but I'll defo slip this into my Wishing Well list if I should open it from a pack. Adorable artpiece as well!
Sadly, another card that encapsules too much RNG for me. Triggering the effect should be doable, but the payoff is just way too unreliable for my taste. For every awesome outcome you'll get 3 let downs.
I agree with the comment before mine. While the effect is solid, the cost is a bit too high to make me want to play this in a no minions list. It might be a nice target for Watercolor Artist in a regular list though.
The win condition for Spell Druid and I'm here for it. The one thing I'm mad about is that the googly eyes from the reveal video haven't made it into the actual game.
This already makes me afraid of what people will do with it in Wild. The tutor for Muckmorpher in Big Shaman is something scary for example. I hope it gets nerfed to 4.
It's so frustrating to see the difference between Mage and Druid here... both got support for new archetypes, but only Druid has received an actual win condition. This is a very welcome support card and it will see a lot of play because Spell Druid will probably work out.
Again, a good support card for no minions mage, but not game winning either. And that's exactly what the deck is missing. So no, I don't think this will work out.
I'm skeptical as well as I don't see the synergies that are worth running this yet. That actually makes me a bit sad because the Signature artwork is so beautiful! Let's hope we'll get a good target card soon.
On its own this card is not it. If you manage to combo it with the board wide bonus effect minion, Bunny Stomper or some other usefull stuff, this might become really good. Wild has a lot of cards you'd like to combo this with.
Strong refill for Spell Mage, but I doubt that's enough to make the deck work. I mean... What's your win condition? You can't beat your opponent with a bunch of support cards and random effects.
Oh come on, can we just stop pumping out those RNG heavy casino cards? I hate losing to those and I don't like playing them either. That said, no minion mage has some flavor-related appeal, so I'm happy that archetype got some support. Unfortunately, it probably wasn't enough.
Another nice support card for Spell Druid. It's not spectacular, but it brings versatility and the Mini can bring more Spell Damage to the table for the killing turn. I really like it.
This is a really strong card. The Taunt is essential here and the buffs are very impactful. I have high hopes for Handbuff DK to take off and this will be a centerpiece of that deck.
The flavor is awesome but the power level is horrible. Anything with a Battlecry just ignores this and it's way too easy to remove. Won't see play imo.
If it only killed enemy minions it would have been cool, but like this it's a liability. Maaaaaaybe Mech Warrior could use it but that's a big stretch.
My first impression is that this is awfully slow, but maybe that's just me being used to Wild power levels. Of course anything that swarms the board will be welcome in Paladin, but I could also see DK using this as a corpse generator that slows down the game enough to reach their payoff cards. 3 stars for now.
Disappointing call back card. The cost is off and it doesn't multiply like the old Patrons do. Weak card, not fun either. Meh.
Super strong card, any board that sticks will be a menace now. I wouldn't be surprised to see this go to 3 or even 4 at some point.
I don't think people will go hard on this, Gaslight Gatekeeper or not. A giant alone won't win you the game after all. It might find a spot as a support card in decks that want to draw a lot anyway, but I don't see it as a centerpiece anywhere as of now.
Super strong card. I'm not too much into Miracle Rogue bullshitery, but I'll defo slip this into my Wishing Well list if I should open it from a pack. Adorable artpiece as well!
Sadly, another card that encapsules too much RNG for me. Triggering the effect should be doable, but the payoff is just way too unreliable for my taste. For every awesome outcome you'll get 3 let downs.
Another cool Origami card. Very useful Battlecry and don't ignore the Beast tag either. This might very well find a home in a lot of lists.
I agree with the comment before mine. While the effect is solid, the cost is a bit too high to make me want to play this in a no minions list. It might be a nice target for Watercolor Artist in a regular list though.
The win condition for Spell Druid and I'm here for it. The one thing I'm mad about is that the googly eyes from the reveal video haven't made it into the actual game.
This already makes me afraid of what people will do with it in Wild. The tutor for Muckmorpher in Big Shaman is something scary for example. I hope it gets nerfed to 4.
It's so frustrating to see the difference between Mage and Druid here... both got support for new archetypes, but only Druid has received an actual win condition. This is a very welcome support card and it will see a lot of play because Spell Druid will probably work out.
Again, a good support card for no minions mage, but not game winning either. And that's exactly what the deck is missing. So no, I don't think this will work out.
I'm skeptical as well as I don't see the synergies that are worth running this yet. That actually makes me a bit sad because the Signature artwork is so beautiful! Let's hope we'll get a good target card soon.
On its own this card is not it. If you manage to combo it with the board wide bonus effect minion, Bunny Stomper or some other usefull stuff, this might become really good. Wild has a lot of cards you'd like to combo this with.
Strong refill for Spell Mage, but I doubt that's enough to make the deck work. I mean... What's your win condition? You can't beat your opponent with a bunch of support cards and random effects.
Oh come on, can we just stop pumping out those RNG heavy casino cards? I hate losing to those and I don't like playing them either. That said, no minion mage has some flavor-related appeal, so I'm happy that archetype got some support. Unfortunately, it probably wasn't enough.