On its own, its just too slow and your opponent will likely kill everything on board before going for this card.
With Animated Broomstick and the augmerchants, this card suddenly became a lot more consistent, but its a turn 6 play, and it requires you to already have a board or otherwise its all wasted.
So many conditions for this card to actually be good. But there's definitely stuff you can do with it. If you can consistently drop tokens on board then this card is a legit threat, and stuff like Backstab can be used in a pinch to activate it the same turn you play it. I can see some use for it.
High marks for the potential. Low marks for practicality.
Basically the conditions for this to be good requires a wall of taunts. A feat not repeated since the days of taunt druid. Unless that returns, this card isn't really going to do anything.
I wonder of this card is supposed to be Maiev's vengeful spirit hence why it actually looks like a warden.
But without reveals of better deathrattles, this card is just weak. Dhunters have never really lack draws, and this one is conditional in that it must be outcasted to actually do something.
Probably just muk up your Illidari Studies more so than anything else.
Deathrattle dhunter. Oh dear. But so far we've haven't actually seen any good deathrattle from neutral or from the class, so I'm guessing dhunter's second legendary would have some really powerful deathrattle effect. Otherwise I can't see where we're getting towards.
Yes drawing 2 cards while having a 4/4 is really strong. Elven Minstrel have proven that easily years ago, and that was a 3/2 on 4. But the problem here is that we're drawing deathrattle cards and so far there's yet to be any revealed to make it a big deal.
Maybe in control dhunter you can play this card in hopes of getting something like Taelan Fordring, Bloodmage Thalnos, or Explosive Sheep, but is dhunters really short on draw that this card is really required? Mind that this card only draws when outcasted, so that's yet another condition to fulfill.
Seems like team5 really wants druid to start playing a slew of taunt minions instead of just the usual broken stuff + ramp.
Unfortunately, I'm yet to be convinced. Razormane Battleguard is basically a Pint-Sized Summoner that pays for itself if you can get a taunt out on the same turn, but its likely never going survive more than a turn. So you build up a deck composed mainly of taunts, play this card + a taunt minion, this card gets removed, and then what will you do? Druid has never been short of mana cheating cards like Innervate or Lightning Bloom, so if its cheating mana you need, these cards will do it, and they will give you a net positive of mana the same turn its played, unlike this card.
Plaguemaw the Rotting is more interesting. But the conditions is to either have a taunt already on board so you can trade it off while playing this card, or to play this card along with a taunt and pray that it survives. Both are not good signs. There's a possibility for this card to get really powerful if the old taunt druid from yore comes back to standard, but until then, I think it'll never fulfill its greatest potential.
This thing can really go mad. Druid already cheats mana well enough and since nearly all druid spells are nature spells, letting any minion alive past turn 3 might just spell the end right there. Works well with stuff like Innervate, Nature Studies, and just about any spell that's currently in token druid.
Basically druid just got its own Edwin VanCleef with this card. Only drawback is that it doesn't buff itself, but if it did then its just day 1 nerf levels of broken wouldn't it?
As a silence effect, it may be too slow. But as disruption against certain cards coming out on curve this is just good, especially since it costs nothing.
I wouldn't say this is uber levels of good. Its a tech card that will only see play when the meta lines up for it.
The fact that its 0 mana is interesting, because as a silence effect its often enough going to be too slow, but that it costs nothing should make up for it somewhat. Play this and discourage your opponent from playing deathrattles, or buffs. For 0 mana that's just fine.
Its certainly a good tech card, and will see play whenever the meta is filled with stuff that needs silencing.
Weapon buffs are almost always good in rogue, so I expect this to see play.
But more likely you'll get if off wandmaker most of the time. Its certainly a nice card to have when you're playing slower rogue decks, but in aggro rogues, its perhaps better to just play Toxicologist
Its a nice little addition into the 1 cost spell pool in rogue. Maybe Wandmaker will be a rogue staple until it rotates after all.
Fortunately, this card will only ever really be powerful in wild, in certain Kingsbane rogue decks. In standard, its basically just going to give you 2 attacks without taking damage, fairly substantial, but only in value/control decks. Its not entirely certain any aggressive rogue decks would need this. There's already Deadly Poison and Nitroboost Poison, maybe one more weapon buff is one too many. Even if its not, there's some argument to be made that Toxicologist, which comes with a 2/2 attached, would be the better card
There's definitely a lot to say how high the attack can get to. But at 3 health its likely it'll only ever gain 2 more attack, and then die to even the simplest removal option.
Its best trait is still as a 1/3 at 1. Maybe that alone is good enough for most warriors.
Its kinda decent as a 1 drop with a major upside, but let's be honest, the condition are pretty hard to meet what with warrior losing some of its most reliable minion damage option in both Risky Skipper and Inner Rage, as well as an incentive to damage at all in Battle Rage, so its fairly hard to ever gain more than 2 attack most of the time - that is assuming it even survives.
But its still a 1/3 for 1, and is a definite magnet for removal. I wouldn't just trash this card right away until I see the whole set at least.
Its a 2/3 murloc that synergizes with other murlocs. If you're playing a murloc deck chances are good you would need this card solely because its a good 2/3 for 2 murloc.
The description, a mere bonus. If you intend to save up to clear boards with this card I'm afraid you're up for some disappointment, at least until we see something that seriously loads shaman's hand with murlocs.
Wish Toxfin is still in standard, then this card would be legit.
As it stands, the word 'play' and not 'summon' is the crucial decider here. And unfortunately, like so many other murlocs, the best part of this card is that its a 2/3 murloc for 2. The description is a bonus, a good bonus mind you, but a murloc deck rarely has the luxury of keeping cards in their hand, so if the only option is to slam this on 2, then on 2 it goes then.
Since Underbelly Angler would be rotating, shaman needs more murloc reloads for this card to ever shine more than a penny's worth.
The fact that it freezes everything and develop a 3/3 is decent enough. Its a stall card though, I just don't think it'll fit into other decks. Dealing 4 damage to a frozen minion is kinda an extra that's only occasionally useful.
Flurry (Rank 1) is still the better card in both stall and tempo, in my opinion.
Got rid of Frost Nova and Blizzard only to print cards more or less like them. One day every card in mage's hand in wild will just be freeze effects
This card will only ever be prized for the freeze all effect rather than the damage. But with Flurry (Rank 1) being so handy, its likely to end up in combo decks as stall rather than played as a tempo option.
If 20 bucks could get me the full set, then I'd already have it myself. As it stands I bought both the midset and the 20$ booster that came with 2 legendaries and I'm still somewhere around 7 legendaries short, and I actually crafted 2 of them this time round.
Maybe me using the term 'whale' here is a tad too far, I'll accept that.
On its own, its just too slow and your opponent will likely kill everything on board before going for this card.
With Animated Broomstick and the augmerchants, this card suddenly became a lot more consistent, but its a turn 6 play, and it requires you to already have a board or otherwise its all wasted.
So many conditions for this card to actually be good. But there's definitely stuff you can do with it. If you can consistently drop tokens on board then this card is a legit threat, and stuff like Backstab can be used in a pinch to activate it the same turn you play it. I can see some use for it.
If you're building a deck full of taunts, this guy is just a free 2/3 most of the time.
Just don't go dreaming that this card would survive more than a turn.
High marks for the potential. Low marks for practicality.
Basically the conditions for this to be good requires a wall of taunts. A feat not repeated since the days of taunt druid. Unless that returns, this card isn't really going to do anything.
I wonder of this card is supposed to be Maiev's vengeful spirit hence why it actually looks like a warden.
But without reveals of better deathrattles, this card is just weak. Dhunters have never really lack draws, and this one is conditional in that it must be outcasted to actually do something.
Probably just muk up your Illidari Studies more so than anything else.
Deathrattle dhunter. Oh dear. But so far we've haven't actually seen any good deathrattle from neutral or from the class, so I'm guessing dhunter's second legendary would have some really powerful deathrattle effect. Otherwise I can't see where we're getting towards.
Yes drawing 2 cards while having a 4/4 is really strong. Elven Minstrel have proven that easily years ago, and that was a 3/2 on 4. But the problem here is that we're drawing deathrattle cards and so far there's yet to be any revealed to make it a big deal.
Maybe in control dhunter you can play this card in hopes of getting something like Taelan Fordring, Bloodmage Thalnos, or Explosive Sheep, but is dhunters really short on draw that this card is really required? Mind that this card only draws when outcasted, so that's yet another condition to fulfill.
Seems like team5 really wants druid to start playing a slew of taunt minions instead of just the usual broken stuff + ramp.
Unfortunately, I'm yet to be convinced. Razormane Battleguard is basically a Pint-Sized Summoner that pays for itself if you can get a taunt out on the same turn, but its likely never going survive more than a turn. So you build up a deck composed mainly of taunts, play this card + a taunt minion, this card gets removed, and then what will you do? Druid has never been short of mana cheating cards like Innervate or Lightning Bloom, so if its cheating mana you need, these cards will do it, and they will give you a net positive of mana the same turn its played, unlike this card.
Plaguemaw the Rotting is more interesting. But the conditions is to either have a taunt already on board so you can trade it off while playing this card, or to play this card along with a taunt and pray that it survives. Both are not good signs. There's a possibility for this card to get really powerful if the old taunt druid from yore comes back to standard, but until then, I think it'll never fulfill its greatest potential.
Get ready to be high rolled to death with druid. We lost edwin in rogue, but gain it straight back in druid.
Fortunately, it cant buff itself. Be thankful for small mercies.
This thing can really go mad. Druid already cheats mana well enough and since nearly all druid spells are nature spells, letting any minion alive past turn 3 might just spell the end right there. Works well with stuff like Innervate, Nature Studies, and just about any spell that's currently in token druid.
Basically druid just got its own Edwin VanCleef with this card. Only drawback is that it doesn't buff itself, but if it did then its just day 1 nerf levels of broken wouldn't it?
As a silence effect, it may be too slow. But as disruption against certain cards coming out on curve this is just good, especially since it costs nothing.
I wouldn't say this is uber levels of good. Its a tech card that will only see play when the meta lines up for it.
The fact that its 0 mana is interesting, because as a silence effect its often enough going to be too slow, but that it costs nothing should make up for it somewhat. Play this and discourage your opponent from playing deathrattles, or buffs. For 0 mana that's just fine.
Its certainly a good tech card, and will see play whenever the meta is filled with stuff that needs silencing.
Weapon buffs are almost always good in rogue, so I expect this to see play.
But more likely you'll get if off wandmaker most of the time. Its certainly a nice card to have when you're playing slower rogue decks, but in aggro rogues, its perhaps better to just play Toxicologist
Its a nice little addition into the 1 cost spell pool in rogue. Maybe Wandmaker will be a rogue staple until it rotates after all.
Fortunately, this card will only ever really be powerful in wild, in certain Kingsbane rogue decks. In standard, its basically just going to give you 2 attacks without taking damage, fairly substantial, but only in value/control decks. Its not entirely certain any aggressive rogue decks would need this. There's already Deadly Poison and Nitroboost Poison, maybe one more weapon buff is one too many. Even if its not, there's some argument to be made that Toxicologist, which comes with a 2/2 attached, would be the better card
There's definitely a lot to say how high the attack can get to. But at 3 health its likely it'll only ever gain 2 more attack, and then die to even the simplest removal option.
Its best trait is still as a 1/3 at 1. Maybe that alone is good enough for most warriors.
Its kinda decent as a 1 drop with a major upside, but let's be honest, the condition are pretty hard to meet what with warrior losing some of its most reliable minion damage option in both Risky Skipper and Inner Rage, as well as an incentive to damage at all in Battle Rage, so its fairly hard to ever gain more than 2 attack most of the time - that is assuming it even survives.
But its still a 1/3 for 1, and is a definite magnet for removal. I wouldn't just trash this card right away until I see the whole set at least.
Its a 2/3 murloc that synergizes with other murlocs. If you're playing a murloc deck chances are good you would need this card solely because its a good 2/3 for 2 murloc.
The description, a mere bonus. If you intend to save up to clear boards with this card I'm afraid you're up for some disappointment, at least until we see something that seriously loads shaman's hand with murlocs.
Wish Toxfin is still in standard, then this card would be legit.
As it stands, the word 'play' and not 'summon' is the crucial decider here. And unfortunately, like so many other murlocs, the best part of this card is that its a 2/3 murloc for 2. The description is a bonus, a good bonus mind you, but a murloc deck rarely has the luxury of keeping cards in their hand, so if the only option is to slam this on 2, then on 2 it goes then.
Since Underbelly Angler would be rotating, shaman needs more murloc reloads for this card to ever shine more than a penny's worth.
The fact that it freezes everything and develop a 3/3 is decent enough. Its a stall card though, I just don't think it'll fit into other decks. Dealing 4 damage to a frozen minion is kinda an extra that's only occasionally useful.
Flurry (Rank 1) is still the better card in both stall and tempo, in my opinion.
Got rid of Frost Nova and Blizzard only to print cards more or less like them. One day every card in mage's hand in wild will just be freeze effects
This card will only ever be prized for the freeze all effect rather than the damage. But with Flurry (Rank 1) being so handy, its likely to end up in combo decks as stall rather than played as a tempo option.
Its just a new style team5 is trying out, card art in card art.
If 20 bucks could get me the full set, then I'd already have it myself. As it stands I bought both the midset and the 20$ booster that came with 2 legendaries and I'm still somewhere around 7 legendaries short, and I actually crafted 2 of them this time round.
Maybe me using the term 'whale' here is a tad too far, I'll accept that.