Funnily this has synergy with Cannonmaster Smythe, for in cases where you don't have or want to play secrets yourself. Its not very likely to happen, but it exists anyway.
Its kinda a tech card, but not really. It doesn't remove your opponent's secrets, so you cant just play this and then have free reign. It does mean your opponent can't do that to you too.
A small little synergy with Cannonmaster Smythe. Not likely to happen, but hey its there.
It will likely be too weak before turn 5, so there's that to be considered. But after that, its just good. In fact after losing pyromancer, what other options does priest really have? This one fills that hole decently, if not neatly.
At turn 10 its insane. But let's be honest, most games don't ever get to turn 10 and by that time most minions would have outgrown a 3 damage AoE. But that turn 5 upgrade hits that sweet spot for most removals on 2 mana, enough for me to say this will certainly see play.
Its weak before turn 5, but after that its just a good card. The fact that it doesn't need to be in your hand to upgrade is crucial or otherwise it'll be too slow to be anywhere near good.
After the massacre we seen with priest's core set, any removal option from barrens would be welcome, and I welcome this with open arms.
I'd like to believe this card is a lot better than it looks, especially given that most burst damage has been removed from standard. Perhaps there's better deathrattle synergies yet to come so there's more than one reason to include this into the deck.
It doesn't remove secrets, but allows you full information while also making your opponent's turn hell. Interestingly it does have a funky effect if your opponent is playing Plagiarize, so both sides can just secret up all day playing nothing but this card.
Will it see play? Perhaps not unless spider tanks are absolutely required and secrets are everywhere. Admitably, it would be funny to copy all your opponent's secrets and let them have a taste of their own christmas tree.
On the one hand, this card can absolutely be bonkers with Feat of Strength, on the other, its just a decent if unimpressive card without the buff.
My gut instinct is that there would be a place somewhere for this card to exist comfortably; maybe there's some kind of Armagedillo effect in barrens that is yet to be revealed.
More spell synergy and certainly a good card if you're going the Lock and Load route.
But there really needs to be better 2 cost and 3 cost spells to make this one really powerful. Still, being able to draw for 3 on 5 isn't really that bad, and this is hunter we're talking about. Any card that enables draw at all in hunter gets an automatic consideration at very least.
Its difficult to say where this card will fit in. On the one hand, it does allow you to more or less remove board and reload with full mana crystals, but an AoE is a reactive card that more often than not is required on demand to save your face from damage, and this card doesn't really do that.
Unless there's like something to buff up sigils, I can't see where this one will fit in. Even in control dhunter, letting your opponent deal damage to your face is kinda what you're trying to avoid and again, this card doesn't really do that. Maybe the healing is enough that you can simply just tank the damage so this card actually works, but Im doubtful.
Sure, one turn later. Which means you're taking all the damage from board if theres no taunt.
Play this, and if you're not already dead the next turn, then you just got an AoE effect with full mana crystals to spend. That's not necessarily a bad thing, but as I say, if dhunters can tank those hits with healing, then this is not a bad card. Otherwise, its too slow in my opinion.
Nice Doomsayer effect, but shares some of the same problems while not really sharing the same advantages.
One of the best features of doomsayer is that it needs to be removed so you more or less save 7 health since your opponent will be busy removing it. This does not present the same advantage. Yes, the effect can't be prevented, but at best all it does is stall your opponent's tempo plays for one turn. The 3 damage doesn't even guarantee a full clear sometimes.
Im not exactly sure why dhunters would need something like this. Maybe the healing is strong enough that you can tank the hits to get a clear board next turn.
Best part about this card is that it has taunt, and it summons a copy of itself, so its actually possible to get two 9/9s out with a Feat of Strength played earlier.
But the conditions is a little more difficult. If this catches on, then oozes will stop this from getting massive value on turn 5, and there's also the fact that on its own without buffs, its only a decent card. Playing FoS may also be a little tricky since its essentially passing up an earlier turn, or giving up 3 mana for a payoff that may or may not be good enough. If there are other taunt targets, maybe it would not be too bad to just play FoS anyway so it makes sense for this card to be included.
I would say its good, but what deck would best fit it in? Im not too sure, too early to say. For now there's some competition with Steeldancer, which not only comes a turn earlier, but might also provide better board presence.
Well, then we can experience two new things in the space of one week. As someone who don't really have much time with games in general, its welcoming news.
I agree that its just too soon. To make this work, ideally we need something that will draw out a bunch of secrets, or just play them outright. There's always that chance that there would be a pally card that simply draws 2 spells for 2 mana. So I'm not exactly giving up yet.
Its basically trying to ape Spiteful Summoner, but with an added twist that it will draw that spell out for you.
The problem is that it costs 1 more (2, if we're comparing with spiteful pre-nerf) and that it draws that spell, which means you cant just jam two 10 cost spell in there and hope to hit it with this one twice consistently. Of course, you can always opt to play this along with the usual barrage of spells, but that would also more or less make it mandatory with broom or you just lose initiative.
Maybe in druid, nothing more. Even then, I have to question whether there are simply just better cards you could be playing like Guardian Animals for example.
Gotta disagree on it crushing duels. Not versus me anyway. Very rare I've seen it go off. You're shuffling in 4 mediocre spells that dilute your chances of getting your treasures. I personally find it to be a bust.
That's fair enough. It does extend your deck size by 5 and a win condition that will likely kill your opponent. Perhaps if you're playing as or against an aggressive deck this isn't much a problem, but against control it really can decide matches, for the first few rounds anyway.
Of course, Cthun gets really inconsistent the farther you go in duels, but if I have an extra slot and my game is midrange-control, why not would be the better question.
We don't know the full extent of what you can get off the golems, but the mere fact that you can draw 2 cards with it means this will almost always see play in some capacity.
I expect to see minion related descriptions like stealth, lifesteal, rush, or windfury. But since there's different tiers, there has to be something really big like clear the board, or summon x minion, or maybe even granting your board buffs.
But really. There has to be reason to NOT play this card, because otherwise I can't see why every deck wouldn't do it.
I was actually thinking of a deck with Dire Wolf Alpha since it also synergizes with Kurtrus. And there's no proper 4 cost and below deathrattle in dhunters except for Renowned Performer, which incidentally would also do well with direwolf alpha.
But you're right, nerubian egg wouldn't be easy to fit into dhunter decks.
Funnily this has synergy with Cannonmaster Smythe, for in cases where you don't have or want to play secrets yourself. Its not very likely to happen, but it exists anyway.
Its kinda a tech card, but not really. It doesn't remove your opponent's secrets, so you cant just play this and then have free reign. It does mean your opponent can't do that to you too.
A small little synergy with Cannonmaster Smythe. Not likely to happen, but hey its there.
It will likely be too weak before turn 5, so there's that to be considered. But after that, its just good. In fact after losing pyromancer, what other options does priest really have? This one fills that hole decently, if not neatly.
At turn 10 its insane. But let's be honest, most games don't ever get to turn 10 and by that time most minions would have outgrown a 3 damage AoE. But that turn 5 upgrade hits that sweet spot for most removals on 2 mana, enough for me to say this will certainly see play.
Its weak before turn 5, but after that its just a good card. The fact that it doesn't need to be in your hand to upgrade is crucial or otherwise it'll be too slow to be anywhere near good.
After the massacre we seen with priest's core set, any removal option from barrens would be welcome, and I welcome this with open arms.
It has taunt and heals for 8.
I'd like to believe this card is a lot better than it looks, especially given that most burst damage has been removed from standard. Perhaps there's better deathrattle synergies yet to come so there's more than one reason to include this into the deck.
Looks like someone just gave Shadowjeweler Hanar a run for its money.
It doesn't remove secrets, but allows you full information while also making your opponent's turn hell. Interestingly it does have a funky effect if your opponent is playing Plagiarize, so both sides can just secret up all day playing nothing but this card.
Will it see play? Perhaps not unless spider tanks are absolutely required and secrets are everywhere. Admitably, it would be funny to copy all your opponent's secrets and let them have a taste of their own christmas tree.
On the one hand, this card can absolutely be bonkers with Feat of Strength, on the other, its just a decent if unimpressive card without the buff.
My gut instinct is that there would be a place somewhere for this card to exist comfortably; maybe there's some kind of Armagedillo effect in barrens that is yet to be revealed.
More spell synergy and certainly a good card if you're going the Lock and Load route.
But there really needs to be better 2 cost and 3 cost spells to make this one really powerful. Still, being able to draw for 3 on 5 isn't really that bad, and this is hunter we're talking about. Any card that enables draw at all in hunter gets an automatic consideration at very least.
Its difficult to say where this card will fit in. On the one hand, it does allow you to more or less remove board and reload with full mana crystals, but an AoE is a reactive card that more often than not is required on demand to save your face from damage, and this card doesn't really do that.
Unless there's like something to buff up sigils, I can't see where this one will fit in. Even in control dhunter, letting your opponent deal damage to your face is kinda what you're trying to avoid and again, this card doesn't really do that. Maybe the healing is enough that you can simply just tank the damage so this card actually works, but Im doubtful.
Sure, one turn later. Which means you're taking all the damage from board if theres no taunt.
Play this, and if you're not already dead the next turn, then you just got an AoE effect with full mana crystals to spend. That's not necessarily a bad thing, but as I say, if dhunters can tank those hits with healing, then this is not a bad card. Otherwise, its too slow in my opinion.
Nice Doomsayer effect, but shares some of the same problems while not really sharing the same advantages.
One of the best features of doomsayer is that it needs to be removed so you more or less save 7 health since your opponent will be busy removing it. This does not present the same advantage. Yes, the effect can't be prevented, but at best all it does is stall your opponent's tempo plays for one turn. The 3 damage doesn't even guarantee a full clear sometimes.
Im not exactly sure why dhunters would need something like this. Maybe the healing is strong enough that you can tank the hits to get a clear board next turn.
Now this is a card that hunter really needs, given that Lock and Load is now standard. More draw is always welcome with hunter anyway.
I hope this being a legendary mean there would be better 2 and 3 costed spells for hunter, because at the moment, most good hunter spells costs 1.
Best part about this card is that it has taunt, and it summons a copy of itself, so its actually possible to get two 9/9s out with a Feat of Strength played earlier.
But the conditions is a little more difficult. If this catches on, then oozes will stop this from getting massive value on turn 5, and there's also the fact that on its own without buffs, its only a decent card. Playing FoS may also be a little tricky since its essentially passing up an earlier turn, or giving up 3 mana for a payoff that may or may not be good enough. If there are other taunt targets, maybe it would not be too bad to just play FoS anyway so it makes sense for this card to be included.
I would say its good, but what deck would best fit it in? Im not too sure, too early to say. For now there's some competition with Steeldancer, which not only comes a turn earlier, but might also provide better board presence.
Well, then we can experience two new things in the space of one week. As someone who don't really have much time with games in general, its welcoming news.
I agree that its just too soon. To make this work, ideally we need something that will draw out a bunch of secrets, or just play them outright. There's always that chance that there would be a pally card that simply draws 2 spells for 2 mana. So I'm not exactly giving up yet.
Its basically trying to ape Spiteful Summoner, but with an added twist that it will draw that spell out for you.
The problem is that it costs 1 more (2, if we're comparing with spiteful pre-nerf) and that it draws that spell, which means you cant just jam two 10 cost spell in there and hope to hit it with this one twice consistently. Of course, you can always opt to play this along with the usual barrage of spells, but that would also more or less make it mandatory with broom or you just lose initiative.
Maybe in druid, nothing more. Even then, I have to question whether there are simply just better cards you could be playing like Guardian Animals for example.
That's fair enough. It does extend your deck size by 5 and a win condition that will likely kill your opponent. Perhaps if you're playing as or against an aggressive deck this isn't much a problem, but against control it really can decide matches, for the first few rounds anyway.
Of course, Cthun gets really inconsistent the farther you go in duels, but if I have an extra slot and my game is midrange-control, why not would be the better question.
We don't know the full extent of what you can get off the golems, but the mere fact that you can draw 2 cards with it means this will almost always see play in some capacity.
I expect to see minion related descriptions like stealth, lifesteal, rush, or windfury. But since there's different tiers, there has to be something really big like clear the board, or summon x minion, or maybe even granting your board buffs.
But really. There has to be reason to NOT play this card, because otherwise I can't see why every deck wouldn't do it.
I was actually thinking of a deck with Dire Wolf Alpha since it also synergizes with Kurtrus. And there's no proper 4 cost and below deathrattle in dhunters except for Renowned Performer, which incidentally would also do well with direwolf alpha.
But you're right, nerubian egg wouldn't be easy to fit into dhunter decks.
Good in theory, but likely impossible to play on curve, and you'll need to draw secrets.
With proper support this card can be good. But since paladin draws like shit, this card's thoroughly screwed.
Would team5 actually print another Subject 9? Only if they really really want this card to be good.