Its an okay card, decently doing what it needs to. But it may not be good enough. 1 damage doesn't really kill much, and it costs 2 mana so that's perhaps a little too steep.
The overload factor is a good bonus, but then again it cripples your next turn to do so. It'll see play, but not happily.
Unless tempo secret rogue comes into play, this card will almost never see play. The problem here is that you're playing a good 3/3 for 1 mana on 3, which is good tempo, but because outside of Bamboozle, rogue secrets dont tend to protect their minions, its basically redundant to get this out along with a simple 3/3.
But since bamboozle is already decent, there's just a small hope tempo rogue can get back in and this card along with cards like Shadow Clone, so this card can't be completely trash throughout this year.
There are cards currently in play that actually does nothing but draw a card, like Insight and Far Sight. This card bricks those cards in hand, and makes warlock's hp redundant.
Its not really about the effect. Its about your opponent making needless mistakes even when its not this card. And honestly, 2 mana to disrupt your opponent's options? That's not really that bad.
Will it see play? Probably not. But simply being possible, this card already makes it tons harder for certain decks to operate, and I love it.
Tinker's Sharpsword Oil was one of the most powerful cards in rogue. And this card is basically that, but slightly smaller.
Its just straight up broken. Corrupting this is just too easy, and even with the regular dagger and a stealth minion, this card is already doing 6 extra damage. All for 1 mana. Even if its basically just Deadly Poison, there's nothing not to like having 4 deadly poisons in a dedicated rogue deck.
As for warrior, well, it different. Unless its in something like pirate warrior, its just really not as good, given that warrior actually needs a weapon, unlike rogue. And warrior have Upgrade!, a fundamentally more powerful card than this one. But still, I'm not counting this out from any aggro warrior deck, that's for sure, just not anywhere else.
I really love the design of this card. Been wanting to play ysharaaj priest for some time, but kept getting curb stomped so I lost hope.
This card rekindles that hope, from a hopeless candle, to a slightly less hopeless candle. Its good, but I'm afraid that priest draw being shit and the fact that yshaaraj priest is still going to get destroyed by warlock, this will only be a small bandaid on an open wound.
Still, I'm open to tanking my win rate, so that's my go to deck after the mid set comes in.
In warlock, there's better cards, but in priest, this is just want they needed, a mid game mass removal card that isn't just doing 2 damage.
I like this card, alot. Just a shame that for some reason we're giving up even more removal to warlock. As if that class needs more removal cards after receiving that insane card Cascading Disaster.
Okay, so this card is not exactly trash, but its not going to be a world beater neither. The effect is strong, even close to completely broken. but there's simply no card currently that heals your entirely board for nothing, so its best application is unfortunately relying on the fact that it has 6 health, and played on 4 that's not easily removed.
I have a few ideas for this card, but make no mistake that its best strength here is that its a 3/6 for 4, that must be removed or it snowballs. And that's good enough honestly.
The thing about this card is that it allows you to choose to divine shield your minions or not, since its a spellburst effect (does nothing on awakening). Unfortunately, given that its a spellburst effect, you need something cheap to trigger it or its just not going to do anything. So on curve, we're looking at a few 1 mana minions, or a 4/6. Decent, but not anywhere near its potential. But either way, if you do have a 0 cost spell handy, then this one presents such a massive threat, it'll likely just end games right then and there.
It does have one nasty thing about it, and that's its a 3 cost card and so it can be brought back with Rally!. And since I already rate rally as one of the bonkers card of the set, that speaks alot on what this card can do.
Its basically a card for big decks. Outside of that its not anywhere near good enough. 2 damage barely kills anything, and 4 health isn't big enough to dodge most removal cards.
This will break the meta with pure pally or in fact any pally that can curve 1-2-3 into this on 4.
So this will ideally bring back a 1/3, either murglgle or Shotbot, and Goody Two-Shields. On turn 4. And if your opponent has not already exhausted their removals then nothing will get past that three on 4.
If this doesn't get nerfed at some point, I'll be surprised.
Its Grave Vengeance, its 15 damage over 3 turns. If your opponent is not holding an ooze or stickyfinger, you're straight up going to win. And this card can get cheaper. The only other broken card I can think of is the new card Rally!. So yeah, this is way past being good.
Its not really that bad, given that Ray of Frost still exist. But I've always thought that killing the minion the same turn you freeze it is often a bad idea, and cards that do that never gets on.
But then again, this is still a 1/3 most of the time, and on turn 1 that can easily decide matches for mage. In later turns, its not just a simple 1 mana card anymore so there's some significance in wanting this over Lab Partner
Its too conditional to be good. Your opponent will easily prepare for it, so this card must either win you the game outright or it does nothing. Not to mention that you're going to have to plan 2 turn ahead, so there's that problem too.
Depending on the meta, this will either be the most powerful card to exist for mage, or straight up the most useless. Being able to trade mana in an earlier turn for one later is incredibly powerful for a class that combos alot, and mage is always hungering for more mana.
The pool is small, so if there's something you want out of the list of dual-class spells, you're likely going to get it. 90% of the time you're going to choose a removal spell, and that last 10% would be Raise Dead, and hope not to kill yourself with it.
But I'm hesitant to call this a must have. Rogue has plenty of removal spells, and the cards offered don't seem to do anything more than what rogue can do itself. Compare this with Wand Thief and what you have here is an oversized discover card that's just too expensive for rogue most of the time.
Decent card. Professor Slate's new best friend. Outside of that, this can help somewhat with aggro matches, but any aggro player worth their salt would easily play around it, but then again, its aggro so there's always a chance they don't, or just don't care.
I've slagged off Whirlkick Master in the past, as well as Sethekk Veilweaver and got egg on my face today. I've learnt my lesson this time round, and will now say that this card is only 'borderline' to being trash.
Hunter will nearly never get tons of value out of this in one turn. The fact that there isn't really a lot of 1 mana beasts stifles this even further. Had Springpaw still exist in standard, this card would have some say in a standard midrange hunter, but it isn't, so at very best this card will get value only from 2 mana cards, and then will proceed to give you cards you can neither play nor want on the same turn.
There's always the chance this snowballs, but its going to be a very small snowball rolling down on a hot day.
Its basically going to summon two 4/3 treats for 5 on its own, and will further buff up your other minions, assuming you have any. Is it really going to be broken? I'm doubtful. Not because that card is bad, but it happens to belong to a class that doesn't care about these things. In druid, any deck that doesn't ramp with Overgrowth is automatically required to push the envelope further out of the galaxy, and this card just isn't really doing that.
At its core, its an aggro card. Or a token druid card, since goru is still in standard. Both aren't really that good at the moment, so let's just chalk it up to an 'if' scenario. "IF" token/aggro druid becomes a thing in standard, this will be good. Otherwise its trash.
Its Bonemare, with a lower cost. That's should suffice as a review.
Its an okay card, decently doing what it needs to. But it may not be good enough. 1 damage doesn't really kill much, and it costs 2 mana so that's perhaps a little too steep.
The overload factor is a good bonus, but then again it cripples your next turn to do so. It'll see play, but not happily.
Unless tempo secret rogue comes into play, this card will almost never see play. The problem here is that you're playing a good 3/3 for 1 mana on 3, which is good tempo, but because outside of Bamboozle, rogue secrets dont tend to protect their minions, its basically redundant to get this out along with a simple 3/3.
But since bamboozle is already decent, there's just a small hope tempo rogue can get back in and this card along with cards like Shadow Clone, so this card can't be completely trash throughout this year.
Its just pure evil. Period
There are cards currently in play that actually does nothing but draw a card, like Insight and Far Sight. This card bricks those cards in hand, and makes warlock's hp redundant.
Its not really about the effect. Its about your opponent making needless mistakes even when its not this card. And honestly, 2 mana to disrupt your opponent's options? That's not really that bad.
Will it see play? Probably not. But simply being possible, this card already makes it tons harder for certain decks to operate, and I love it.
Tinker's Sharpsword Oil was one of the most powerful cards in rogue. And this card is basically that, but slightly smaller.
Its just straight up broken. Corrupting this is just too easy, and even with the regular dagger and a stealth minion, this card is already doing 6 extra damage. All for 1 mana. Even if its basically just Deadly Poison, there's nothing not to like having 4 deadly poisons in a dedicated rogue deck.
As for warrior, well, it different. Unless its in something like pirate warrior, its just really not as good, given that warrior actually needs a weapon, unlike rogue. And warrior have Upgrade!, a fundamentally more powerful card than this one. But still, I'm not counting this out from any aggro warrior deck, that's for sure, just not anywhere else.
I really love the design of this card. Been wanting to play ysharaaj priest for some time, but kept getting curb stomped so I lost hope.
This card rekindles that hope, from a hopeless candle, to a slightly less hopeless candle. Its good, but I'm afraid that priest draw being shit and the fact that yshaaraj priest is still going to get destroyed by warlock, this will only be a small bandaid on an open wound.
Still, I'm open to tanking my win rate, so that's my go to deck after the mid set comes in.
In warlock, there's better cards, but in priest, this is just want they needed, a mid game mass removal card that isn't just doing 2 damage.
I like this card, alot. Just a shame that for some reason we're giving up even more removal to warlock. As if that class needs more removal cards after receiving that insane card Cascading Disaster.
Okay, so this card is not exactly trash, but its not going to be a world beater neither. The effect is strong, even close to completely broken. but there's simply no card currently that heals your entirely board for nothing, so its best application is unfortunately relying on the fact that it has 6 health, and played on 4 that's not easily removed.
I have a few ideas for this card, but make no mistake that its best strength here is that its a 3/6 for 4, that must be removed or it snowballs. And that's good enough honestly.
The thing about this card is that it allows you to choose to divine shield your minions or not, since its a spellburst effect (does nothing on awakening). Unfortunately, given that its a spellburst effect, you need something cheap to trigger it or its just not going to do anything. So on curve, we're looking at a few 1 mana minions, or a 4/6. Decent, but not anywhere near its potential. But either way, if you do have a 0 cost spell handy, then this one presents such a massive threat, it'll likely just end games right then and there.
It does have one nasty thing about it, and that's its a 3 cost card and so it can be brought back with Rally!. And since I already rate rally as one of the bonkers card of the set, that speaks alot on what this card can do.
Its basically a card for big decks. Outside of that its not anywhere near good enough. 2 damage barely kills anything, and 4 health isn't big enough to dodge most removal cards.
So good for big decks, dead for others.
This will break the meta with pure pally or in fact any pally that can curve 1-2-3 into this on 4.
So this will ideally bring back a 1/3, either murglgle or Shotbot, and Goody Two-Shields. On turn 4. And if your opponent has not already exhausted their removals then nothing will get past that three on 4.
If this doesn't get nerfed at some point, I'll be surprised.
Its Grave Vengeance, its 15 damage over 3 turns. If your opponent is not holding an ooze or stickyfinger, you're straight up going to win. And this card can get cheaper. The only other broken card I can think of is the new card Rally!. So yeah, this is way past being good.
Its not really that bad, given that Ray of Frost still exist. But I've always thought that killing the minion the same turn you freeze it is often a bad idea, and cards that do that never gets on.
But then again, this is still a 1/3 most of the time, and on turn 1 that can easily decide matches for mage. In later turns, its not just a simple 1 mana card anymore so there's some significance in wanting this over Lab Partner
Its too conditional to be good. Your opponent will easily prepare for it, so this card must either win you the game outright or it does nothing. Not to mention that you're going to have to plan 2 turn ahead, so there's that problem too.
Depending on the meta, this will either be the most powerful card to exist for mage, or straight up the most useless. Being able to trade mana in an earlier turn for one later is incredibly powerful for a class that combos alot, and mage is always hungering for more mana.
The pool is small, so if there's something you want out of the list of dual-class spells, you're likely going to get it. 90% of the time you're going to choose a removal spell, and that last 10% would be Raise Dead, and hope not to kill yourself with it.
But I'm hesitant to call this a must have. Rogue has plenty of removal spells, and the cards offered don't seem to do anything more than what rogue can do itself. Compare this with Wand Thief and what you have here is an oversized discover card that's just too expensive for rogue most of the time.
Decent card. Professor Slate's new best friend. Outside of that, this can help somewhat with aggro matches, but any aggro player worth their salt would easily play around it, but then again, its aggro so there's always a chance they don't, or just don't care.
I've slagged off Whirlkick Master in the past, as well as Sethekk Veilweaver and got egg on my face today. I've learnt my lesson this time round, and will now say that this card is only 'borderline' to being trash.
Hunter will nearly never get tons of value out of this in one turn. The fact that there isn't really a lot of 1 mana beasts stifles this even further. Had Springpaw still exist in standard, this card would have some say in a standard midrange hunter, but it isn't, so at very best this card will get value only from 2 mana cards, and then will proceed to give you cards you can neither play nor want on the same turn.
There's always the chance this snowballs, but its going to be a very small snowball rolling down on a hot day.
Its basically going to summon two 4/3 treats for 5 on its own, and will further buff up your other minions, assuming you have any. Is it really going to be broken? I'm doubtful. Not because that card is bad, but it happens to belong to a class that doesn't care about these things. In druid, any deck that doesn't ramp with Overgrowth is automatically required to push the envelope further out of the galaxy, and this card just isn't really doing that.
At its core, its an aggro card. Or a token druid card, since goru is still in standard. Both aren't really that good at the moment, so let's just chalk it up to an 'if' scenario. "IF" token/aggro druid becomes a thing in standard, this will be good. Otherwise its trash.
Its best chance is in hunter, because Phase Stalker still exists, as you say.
In dhunters? Well, aggro dhunter can still use this card. But it won't be as amazing as many would like to think.