The pool is about 17 minions in standard currently, including 2 eventually-prime legendaries.
Its just a good card. That it gives you a minion makes it all the better. All mage and shaman decks can use this in some way. Since it also cheapens your next spell damage minion, you can easily keep it for a later turn for a boosted spell.
Maybe its a little to specialized for shaman. Mage will certainly be making way for this
We have to wait out for all the cards to be revealed before calling this shit. But I'm somewhat reminded of Stampeding Roar, a much better card which also did not see any play. And that was a time where big beast were literally everywhere.
Okay, so this one's a interesting card in theory, but unless we see some massive 5 drop beast, there's little to no reason why anyone would want to play this card. At its very best it pulls out Tundra Rhino and Stranglethorn Tiger but little else.
It costs too much, which leads me to believe that team5 is holding out on something really big that is also a beast and cost 5 mana somewhere. Otherwise, all I can think off is getting Bad Luck Albatross to screw opponent decks and sometimes clear the board.
Yes, its a big boy, and yes it does quite a lot of stuff. But ultimately, its still a 9 cost card that doesn't really do much when it enters.
I like the card. But unless something is done about Thoughtsteal all I can think of is facing down this and losing because of an rng effect. I'd rather discover this than put it in my deck.
In constructed, if you ever get to the point where you can get this out and not die, chances are you're facing a deck that can deal with this monstrosity. It feels like a discover card, not something that you'd happily put into your deck, just like Gruul, which despite its potential just never saw the light of day.
Another strike against this card is that ironically dhunters cant deal with it themselves, so if it gets stolen by priest or by Keymaster Alabaster, then you'd might as well just concede on the spot.
Its just a very strong card that will see inclusion into most decks since its essentially a removal card, with a deathrattle that can be beneficial under some circumstances.
Cheaper equality, and yet another board clear for warrior. Whats else is there to want from a card for both sides?
Equality on a stick, and if push come to shove you can trade Lord Barov for a board clear on the same turn by destroying him yourself.
Fits instantly into decks on both sides, mostly because its just a flexible card that does what its supposed to do, help clear minions/boards.
The deathrattle will likely help out warrior more so than paladin, its even in some cases just bad for paladin to leave this up since the deathrattle just messes with their many divine shielded minions. But its still an equality effect that comes one turn earlier, and for that its just an instant inclusion in all but aggro decks.
In most cases this would just be a 5/4 for free. Is that good enough? Usually yes, but for druid this is perhaps not what they need.
There's obviously some set up with this card. But I don't think it will make the inclusion into OTK decks. If you see this in high levels in standard at all, chances are its because its a 5/4 for free.
Its surely a build around card, but in the right deck its not possible to ignore how powerful this card can become.
For priest its a little tighter, since priest has better target spells against the opponent. But for paladin, this is perfect, there being plenty of heavy spells in paladin that wouldn't mind being casted for free.
Theres some shenanigans with Tip the Scales somewhere, just saying.
There's so much potential in this one card. Basically like kun, it pays for itself, provided you still hold on to a spell.
I'm not so bummed out by this card to be honest. In most cases, its a free 5/4. The only true shenanigans would be to have Imprisoned Satyr discount his to 1, but in that case you'd perhaps rather the discount hit something like Malygos, Ysiel Windsinger, or even Ysera, Unleashed. Otherwise, you'd play this on 6 and pray they can't clear it so you get something like a Twig of the World Tree back. An unlikely scenario.
Okay, so the effect is a little tricky, but not impossible to build around.
I still rate this as better than it looks. Mostly because its a 3/6 for 4, and if buffs are the game then this is a sticky enough minion that is somewhat a threat, since its basically buffing itself on top of whatever spell you cast (usually on it if it somehow survives).
Yes, this limits your deck building, but on the other hand does it though? In a typical libram pally set, the only spells you'd be crying when casted automatically would be Libram of Justice. This also has some swingy potential, essentially casting stuff like Consecration, Avenging Wrath or even Lay on Hands for free.
One more long shot. This can also cast Tip the Scales, for what its worth. I'd might just try this cheese out myself at some point.
Well, we more or less could guess that it was shipped out too strong.
But if the idea was to distinguish it from other classes, etc. Then its obvious that it has somewhat failed. So far dhunters plays a lot like rogue + hunter, except they have the option to heal.
Whether the implementation went well, I think there's more than enough bile and brimstones in all corners of the public to disagree with that opinion. I personally think after the final nerf, which specifically hit warglaives, dhunters eventually became a decent enough class. But there seriously needs to be some sort of a review, at least in future expansions, so it doesnt seem like it can do just about everything.
Its a freeze effect for 1, which is already decent. But the combo is a little redundant. Basically when you decide to freeze something the idea is that you cant kill it, so either the freeze is redundant or the damage is. Rarely is both required.
Still, giving a freeze effect for rogue is good. And 1 mana 3 damage is likewise also good.
Flexible, powerful, and more importantly, essentially free, since the minion you get will also get a 1 mana discount.
Good all around card that I just can't find reasons for mage to not include. For shaman it might be a little more trickier, but not by much.
The pool is about 17 minions in standard currently, including 2 eventually-prime legendaries.
Its just a good card. That it gives you a minion makes it all the better. All mage and shaman decks can use this in some way. Since it also cheapens your next spell damage minion, you can easily keep it for a later turn for a boosted spell.
Maybe its a little to specialized for shaman. Mage will certainly be making way for this
We have to wait out for all the cards to be revealed before calling this shit. But I'm somewhat reminded of Stampeding Roar, a much better card which also did not see any play. And that was a time where big beast were literally everywhere.
Okay, so this one's a interesting card in theory, but unless we see some massive 5 drop beast, there's little to no reason why anyone would want to play this card. At its very best it pulls out Tundra Rhino and Stranglethorn Tiger but little else.
It costs too much, which leads me to believe that team5 is holding out on something really big that is also a beast and cost 5 mana somewhere. Otherwise, all I can think off is getting Bad Luck Albatross to screw opponent decks and sometimes clear the board.
Yes, its a big boy, and yes it does quite a lot of stuff. But ultimately, its still a 9 cost card that doesn't really do much when it enters.
I like the card. But unless something is done about Thoughtsteal all I can think of is facing down this and losing because of an rng effect. I'd rather discover this than put it in my deck.
Very strong card...for arena that is
In constructed, if you ever get to the point where you can get this out and not die, chances are you're facing a deck that can deal with this monstrosity. It feels like a discover card, not something that you'd happily put into your deck, just like Gruul, which despite its potential just never saw the light of day.
Another strike against this card is that ironically dhunters cant deal with it themselves, so if it gets stolen by priest or by Keymaster Alabaster, then you'd might as well just concede on the spot.
Its just a very strong card that will see inclusion into most decks since its essentially a removal card, with a deathrattle that can be beneficial under some circumstances.
Cheaper equality, and yet another board clear for warrior. Whats else is there to want from a card for both sides?
Equality on a stick, and if push come to shove you can trade Lord Barov for a board clear on the same turn by destroying him yourself.
Fits instantly into decks on both sides, mostly because its just a flexible card that does what its supposed to do, help clear minions/boards.
The deathrattle will likely help out warrior more so than paladin, its even in some cases just bad for paladin to leave this up since the deathrattle just messes with their many divine shielded minions. But its still an equality effect that comes one turn earlier, and for that its just an instant inclusion in all but aggro decks.
In most cases this would just be a 5/4 for free. Is that good enough? Usually yes, but for druid this is perhaps not what they need.
There's obviously some set up with this card. But I don't think it will make the inclusion into OTK decks. If you see this in high levels in standard at all, chances are its because its a 5/4 for free.
Its surely a build around card, but in the right deck its not possible to ignore how powerful this card can become.
For priest its a little tighter, since priest has better target spells against the opponent. But for paladin, this is perfect, there being plenty of heavy spells in paladin that wouldn't mind being casted for free.
Theres some shenanigans with Tip the Scales somewhere, just saying.
There's so much potential in this one card. Basically like kun, it pays for itself, provided you still hold on to a spell.
I'm not so bummed out by this card to be honest. In most cases, its a free 5/4. The only true shenanigans would be to have Imprisoned Satyr discount his to 1, but in that case you'd perhaps rather the discount hit something like Malygos, Ysiel Windsinger, or even Ysera, Unleashed. Otherwise, you'd play this on 6 and pray they can't clear it so you get something like a Twig of the World Tree back. An unlikely scenario.
Okay, so the effect is a little tricky, but not impossible to build around.
I still rate this as better than it looks. Mostly because its a 3/6 for 4, and if buffs are the game then this is a sticky enough minion that is somewhat a threat, since its basically buffing itself on top of whatever spell you cast (usually on it if it somehow survives).
Yes, this limits your deck building, but on the other hand does it though? In a typical libram pally set, the only spells you'd be crying when casted automatically would be Libram of Justice. This also has some swingy potential, essentially casting stuff like Consecration, Avenging Wrath or even Lay on Hands for free.
One more long shot. This can also cast Tip the Scales, for what its worth. I'd might just try this cheese out myself at some point.
Well, we more or less could guess that it was shipped out too strong.
But if the idea was to distinguish it from other classes, etc. Then its obvious that it has somewhat failed. So far dhunters plays a lot like rogue + hunter, except they have the option to heal.
Whether the implementation went well, I think there's more than enough bile and brimstones in all corners of the public to disagree with that opinion. I personally think after the final nerf, which specifically hit warglaives, dhunters eventually became a decent enough class. But there seriously needs to be some sort of a review, at least in future expansions, so it doesnt seem like it can do just about everything.
Decent freeze for 1. Or it does 3 damage for 1. One or the other. Its rare to want both.
But it gives a freeze effect to rogue, and that might just be enough for this to see play.
It would. Except rogue has already plenty of value from lackeys alone, and this card doesn't always give you good stuff.
The combo pool isnt big, but theres plenty of duds like Shadow Sculptor, Kidnapper, Necrium Apothecary to name a few obvious ones.
Its a freeze effect for 1, which is already decent. But the combo is a little redundant. Basically when you decide to freeze something the idea is that you cant kill it, so either the freeze is redundant or the damage is. Rarely is both required.
Still, giving a freeze effect for rogue is good. And 1 mana 3 damage is likewise also good.
Plenty of applications, and its a decent 3/4 for 3.
Its going some places, even if it takes another year, at some point its going to be a core card.
Its really just going to be a good stated minion at the end. But without rush, or taunt its just decent, just enough to fit into most paladin decks.
Not going to be blown away by cards like this however.
Flexible, and will likely clear the board for you.
Its more druid than shaman. Druid needs something like this, shaman less so.
There just so many applications for cards like this. But does it merit an inclusion into rogue and mage, likely in rogue, not so much in mage.
Mage suffers from card draw, so any card that doesn't do anything on its own is not likely to be too impressive.