I like the flavor of "GET BACK UP AND FIGHT," but I've gotta see all the Frenzy cards before I can say it's good. At a first glance, it does seem strong.
Oh no, you drop this and summon ~2 (on average?) 5/5s that don't do anything for one turn! Also, the Watch Towers you have to play can't attack, so the funniest (for your opponent) situation would be keeping 4 of your Watch Towers alive so Kargal can't even summon his full value of 4 Lookouts. And the dude is a 7 Mana 5/5 himself! Nah, pass.
Buffing up the Health of your damaged minions (self-damaged, most likely, to trigger Frenzy effects at advantageous times) while still keeping them damaged is nice, but this doesn't seem strong enough for a Legendary.
I like it. Obviously, a 0 Mana 2/3 with Taunt is nice for the second/any generated copies of this card. I don't think the discount will stack with multiple copies; that seems too strong, and (base Mana cost) - (2) is still (base Mana cost) - (2) even if there are two cards in play that reduce it by (2). But most potentially good Taunts tend to be 1 or 2 Mana too expensive.
Sure, this might be useful for setting up lethal in an aggressive DH deck, but I think it's more versatile than that. Whether it's countering buffs, Deathrattles, or persistent auras, it's a card that will be used proactively, to disrupt your opponent's gameplan for a turn. Even if that disruption doesn't allow you to set up lethal, it's free delay. Of course, if the best decks plop down well-statted Battlecry minions all day, that's a different story.
My favorite kind of deck is one that builds a board and then buffs it so it sticks around, so Guff is right up my alley. Hope it'll be the MacGuffin that wins some games for me!
Very strong. Sure, maybe Rogue will just SMOrc all the live-long day and never waste weapon charges on removal, but a card like this provides new options for almost no downside; it takes up a deck slot, but even that's not true if you generate it. I like the flavor, paralyzing the target so it can't counterattack, but Rogues using maces/hammers is sacrilege.
Oh no! We'll be seeing a lot of this gnome.
Yeah, slightly worse than Self-Sharpening Sword but I still think it's playable.
I like the flavor of "GET BACK UP AND FIGHT," but I've gotta see all the Frenzy cards before I can say it's good. At a first glance, it does seem strong.
The Dudes are back in town.
By the Holy Light!
At least Blizzard made it an Epic so we can get more Dust when we disenchant it.
No, wait! Watch Towers are the perfect counter to Sigil of Silence! Nevermind.
Better than the other Watch Tower, but still not good.
Oh no, you drop this and summon ~2 (on average?) 5/5s that don't do anything for one turn! Also, the Watch Towers you have to play can't attack, so the funniest (for your opponent) situation would be keeping 4 of your Watch Towers alive so Kargal can't even summon his full value of 4 Lookouts. And the dude is a 7 Mana 5/5 himself! Nah, pass.
Oof! More Priest board clear, though at least this is more situational.
Buffing up the Health of your damaged minions (self-damaged, most likely, to trigger Frenzy effects at advantageous times) while still keeping them damaged is nice, but this doesn't seem strong enough for a Legendary.
I just hope the Deathrattles they're adding (yet to be revealed) aren't TOO busted....
Slow, but could be good.
Nice touch with the spirit being a Warden. As far as the card itself? Of course, entirely dependent on whether DH can run powerful Deathrattles.
I like it. Obviously, a 0 Mana 2/3 with Taunt is nice for the second/any generated copies of this card. I don't think the discount will stack with multiple copies; that seems too strong, and (base Mana cost) - (2) is still (base Mana cost) - (2) even if there are two cards in play that reduce it by (2). But most potentially good Taunts tend to be 1 or 2 Mana too expensive.
Looks decent to good in the right deck. At least it should be protected from enemy minions most of the time, given its synergy.
Sure, this might be useful for setting up lethal in an aggressive DH deck, but I think it's more versatile than that. Whether it's countering buffs, Deathrattles, or persistent auras, it's a card that will be used proactively, to disrupt your opponent's gameplan for a turn. Even if that disruption doesn't allow you to set up lethal, it's free delay. Of course, if the best decks plop down well-statted Battlecry minions all day, that's a different story.
My favorite kind of deck is one that builds a board and then buffs it so it sticks around, so Guff is right up my alley. Hope it'll be the MacGuffin that wins some games for me!
Very strong. Sure, maybe Rogue will just SMOrc all the live-long day and never waste weapon charges on removal, but a card like this provides new options for almost no downside; it takes up a deck slot, but even that's not true if you generate it. I like the flavor, paralyzing the target so it can't counterattack, but Rogues using maces/hammers is sacrilege.
My goal will be to turn it into a Rager every game.
Uh oh!