Demonxz95
LV.19Senior Writer
Comments
2,558 totalThe Minis can potentially provide you a lot of value, but that staline of 9 mana 3/9 is pretty blegh! You're probably going to get a maximum of 4 Minis in most situations and if your opponent hard removes it, …
Phenomenal Dragon Priest card since it's always going to drop a pretty huge threat (the higher-Cost Dragon) and something that'll probably help you get to the point where you can play it (the lower-Cost Dragon).
You definitely play it …
This is pretty good. Basically [card]Thassarian[/card] for Demon Hunter. Same damage output as Thassarrian and it also has Lifesteal and probably more reliably hits minions that you want it to hit since it's not fully random. Thassarian saw play in …
Druid can be really good at drawing, so it can probably redraw this pretty reliably. It can set up combos, but you'd need to Trade it a lot of times to do that and then it becomes a bit unwieldy.
…The Mini version is really strong, but damn is 5 an EXPENSIVE cost for an Egg. One that doesn't summon a minion either.
Gaining Health as Mage is always pretty good. It helps you stall and it's repeatable, so it might be pretty good.
The base form is not so great, but the Mini form can be. Maybe in some sort of Aggro deck, it can be 4 or 5 mana for a 4/5 and a 3/3.
The fact that [card]Kobold Apprentice[/card] was legitimately played makes me think this will too even if that card is many years old at this point. It doesn't look extremely strong, but it can possibly do some good work. The damage …
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This one's pretty hard to evaluate.
It's pretty expensive and draw costs mana meaning that you probably won't save that much mana overall on turns you're able to draw a lot and play this, and it's pretty hard to …
It could see play.
It's a Neutral hard removal, but some classes don't have good hard removal. They could probably make pretty good use of this.
By itself it's not that strong, but the Mini with Spell Damage +1 might be its saving grace. Cheap Spell Damage has historically been able to find a place.
It'll probably be experimented with, but without Rush or Taunt, it's hard to make a good impact with it and it's also extremely slow to build up since you need to redraw it and then spend 1 Mana to Trade …
In Standard, if new Raza is going to enable a combo, this is definitely going to be part of it. Priest can definitely do something with it.
In Wild, you don't need this since you have old Raza which …
It keeping the stats and Cost gives it some extra utility over other random Legendary cards, but they're still random Legendaries at the end of the day, so it's almost certainly going to be relegated to fun and nothing else.
Solid board flooder for Hunter. It's a cheap and reliable enabled for [card]Jungle Gym[/card]. It's not that hard for Hunter to have minions by the time turn 4 starts, so they can probably get some 3/3s or 4/4s out of …
The condition is very weird.
In any deck that wants to have Armor, you're probably going to have Armor, so its best case is to be used at the very beginning of the game. Though I guess it's also …
It's a pretty decent card and I wouldn't be surprised if it sees play.
I think people just aren't fans of the fact that the card is not that exciting.
Rune mixing has been the Achilles heel for many deck ideas, but maybe this has the power to push it over the edge. It's removal, a constant source of damage, and a constant source of minions (which in turn means …
This is a pretty good Thief Rogue tool. Thief Rogue has always been very hit or miss, but if it hits, it'll probably run this.
I don't think we'll get Thief Rogue in Standard, but they might play this …