Even with can't come down on turn 3 like Demonwrath, it's hard to say that 1 extra mana for a 4/3 can be a bad thing. This card seems like a solid upgrade over its already good BRM counterpart. It's a good card.
I'm not going to say that it's quite as broken as most people are saying it is, but there are indeed a number of ways to make it as such.
Soulshard Lapidary + Hero Power - There you go. Weapons are also really good because you can hold onto them for multiple turns. Marrowslicer + Twin Slice and you've got it. Inner Demon is also not bad with this as it fulfills the condition automatically. And when you do, a 1 mana 6/6 with Rush is obviously very strong, and this can even be combined with Soul Split.
Sometimes I do with Team 5 would try to push more DH archetypes that aren't just "gain Attack and hit the face."
This is really good with N'Zoth, God of the Deep both to summon from N'Zoth himself (itself?) and to play from your hand after you play N'Zoth as it will cost 0. From N'Zoth, it's a consistent 5/5 Rusher. With just a single discount, it's a 4 mana 5/5 with Rush which is good. Worse case scenario, it's a 5 mana 5/5 Rush that also triggers your Dragons.
So this is definitely good in this Menagerie Warrior. The question is, will Menagerie Warrior be a good deck? If it is, then we will see plenty of this card. If it isn't though, then we won't.
There's lot of synergy here with cards like Togwaggle's Scheme, Shadow of Death, and Ticket Master in Standard, and several other shuffle cards in Wild. The problem though is that one of your Discover choices will need to be one of the cards that you're hoping to draw that you shuffled in. Waiting until you've drawn more cards is a double-edged sword as you could end up drawing what you wanted to draw here (although I suppose Polkelt could somewhat counter this). Stowaway seems like it would be better for most practical cases since it's guaranteed to draw something that you want to draw from this.
That said, it is a 6 mana 5/7 that lets you choose a card to draw, which by itself isn't too bad, so this strategy might be successful somewhere.
Two 4/4s for 4 mana is obviously good. With Rigged Faire Game, you can actually now play this on curve or you draw 3 cards (and trip your opponent up) which seems like a good trade-off. I'm not sure how good it would be in Standard, but it's good in Wild where you always have Ice Block.
This is a very weird Secret. Once you do figure out that it's Rigged Faire Game, some classes will be able to nullify this every turn with a Hero Power.
Until then though, this will probably be a good Secret for tripping up your opponent for at least a few turns. It not triggering can ironically be a good thing for cards like Cloud Prince or Occult Conjurer. I don't see this doing too much in terms of actually being in the deck, but it'll probably be pretty good when you get it through card generation.
(He said this in his video "New deck defining cards! Darkmoon Faire Review #2 I Hearthstone" at 16:56, in case you want to look it up.)
Thank you for replying to my comment.
But for future reference, it's a lot better to use the Quote button instead of the Reply button, as this allows people to read the comment you're replying to in your post, which is better for context.
I'm going to be honest, I was not expecting them to print more Pure Paladin support. It is also slightly weird to print it now when the other 2 Pure Paladin cards will rotate out in the set after this one.
But while Pure Paladin is still a thing, this will definitely be a no-brainer inclusion there. Zilliax was strong because it did everything: Removes a minion, gives you a wall, heals you. This does it slower because it has a higher mana cost, but it still does what it does quite effectively.
SHR synergy is never a bad thing, and in any deck with SHR focus, this card will definitely be a strong pick. A board full of Divine Shields is quite strong, and the +1 Attack is a great bonus to that.
Important thing to note: If you discard Boneweb Egg, the 2/1 Spiders WILL get the +1/+1 buff (is the interaction with Shriek and Egg is anything to go by), so that will definitely be quite strong.
The Grim Rally comparison here is obvious. Depending on certain situations, discarding a card can be less bad than destroying one of your minions, although Grim Rally was good with small 1/1 minions or even stronger with eggs. If you have minions that you don't want to destroy though, then this will be better than Grim Rally. Whichever one is better than the other seems to be roughly 50/50, so I'm going to say this card is good.
The effect might seem boring for a Legendary, but this often tricks people into thinking they're bad. What is slightly weird about this card is that the statline is very defensive, yet the effect is aggressive, although I suppose that might help it survive. There's definitely a combo out there by somehow summoning a bunch of cheap Rush minions. Whether or not minions that gain Rush an an enchantment count will be a determining factor.
If minions that gain Rush as an enchantment count (which according to the wording "Rush minions" would not, but Team 5 is not always consistent with this), then you could do some pretty silly things with Dr. Boom, Mad Genius or Animated Broomstick.
The problem I see with this card is that it's reliant on having all 3 tribes in your hand to be good (in turn, reliant on you played Ringmaster Whatley first), and handbuffs are generally quite slow and see little play.
There is theoretically a place where this can shine, but even in new N'Zoth Warriors, I hardly imagine a slow +3/+3 handbuff on a few minions is what's going to make the deck.
This type of support is really strange since Mechs, Dragons, and Pirates have basically no synergistic overlap with each other outside of simply being 3 separate Warrior archetypes that have been supported on and off over the years. I guess that's just the price when you run menagerie-style decks.
But it's hard to imagine this card being bad since it's a 5 mana 3/5 that draws 3 cards, and The Curator was a decent card in these decks. If Menagerie Warrior takes off, this will no doubt be a very strong part of the deck.
Honestly, a 5 mana 5/5 with Divine Shield by itself is already pretty solid.
This is also quite good for Y'Shaarj and N'Zoth. After you play either old god, you've spent all of your mana and you might be defenseless, so this allows you to put up a strong defense after those two gods.
Even with can't come down on turn 3 like Demonwrath, it's hard to say that 1 extra mana for a 4/3 can be a bad thing. This card seems like a solid upgrade over its already good BRM counterpart. It's a good card.
I'm not going to say that it's quite as broken as most people are saying it is, but there are indeed a number of ways to make it as such.
Soulshard Lapidary + Hero Power - There you go. Weapons are also really good because you can hold onto them for multiple turns. Marrowslicer + Twin Slice and you've got it. Inner Demon is also not bad with this as it fulfills the condition automatically. And when you do, a 1 mana 6/6 with Rush is obviously very strong, and this can even be combined with Soul Split.
Sometimes I do with Team 5 would try to push more DH archetypes that aren't just "gain Attack and hit the face."
Know how easy it is to get 6 Attack?
Soulshard Lapidary + Hero Power - Boom
Marrowslicer + Twin Slice - Boom
This is really good with N'Zoth, God of the Deep both to summon from N'Zoth himself (itself?) and to play from your hand after you play N'Zoth as it will cost 0. From N'Zoth, it's a consistent 5/5 Rusher. With just a single discount, it's a 4 mana 5/5 with Rush which is good. Worse case scenario, it's a 5 mana 5/5 Rush that also triggers your Dragons.
So this is definitely good in this Menagerie Warrior. The question is, will Menagerie Warrior be a good deck? If it is, then we will see plenty of this card. If it isn't though, then we won't.
There's lot of synergy here with cards like Togwaggle's Scheme, Shadow of Death, and Ticket Master in Standard, and several other shuffle cards in Wild. The problem though is that one of your Discover choices will need to be one of the cards that you're hoping to draw that you shuffled in. Waiting until you've drawn more cards is a double-edged sword as you could end up drawing what you wanted to draw here (although I suppose Polkelt could somewhat counter this). Stowaway seems like it would be better for most practical cases since it's guaranteed to draw something that you want to draw from this.
That said, it is a 6 mana 5/7 that lets you choose a card to draw, which by itself isn't too bad, so this strategy might be successful somewhere.
Two 4/4s for 4 mana is obviously good. With Rigged Faire Game, you can actually now play this on curve or you draw 3 cards (and trip your opponent up) which seems like a good trade-off. I'm not sure how good it would be in Standard, but it's good in Wild where you always have Ice Block.
This is a very weird Secret. Once you do figure out that it's Rigged Faire Game, some classes will be able to nullify this every turn with a Hero Power.
Until then though, this will probably be a good Secret for tripping up your opponent for at least a few turns. It not triggering can ironically be a good thing for cards like Cloud Prince or Occult Conjurer. I don't see this doing too much in terms of actually being in the deck, but it'll probably be pretty good when you get it through card generation.
Thank you for replying to my comment.
But for future reference, it's a lot better to use the Quote button instead of the Reply button, as this allows people to read the comment you're replying to in your post, which is better for context.
Can confirm that it is accessible now.
The doc doesn't seem to be publicly accessible.
I'm going to be honest, I was not expecting them to print more Pure Paladin support. It is also slightly weird to print it now when the other 2 Pure Paladin cards will rotate out in the set after this one.
But while Pure Paladin is still a thing, this will definitely be a no-brainer inclusion there. Zilliax was strong because it did everything: Removes a minion, gives you a wall, heals you. This does it slower because it has a higher mana cost, but it still does what it does quite effectively.
SHR synergy is never a bad thing, and in any deck with SHR focus, this card will definitely be a strong pick. A board full of Divine Shields is quite strong, and the +1 Attack is a great bonus to that.
He'll still do well elsewhere in Paladin, even without Yrel. :)
Important thing to note: If you discard Boneweb Egg, the 2/1 Spiders WILL get the +1/+1 buff (is the interaction with Shriek and Egg is anything to go by), so that will definitely be quite strong.
The Grim Rally comparison here is obvious. Depending on certain situations, discarding a card can be less bad than destroying one of your minions, although Grim Rally was good with small 1/1 minions or even stronger with eggs. If you have minions that you don't want to destroy though, then this will be better than Grim Rally. Whichever one is better than the other seems to be roughly 50/50, so I'm going to say this card is good.
Aw yeah, heavy metal!
The effect might seem boring for a Legendary, but this often tricks people into thinking they're bad. What is slightly weird about this card is that the statline is very defensive, yet the effect is aggressive, although I suppose that might help it survive. There's definitely a combo out there by somehow summoning a bunch of cheap Rush minions. Whether or not minions that gain Rush an an enchantment count will be a determining factor.
If minions that gain Rush as an enchantment count (which according to the wording "Rush minions" would not, but Team 5 is not always consistent with this), then you could do some pretty silly things with Dr. Boom, Mad Genius or Animated Broomstick.
The problem I see with this card is that it's reliant on having all 3 tribes in your hand to be good (in turn, reliant on you played Ringmaster Whatley first), and handbuffs are generally quite slow and see little play.
There is theoretically a place where this can shine, but even in new N'Zoth Warriors, I hardly imagine a slow +3/+3 handbuff on a few minions is what's going to make the deck.
This type of support is really strange since Mechs, Dragons, and Pirates have basically no synergistic overlap with each other outside of simply being 3 separate Warrior archetypes that have been supported on and off over the years. I guess that's just the price when you run menagerie-style decks.
But it's hard to imagine this card being bad since it's a 5 mana 3/5 that draws 3 cards, and The Curator was a decent card in these decks. If Menagerie Warrior takes off, this will no doubt be a very strong part of the deck.
Honestly, a 5 mana 5/5 with Divine Shield by itself is already pretty solid.
This is also quite good for Y'Shaarj and N'Zoth. After you play either old god, you've spent all of your mana and you might be defenseless, so this allows you to put up a strong defense after those two gods.
Those ninjas. XD
If it doesn't specify a position, then it always means on the board.