It's quite unlikely that it will see play, but 0 mana minions are quite rare in the game, so it's always kinda cool in a weird way to see one. We just need our 0 mana 1/1 Elemental, Totem, Dragon, and Pirate now and we'll have a full set.
It's slow to have the Deathrattle occur naturally, although it's really good to cheat out, and it's good for Deathrattle activators where you can quickly get a bunch of 7-Cost minions on the board.
Haha, better Wee Spellstopper. With how much AoE there is, the effect isn't as strong as it could be, although it will still be annoying for your opponent to deal with sometimes. I'm a bit doubtful of it seeing play though since it requires you to control a few decent sized minions before it really gets good value.
The ability isn't bad. It could be used as a way for any class to Discover a spell, although it's not that good for the Spell Damage since you typically want those to be as cheap as possible unless it's Malygos.
It can be an Elven Archer for Mage, a Lost in the Jungle for Paladin, and... that's actually it. It is a worse Kobold Librarian in Warlock, although it still isn't bad. It's actually a decent turn 1 play for Paladin too.
A pretty good Neutral Common, especially in Demon Hunter with their 1 mana Hero Power. Even decks in Wild could use it pretty well too. I reckon we'll see quite a bit of it, especially in DH in Standard.
I reckon it'll probably be experimented with in SD Mage or Shaman, and then probably subsequently dropped by most of them. The payoff is pretty good and maybe easier to get off due to the new synergy, which is why it'll be experimented with. But then it might get dropped because this isn't the type of payoff the deck really wants.
It gives you two extra minions which could then be buffed by something like Into the Fray or [Hearthstone Card (Armegadillo) Not Found], which could be decent. That said, it probably won't see that much play.
It's decent as Rush Warrior support. Not as much as Town Crier which is vaguely similar, although it's not too bad.
That said, in Wild, you'd probably just play Town Crier instead. In Standard, I'm not sure where this goes, but getting Rush minions is decent as it can always do something.
Remember Dark Possession? The 1 mana Discover a Demon card with a downside?
This just wipes the floor with that card in every single way. Theoretically, it could be really useful with Jaraxxus since it would allow you to get a 6/6 out on the same turn as Jaraxxus himself. That might not make Jaraxxus good again, but it will certainly help him out quite a bit. It seems like one of the less good Study cards, but it might still find a home since the effect is still good.
The healing potential is insane, although it also seems really slow on 8. Then again, Hagatha had the same AoE damage on 8 mana and that saw play, so maybe this will as well.
This actually seems pretty good since it effectively offers a free trigger of Spell Damage for up to 3 turns (you do pay 2 mana for the weapon on turn one if you choose to use it that turn, but still). It's really good for all your Spell Damage triggers, and the weapon can even be used to take out some minions.
Strong card. I like it.
It's also an effect I've made on weapons before, so I like it even more for that reason.
This is a concept I've seen so many times on fan-made cards, so it's cool to see it finally in the game.
At it's base form, it's... okay. Not horrible, but it's not that great either. This card lives and dies by how often you can get Spell Damage and this spell off with one of those minions on the board. In Shaman, there's always the chance you get Wrath of Air Totem from your Hero Power, although that's a bit of an RNG gamble, though it does make it slightly better.
A bit of a pun there since "cutting class" usually refers to the act of not going to class whereas this card appears to depict a class that's literally about cutting things.
Most weapons that are run usually have around 2 or more base Attack, so it evens out to an Arcane Intellect. Although with all the buffing you can do, you can get this dirt cheap. For aggressive weapon decks, this seems like it'd be pretty good.
It's by no means "bad", but it rarely sticks around for its effect to be extremely strong and last a lot of strikes. Deadly Poison is a more permanent option and a better Combo activator. It's pretty good on curve though.
Seems pretty decent for Stealth Rogue since you can reliably play it on turn 4 without needing to use its Spellburst ability right away, and then play a spell next turn to get the effect off.
It's actually not a bad Rogue weapon, although if you want high Attack immediately, I think you'd rather just Hooked Scimitar, or even just Hero Power + Deadly Poison.
EDIT: Also by the way, this is my 1000th post on the website. Cool.
It's quite unlikely that it will see play, but 0 mana minions are quite rare in the game, so it's always kinda cool in a weird way to see one. We just need our 0 mana 1/1 Elemental, Totem, Dragon, and Pirate now and we'll have a full set.
Pretty decent card in any spell based deck, which they've been pushing this set. I'd say it has a pretty decent chance of seeing play.
It's slow to have the Deathrattle occur naturally, although it's really good to cheat out, and it's good for Deathrattle activators where you can quickly get a bunch of 7-Cost minions on the board.
I remember that Anubisath Warbringer just played because it was good when it was drawn by Necrium Apothecary. I feel this might follow a similar fate.
Haha, better Wee Spellstopper. With how much AoE there is, the effect isn't as strong as it could be, although it will still be annoying for your opponent to deal with sometimes. I'm a bit doubtful of it seeing play though since it requires you to control a few decent sized minions before it really gets good value.
The ability isn't bad. It could be used as a way for any class to Discover a spell, although it's not that good for the Spell Damage since you typically want those to be as cheap as possible unless it's Malygos.
Aw, she doesn't eat the books? She's not very voracious then (and that was your shitty joke for the day).
Seems like it would be really strong in super, super face decks that vomit their whole hand no problem since it's an easy refill of 3 cards.
It can be an Elven Archer for Mage, a Lost in the Jungle for Paladin, and... that's actually it. It is a worse Kobold Librarian in Warlock, although it still isn't bad. It's actually a decent turn 1 play for Paladin too.
Hunters could also use it with Phase Stalker or Dragonbane. Has potential to be good.
A pretty good Neutral Common, especially in Demon Hunter with their 1 mana Hero Power. Even decks in Wild could use it pretty well too. I reckon we'll see quite a bit of it, especially in DH in Standard.
Also, River Crocolisk is crying in the corner again.
I reckon it'll probably be experimented with in SD Mage or Shaman, and then probably subsequently dropped by most of them. The payoff is pretty good and maybe easier to get off due to the new synergy, which is why it'll be experimented with. But then it might get dropped because this isn't the type of payoff the deck really wants.
It gives you two extra minions which could then be buffed by something like Into the Fray or [Hearthstone Card (Armegadillo) Not Found], which could be decent. That said, it probably won't see that much play.
It's decent as Rush Warrior support. Not as much as Town Crier which is vaguely similar, although it's not too bad.
That said, in Wild, you'd probably just play Town Crier instead. In Standard, I'm not sure where this goes, but getting Rush minions is decent as it can always do something.
(Foe) Reaper's Scythe - You know they did on purpose (and it's fitting since a scythe is a farming tool).
The effect is quite strong though, and you can choose when it'll go off. It even has good synergy with the buffs in this set.
Remember Dark Possession? The 1 mana Discover a Demon card with a downside?
This just wipes the floor with that card in every single way. Theoretically, it could be really useful with Jaraxxus since it would allow you to get a 6/6 out on the same turn as Jaraxxus himself. That might not make Jaraxxus good again, but it will certainly help him out quite a bit. It seems like one of the less good Study cards, but it might still find a home since the effect is still good.
The healing potential is insane, although it also seems really slow on 8. Then again, Hagatha had the same AoE damage on 8 mana and that saw play, so maybe this will as well.
This actually seems pretty good since it effectively offers a free trigger of Spell Damage for up to 3 turns (you do pay 2 mana for the weapon on turn one if you choose to use it that turn, but still). It's really good for all your Spell Damage triggers, and the weapon can even be used to take out some minions.
Strong card. I like it.
It's also an effect I've made on weapons before, so I like it even more for that reason.
This is a concept I've seen so many times on fan-made cards, so it's cool to see it finally in the game.
At it's base form, it's... okay. Not horrible, but it's not that great either. This card lives and dies by how often you can get Spell Damage and this spell off with one of those minions on the board. In Shaman, there's always the chance you get Wrath of Air Totem from your Hero Power, although that's a bit of an RNG gamble, though it does make it slightly better.
A bit of a pun there since "cutting class" usually refers to the act of not going to class whereas this card appears to depict a class that's literally about cutting things.
Most weapons that are run usually have around 2 or more base Attack, so it evens out to an Arcane Intellect. Although with all the buffing you can do, you can get this dirt cheap. For aggressive weapon decks, this seems like it'd be pretty good.
It's by no means "bad", but it rarely sticks around for its effect to be extremely strong and last a lot of strikes. Deadly Poison is a more permanent option and a better Combo activator. It's pretty good on curve though.
Seems pretty decent for Stealth Rogue since you can reliably play it on turn 4 without needing to use its Spellburst ability right away, and then play a spell next turn to get the effect off.
It's actually not a bad Rogue weapon, although if you want high Attack immediately, I think you'd rather just Hooked Scimitar, or even just Hero Power + Deadly Poison.
EDIT: Also by the way, this is my 1000th post on the website. Cool.