Completely random Secrets are not a great design space since it forces you to play around every Secret simultaneously rather than what the current meta/decklist runs.
Though this can sometimes catch your opponent off-guard and it has synergy with some Secret cards. That might be where this shines.
This is extremely good. It's the cheapest form of Spell Damage you can get and it's repeatable meaning that it's not just for combo-burning, but it can also be used as just a survival tool.
And because it's a location, your opponent can't really stop the Spell Damage from happening. What are they going to do, play Demolition Renovator just for Druid?
It's super sticky and it can absorb some pretty big chunks of damage. It just sadly can't be used with Endgame that well since your opponent will probably kill at least one of the 4/4s on the same turn as the 4/6, but it's a fantastic target for Game Master Nemsy.
It seems like a fine card and it can possibly do a lot of damage if left unchecked, but they could've done something much more creative with the Shrine than just a hero attack boost.
Not so great in Standard right now because we don't have that many great and cheap Pirates, but if the next set's theme is anything to go off of, we're probably getting Pirates.
Then this basically becomes an Arms Dealer for Pirates.
It might be a bit clumsy to use if you can't get a Divine Shield on board, but in a properly built deck, finding a good target for it shouldn't be a problem.
I'm also a bit confused as to why this is a Neutral card when playing the outermost cards in your hand is a very specifically DH thing. It shouldn't be a Neutral mechanic. They should've reflavored the card, buffed the damage, and made it a DH card. It doesn't belong in Neutral imo.
A really funny callback, but the fact that you have to spend 3 mana to Discover the minion is quite steep regardless of how many bonus stats you give the minion.
I really like the way "Corrupt" interacts with Miniaturize, but their refusal to reuse these keywords is really weird. At least give them the proper keywords once they rotate to Wild.
The base version is not that strong which makes it a bit questionable in terms of power, but the Mini is quite good. The Mini will basically determine if this card lives or dies.
It's delayed compared to Arcane Intellect, but drawing specifically Battlecries can be absurdly powerful with the right setup. Good for Battlecry decks and there's probably some combo deck that can use this too.
Although it's quite limiting since basically all of your minions have to be Pirates to make this really consistent and even in Pirate Rogue, you're probably running at least one or two non-Pirates (like Toy Boat for example).
It's hard for location synergy to be really good since there's just simply not very many of them yet. In a world where each class has more locations, then this is probably decent, but I don't see it yet.
Completely random Secrets are not a great design space since it forces you to play around every Secret simultaneously rather than what the current meta/decklist runs.
Though this can sometimes catch your opponent off-guard and it has synergy with some Secret cards. That might be where this shines.
It's difficult for it to be amazing since it's a low-statted Deathrattle minion for 7 mana without Taunt.
So... maybe? Prototypical "has potential but don't want to call it trash" comment.
This is extremely good. It's the cheapest form of Spell Damage you can get and it's repeatable meaning that it's not just for combo-burning, but it can also be used as just a survival tool.
And because it's a location, your opponent can't really stop the Spell Damage from happening. What are they going to do, play Demolition Renovator just for Druid?
This is pretty good.
It's super sticky and it can absorb some pretty big chunks of damage. It just sadly can't be used with Endgame that well since your opponent will probably kill at least one of the 4/4s on the same turn as the 4/6, but it's a fantastic target for Game Master Nemsy.
It seems like a fine card and it can possibly do a lot of damage if left unchecked, but they could've done something much more creative with the Shrine than just a hero attack boost.
Not so great in Standard right now because we don't have that many great and cheap Pirates, but if the next set's theme is anything to go off of, we're probably getting Pirates.
Then this basically becomes an Arms Dealer for Pirates.
Game: "Hunter's weakness is board clearing and comeback mechanics."
Team 5 not even one month later: *gives them a better Vanish with a 6/6 body on it.*
It's not for every type of Hunter deck since it costs 9 mana, but for the ones that do play the game that long, this is sure to be a powerhouse.
Hopefully this turns out better than Swampqueen Hagatha did.
I can't imagine it wouldn't since this card is quicker to use and gives you more value over time. I definitely want to see this get played.
It might be a bit clumsy to use if you can't get a Divine Shield on board, but in a properly built deck, finding a good target for it shouldn't be a problem.
Great card for Handbuff DK.
Handbuff DK has some good tools in this set, but I'm unsure if it will actually be viable.
Can't really say anything else that everyone hasn't already said.
Great flavor, but it's incredibly slow. As far as I'm aware, there's nothing that can tutor it either.
There's an assload of combo potential here.
Uther of the Ebon Blade in particular? Using this with Garrison Commander can summon all four Horsemen in one turn.
It's not the worst card in the world, but it's not Altruis the Outcast.
I'm also a bit confused as to why this is a Neutral card when playing the outermost cards in your hand is a very specifically DH thing. It shouldn't be a Neutral mechanic. They should've reflavored the card, buffed the damage, and made it a DH card. It doesn't belong in Neutral imo.
A really funny callback, but the fact that you have to spend 3 mana to Discover the minion is quite steep regardless of how many bonus stats you give the minion.
I really like the way "Corrupt" interacts with Miniaturize, but their refusal to reuse these keywords is really weird. At least give them the proper keywords once they rotate to Wild.
The base version is not that strong which makes it a bit questionable in terms of power, but the Mini is quite good. The Mini will basically determine if this card lives or dies.
It's delayed compared to Arcane Intellect, but drawing specifically Battlecries can be absurdly powerful with the right setup. Good for Battlecry decks and there's probably some combo deck that can use this too.
In Pirate Rogue, this looks to be really good.
Although it's quite limiting since basically all of your minions have to be Pirates to make this really consistent and even in Pirate Rogue, you're probably running at least one or two non-Pirates (like Toy Boat for example).
I can already see this becoming really annoying to play against, meaning that it's probably going to be really great.
Definite inclusion in Dragon Priest and maybe just other Priest decks in general.
It's hard for location synergy to be really good since there's just simply not very many of them yet. In a world where each class has more locations, then this is probably decent, but I don't see it yet.
It's a pretty solid Taunt minion for the price.
It also wins the award for cutest card of the set.