If you run c'thun in your deck it's a neat removal, there are several deck shuffles in rogue so maybe if you do that enough it would make sense..
That being said rogue is a high tempo class kill a unit is reactive card.. But it's a combo enabler if cheap enough.. I hate that it isn't consistent with drawing the shuffled card, would like it more if it costed for example 7 but count the shuffles durain the game.. Rather than current card shuffled.
5 mana 5/3 draw 2, while you can manipulate which 2 cards you want and if they were out casted they still are and can be activated again..
Dunno why the first commenter saying it's bad, the floor value of this card is already very high, and if you get the good result (more copies of twin slice for example, or more eye beams) it's really valuable
It really depends on what the meta would be, and how something like a menagerie warrior would adapt to it. Warrior isn't running out of rush minions or removal anytime soon, so we can take away that debate about the early game. If the question is about what Nzoth will bring back, then we'll have to look at the full list, not really just the dragon slot. In most cases, if I can have at least 2 taunts out of Nzoth (which wouldn't be difficult), I wouldn't care much for a 5/5 rush when I can have a full 12/12 revived.
But as I say, that's not to say this card is bad by any means. Even with one discount its already a very strong card, but far from being an auto include because I rate Deathwing, Mad Aspect higher than this card, both as a tutor target and a Nzoth target. Maybe there's room for both, but we'll have to see if there's more menagerie support for warrior to be revealed.
You will whiff on N'zoth(not draw deathwing) and ring master("draw patches") often if you run only the ideal legendary target.
you should have more good targets specially with how it seems the archtype to be built (the 1/3 weapon might be decent actually.) you might want minions that stat changes to them make sense (a 12/12 being a 13/13 doesn't change too much)
There's just one problem, and that's this card interrupts tutoring that deathwing out and also competes for the dragon slot when you play out nzoth.
But that's not to say this card is bad. In most cases we're looking at getting this out at least 1 mana cheaper so a 4 mana 5/5 with rush is still above vanilla stats and it also comes with rush.
Since there's plenty of pirate tutoring in warrior, is there any reason to run this instead of the much superior Bloodboil Brute, which is easily cheapened by the tutored Risky Skipper, as compared with this card.
competing against deathwing? so what? I would saט that it can be much better ress target than deathwing, while it being 12/12 it doesn't have rush..
With Marrowslicer or Twin Slice it shouldn't be hard to get the discount. The only issue is that if you don't get the discount, this isn't worth playing. I guess whether or not the card is good all depends on how easy it is to get the discount.
It's passable for 6 mana if you really need to.. anyway DH has enough draw and it will be played in a deck where you can get 6 attack easily.
anyone who played as/against soul dh can tell you, getting to 6 attack is very EASY and you have a lot of card draw as well.. and you get a 6/6 rush for 1? what?
Its just too good not to see play. Essentially solving aggro mage's problems in one card, and pull up mind games at the same time. Its only weakness is that its unreliable when you're losing, but mage has cards that can stall, so that's not really too big a problem unless you're facing down either mage or hunter, who can deny your draw using their hero power.
Against control, its just a cheap 3 mana draw 3. What made team5 thought this card to be remotely fair is beyond me. But then that's part of the flavor of this card, isn't it?
Arcane Intellect draws you 2 cards, always, that turn, no condition, this draws you 3 cards maybe, next turn, not while losing, while losing tempo, This compares badly with a basic card because the draw is delayed and unreliable.
Aggro mage wants to be on board and gain tempo.
It's not broken I see this secret as one you play to trigger the "if you control a secret condition" then it's decent because you normally get some chip dmg
Cloud Prince and the 4 mana 8/8 minion seem decent with it cause again if you are gonna play a secret on turn 3, you lost tempo.
Yeah it can be good as aggro mage vs control I guess that's fair enough.
I don't think the whole faire is badly designed most cards make sense it's the mage ones so far that make 0 sense.
Seems very strong to me it's easily a 4 mana 5/5 and in the right deck very often a 3 mana 5/5 also this feeds into the managerie specially since the dragon slot was the most weird one since the only good early game dragon warrior had was the galakround one and we are past the galakround invoking meta (people still play galakround just not much invoking going around.)
The game is rigged then it should trigger as you are trying to hit a target and find out it's rigged looking at the new card revealed after this makes me think you don't want the secret to trigger.. For that and for cloud prince..
seems like mage's theme this expansion is "fair games"
Why does rigging the game draws you 3 cards if you weren't hit? my guess is cause they didn't even try it's rigged so the one running the game "wins" and draws 3 cards?
Again the 2 mage cards revealed this expansion so far (this and Ring Toss) have weird flavor why do they exactly do what they do when they have that name + art? team 5 normally makes sense for characters or spells doing what they do for a reason.. maybe it would make sense in an adventure setting, this card would make much more sense if you drew 3 cards if you were hit last turn.. cause then you scammed your opponent with your unfair game.
Anyway this card: it's not good by itself it offers you +1 draw over arcane intellect but it's not only delayed but also not guranteed to happen I think this card is very bad cause of that fact.. also vs aggro you will have hard time triggering this, while vs control you might not what the draw as much unless you are a combo deck and then it's only a card you want vs control/slow midrange decks.
at least this time around the hand buff cards costs a reasonable amount of mana instead of.. 4.. this has tutors as well as the target tribes for the synergy also already have some synergy..
there's the cannon that's a mech and warrior already runs pirates..
we will see if it actually works this time around maybe they learned from both failures of managerie and handbuffing and this time it makes sense..
If you run c'thun in your deck it's a neat removal, there are several deck shuffles in rogue so maybe if you do that enough it would make sense..
That being said rogue is a high tempo class kill a unit is reactive card.. But it's a combo enabler if cheap enough.. I hate that it isn't consistent with drawing the shuffled card, would like it more if it costed for example 7 but count the shuffles durain the game.. Rather than current card shuffled.
Luna's Pocket Galaxy 2: Electric Boogaloo.
5 mana 5/3 draw 2, while you can manipulate which 2 cards you want and if they were out casted they still are and can be activated again..
Dunno why the first commenter saying it's bad, the floor value of this card is already very high, and if you get the good result (more copies of twin slice for example, or more eye beams) it's really valuable
You will whiff on N'zoth(not draw deathwing) and ring master("draw patches") often if you run only the ideal legendary target.
you should have more good targets specially with how it seems the archtype to be built (the 1/3 weapon might be decent actually.) you might want minions that stat changes to them make sense (a 12/12 being a 13/13 doesn't change too much)
competing against deathwing? so what? I would saט that it can be much better ress target than deathwing, while it being 12/12 it doesn't have rush..
It's passable for 6 mana if you really need to.. anyway DH has enough draw and it will be played in a deck where you can get 6 attack easily.
Too slow, I think.. this doesn't give enough tempo really unless you are getting those teddy bears.
Edit: I am dumb I thought this card only discovered cards you shuffled into your deck..
then this card is decent but still quite slow for what rogue usually does drawing a specific card or even 2 is quite valuable.
RIP WILD.
in standard it's alright maybe it could revive the secret archtype in standard.
RIP WILD VERY VERY VERY RIP secret mage WR 70%-> 80%
Decent card, as long as you aren't against a warlock or demon hunter it's 4 mana 2 dmg aoe with a 4/3 that's a high tempo card.
even if you are zoo you might run it if most of your minions are demons cause this just wins you midrange matchups.
anyone who played as/against soul dh can tell you, getting to 6 attack is very EASY and you have a lot of card draw as well.. and you get a 6/6 rush for 1? what?
this card is insanely strong..
Arcane Intellect draws you 2 cards, always, that turn, no condition, this draws you 3 cards maybe, next turn, not while losing, while losing tempo, This compares badly with a basic card because the draw is delayed and unreliable.
Aggro mage wants to be on board and gain tempo.
It's not broken I see this secret as one you play to trigger the "if you control a secret condition" then it's decent because you normally get some chip dmg
Cloud Prince and the 4 mana 8/8 minion seem decent with it cause again if you are gonna play a secret on turn 3, you lost tempo.
Yeah it can be good as aggro mage vs control I guess that's fair enough.
I don't think the whole faire is badly designed most cards make sense it's the mage ones so far that make 0 sense.
Seems very strong to me it's easily a 4 mana 5/5 and in the right deck very often a 3 mana 5/5 also this feeds into the managerie specially since the dragon slot was the most weird one since the only good early game dragon warrior had was the galakround one and we are past the galakround invoking meta (people still play galakround just not much invoking going around.)
Then why doesn't it gives you coins then?
The game is rigged then it should trigger as you are trying to hit a target and find out it's rigged looking at the new card revealed after this makes me think you don't want the secret to trigger.. For that and for cloud prince..
seems like mage's theme this expansion is "fair games"
Why does rigging the game draws you 3 cards if you weren't hit? my guess is cause they didn't even try it's rigged so the one running the game "wins" and draws 3 cards?
Again the 2 mage cards revealed this expansion so far (this and Ring Toss) have weird flavor why do they exactly do what they do when they have that name + art? team 5 normally makes sense for characters or spells doing what they do for a reason.. maybe it would make sense in an adventure setting, this card would make much more sense if you drew 3 cards if you were hit last turn.. cause then you scammed your opponent with your unfair game.
Anyway this card: it's not good by itself it offers you +1 draw over arcane intellect but it's not only delayed but also not guranteed to happen I think this card is very bad cause of that fact.. also vs aggro you will have hard time triggering this, while vs control you might not what the draw as much unless you are a combo deck and then it's only a card you want vs control/slow midrange decks.
1 star.
first hour of a new expansion
No brainer include in pure paladin, same keywords of zilliax except magnetic so it should be great also 7 heal swing while leaving a body..
well that's the dude synergy we needed for Day at the Faire to make sense great card!
with air raid as well we now have a lot of flood for this guy wonder if there will be another aoe buff for dudes
at least this time around the hand buff cards costs a reasonable amount of mana instead of.. 4.. this has tutors as well as the target tribes for the synergy also already have some synergy..
there's the cannon that's a mech and warrior already runs pirates..
we will see if it actually works this time around maybe they learned from both failures of managerie and handbuffing and this time it makes sense..
Seems like a good include if you run a N'zoth deck
This is the theme for most corrupted cards..
but in this case the corrupted version is quite a big deal it's also a taunt + divine shield for N'zoth on the mech slot!