Comments
462 totalThis is already an okay anti-aggro tool if you cast a 2 mana spell with it, and it only gets better for higher costs. The problem is that it comes down a little too late against aggro if you want …
Not an amazing card, just because hunters don't run that many damaging spells that they want to point at minions, and this one synergy card is not enough to change that on its own.
It this does see play, …
The size of the randomness makes this a little hard to evaluate, but I imagine you'd be doing well if you generated 2 or 3 useful spells from this.
Not sure if decks want this, just by merit of …
This effect is only really great at 3 or more fragments, and even then it's not game winning.
I can't imagine a deck that is specifically built around this mechanic, and decks that coincidentally run a few fragment cards …
Pretty nice counter aggro card, but in warlock decks where I expect to see the slower fragment builds, this will likely only make the cut as an enabler, unlike school spirits which is a good card on its own.
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A pretty nicely-statted demon for any decks that want early game board control.
Unlike beasts with [card]Dire Mole[/card], demons don't have a lot of tribe matters effects in the very early game, so this is less strong.
Enabling …
Even mana cost aggressive cards are unlikely to go anywhere for some time. As it stands, none of the aggressive even costed cards seem to be enough to push DH away from the odd package.
Good if demon hunters ever need a board clear in a more midrange archetype, but this alone won't make that viable.
Not expecting this to see play, based upon reveals so far.
Pretty nice card if you can activate it. The trouble will be activating it.
As it stands, this probably misses Odd DH because the only activator is [card]Spirit Jailer[/card] (Shouldn't it be gaoler?)
Very efficient when it is active, maybe enough that a slower warlock deck running [card]School Spirits[/card] and [card]Soul Shear[/card] could use it as an anti-aggro tool.
As for aggro, the enablers are just too slow for this to see …
Good statline and a strong ability, but this theme seems too thin on fragment generators to be a consistent turn 3 play.
I can't see many slower decks running this, as it will only really come into play in …
Very nice to see a volcanic potion for warlocks that doesn't miss demons.
Definitely worth trying out in a lot of renolock decks, maybe even mecha'thun where you can draw the fragments semi-regularly.
EDIT: This does disable reno, …
A little tricky to play in either class right now. If a deck can build around this successfully, this could be a great anti-aggro tool if can come down on turn 4 or 5, but slower decks where this will …
The card is fine, but I doubt it will see a lot of play. Copying opponent's cards is never a very reliable way of generating value, and this will probably only generate one card.
This seems pretty acceptable as a 1-card board dump. The 'illusion' effect is tricky to evaluate, but it will probably be fairly easy to guess as the opponent.
Not sure if this becomes a common pick for odd rogue, …
A little expensive for only 8/8 in stats.
The rush mode is nice, but a spell that fills you board with rush minions is probably just a bad board clear in most cases, especially for mana.
Good statline for a 1-drop, and spell damage is at its most relevant in the early game. Likely to go somewhere, just by virtue of it being a very strong 1-drop.
Not expecting to see this in secret mage, …
I assume that the tokens are 1/1 beasts, so that could be of some use. 1 mana for 2/2 across two bodies and another 1/1 in hand is probably good for token druid decks, but I can't imagine many hunter …
3 mana clones spells are already available in priest, and they slot into raza priest to make copies of spawn of shadows fairly well.
This can be used there as well, but I wonder if paladins have any use …
I'm fairly sure that in most cases this is just a 3/12 with poisonous and rush.
Paying 8 mana to remove a single minion is probably too slow for most paladin decks.