Not enthralled by this. The first half helps demon rich zoo decks dump their hand, the second half rewards playing big demons, which zoo does not do. If a demon-heavy zoo deck is good, it will probably use the prime as a second DK Gul'dan for a one-card board, while the first half seems to be a trap that leads you into overextending. It all depends on the strength of demon zoo decks. Probably too weak for anywhere else.
Renounce Darkness for cowards. In truth, this is probably better than it looks thanks to that +2/+2 buff. However, random demons might be a lot worse when this card comes out thanks to a whole bunch of neutral chaff demons.
This card can probably enable something. Glad this costs 3 not 4, because this could be very strong in evenlock. Warlock ramp incoming? This probably goes in a lot of warlock decks, midrange through to some kind of combo which I am sure exists for this card.
EDIT: The card says 'refresh', so no mana acceleration by face pinging. Probably for the best.
Another piece towards assembling the puzzle of discard warlock. They will eventually figure it out, I'm sure. This card is pretty great, but seems like an eternal scourge on "get an infinite well of 3/4 specific cards" tavern brawls. Potential with Expired Merchant in evenlock is probably there. This card will be good some day.
Twisting Nether + a 3/3 for six is obviously great, but if you don't topdeck/plot twist this, it is still better than siphon soul in most cases, not least because it can get around elusive minions. Probably doesn't have a place in cubelock style control decks, but maybe in even mecha'thun warlock where topdecking is easier.
I like this a lot less than shaman's other new 3-drop. This, like all evolve effects, is unreliable and relies on preexisting boards in order to maybe generate better boards.
This card just feels very nice. It fills out a slot that isn't really filled by a lot of cards at a 3 mana value minion. I like this card in a lot of archetypes.
Cast a spell last turn is a light requirement, but 2 damage AoE is unlikely to be impactful by turn 5. Shaman's board wipe suite already has volcano and hagatha's scheme on 5, so this seems superfluous. Potential with battlecry doubling to be a flamestrike/chaos nova, but there are almost certainly better things you could be doing with your doubled battlecries.
Hellfire + worgen greaser, I guess? A lot of vanilla minion + boardwipe legendaries in this set. About as acceptable as they come, not great, not bad. Probably sees play in shudderwock decks?
Not a fan of either the base card or prime here that much. A super greedy shaman control list exists and I'm not sure that it wants this, but it is the most likely place for it to find a home. A spell specific skull of guldan + a tallstrider for seven is very dependant on the spells drawn. I think you want to draw one or two 3 mana spells off of it, play them immediately, then hold up your discounted boardwipe(s) for later, which seems okay but not really necessary against any deck that gives you enough time to pull it off. In terms of combo, you are more likely to draw your combo card than draw vashj, have her die and draw her prime first.
Very efficient statline and stealth active on the turns where it matters most. Likely a core card in rogue aggro decks for some time. I would be surprised if this didn't end up in odd rogue lists.
This card can essentially say two mana draw two against most decks. Maybe better suited to later turns of the game unlike most rogue secrets, as this one does not slow aggression or generate board presence.
Jumbo Cairne is still about as strong as cairne. No rogue decks really want big piles of stats at these high mana costs. Stealth on the token makes this a little trickier but is probably not going to come up too often.
Good spot removal against aggro and nice against 10 or 9 mana minions. Strength against aggro will depend on the ability of your secrets to not proc when played on turn 2. I imagine cheat death would be the best for that, but also is a pretty poor card against aggro. Maybe Dirty Tricks?
Turns stealth minions into removal spells or just pushes face for 3. A guaranteed core card for stealth based decks, but these decks are lacking in actually good minons with stealth. As with a lot of these cards, if this is a yearlong mechanic, it will probably be good, but will otherwise struggle to be built around.
Not enthralled by this. The first half helps demon rich zoo decks dump their hand, the second half rewards playing big demons, which zoo does not do. If a demon-heavy zoo deck is good, it will probably use the prime as a second DK Gul'dan for a one-card board, while the first half seems to be a trap that leads you into overextending. It all depends on the strength of demon zoo decks. Probably too weak for anywhere else.
Renounce Darkness for cowards. In truth, this is probably better than it looks thanks to that +2/+2 buff. However, random demons might be a lot worse when this card comes out thanks to a whole bunch of neutral chaff demons.
This card can probably enable something. Glad this costs 3 not 4, because this could be very strong in evenlock. Warlock ramp incoming? This probably goes in a lot of warlock decks, midrange through to some kind of combo which I am sure exists for this card.
EDIT: The card says 'refresh', so no mana acceleration by face pinging. Probably for the best.
Another piece towards assembling the puzzle of discard warlock. They will eventually figure it out, I'm sure. This card is pretty great, but seems like an eternal scourge on "get an infinite well of 3/4 specific cards" tavern brawls. Potential with Expired Merchant in evenlock is probably there. This card will be good some day.
Twisting Nether + a 3/3 for six is obviously great, but if you don't topdeck/plot twist this, it is still better than siphon soul in most cases, not least because it can get around elusive minions. Probably doesn't have a place in cubelock style control decks, but maybe in even mecha'thun warlock where topdecking is easier.
Pretty good with hero power totems, but likely not good enough to see play.
I like this a lot less than shaman's other new 3-drop. This, like all evolve effects, is unreliable and relies on preexisting boards in order to maybe generate better boards.
This card just feels very nice. It fills out a slot that isn't really filled by a lot of cards at a 3 mana value minion. I like this card in a lot of archetypes.
Soul of the Forest for shamans. Probably playable in even shaman, but not the best card for a pretty tight list.
Fist without overload is likely to be acceptable in most cases. New option to consider in any slow shaman decks.
Cast a spell last turn is a light requirement, but 2 damage AoE is unlikely to be impactful by turn 5. Shaman's board wipe suite already has volcano and hagatha's scheme on 5, so this seems superfluous. Potential with battlecry doubling to be a flamestrike/chaos nova, but there are almost certainly better things you could be doing with your doubled battlecries.
Very strong card, a shaman Flanking Strike at only 3 mana. Can also go face, if that matters. One of my only five star ratings in this set.
Very clunky evolve card. Outdone by the Thrall DK in most cases, which is not a great card in itself. Not seeing this anywhere in wild.
Hellfire + worgen greaser, I guess? A lot of vanilla minion + boardwipe legendaries in this set. About as acceptable as they come, not great, not bad. Probably sees play in shudderwock decks?
Not a fan of either the base card or prime here that much. A super greedy shaman control list exists and I'm not sure that it wants this, but it is the most likely place for it to find a home. A spell specific skull of guldan + a tallstrider for seven is very dependant on the spells drawn. I think you want to draw one or two 3 mana spells off of it, play them immediately, then hold up your discounted boardwipe(s) for later, which seems okay but not really necessary against any deck that gives you enough time to pull it off. In terms of combo, you are more likely to draw your combo card than draw vashj, have her die and draw her prime first.
Very efficient statline and stealth active on the turns where it matters most. Likely a core card in rogue aggro decks for some time. I would be surprised if this didn't end up in odd rogue lists.
This card can essentially say two mana draw two against most decks. Maybe better suited to later turns of the game unlike most rogue secrets, as this one does not slow aggression or generate board presence.
Jumbo Cairne is still about as strong as cairne. No rogue decks really want big piles of stats at these high mana costs. Stealth on the token makes this a little trickier but is probably not going to come up too often.
Good spot removal against aggro and nice against 10 or 9 mana minions. Strength against aggro will depend on the ability of your secrets to not proc when played on turn 2. I imagine cheat death would be the best for that, but also is a pretty poor card against aggro. Maybe Dirty Tricks?
Turns stealth minions into removal spells or just pushes face for 3. A guaranteed core card for stealth based decks, but these decks are lacking in actually good minons with stealth. As with a lot of these cards, if this is a yearlong mechanic, it will probably be good, but will otherwise struggle to be built around.