If only this was a pirate, it would maybe reach playable in pirate warrior. As it stands, a 2 mana 3/4 with no other effects is strong, but perhaps not strong enough to stand against other decks, especially when getting it out on turn 2 is so hard.
I don't think that this does enough to see play. The opportunity to scale well with weapon buffs is real, but that feels too vulnerable to weapon removal.
It does a lot of stuff, but I don't know if any deck can slot it in. The armour and the weapon are nice, but it doesn't really help on the board when it enters play. Dead man's hand can't really afford to run a card that is so poor against aggro, and no other deck wants a card this slow.
Doesn't really have anything to offer. It's not weak but it doesn't occupy a niche that needs filling, especially given the restriction on poisonous.
Full board clear as long as everything is below or at 3 seems pretty strong, especially compared to Forked Lightning. I've been burned on shaman boardwipes before, so maybe I'm being overoptimistic. Definite maybe.
Super good card for a super bad deck. This can easily scale up to a 3/3 or 4/3 within a few turns thanks to how many low cost elementals there are. The problem is that elemental shaman is just not as good as other aggro decks, lacking comeback potential.
Strong but not necessary. Warlocks have a lot of strong absolute removal and board wipe tools, and I can't see this outcompeting either. Maybe if the 6 damage on turn 2 mark becomes really important, maybe against handbuff mech paladin?
Mecha'thun warlock is back! This + Plot Twist with a reno in hand lets you get the Mecha'thun + Cataclysm without any need for other combo pieces as long as you have 7 or more life, 15 or more without reno.
Really interesting effect, but the cost prohibits it from being useful. Nearly any weapon in the game could just be played instead.
Rogues aren't really hungry for more draw. The tutor effect is good, but I don't think any rogue decks are currently looking for anything that can't just be achieved by Swindle. The side ability is also quite mediocre, and will nearly never significantly alter the game.
It's a pretty clean effect we've seen before with other conditions in Cleric of Scales, but this one comes with an un-hero-powerable body and an even easier condition. I think that this has a good shot at seeing play.
Pretty strong effect. Glad to see paladin secrets getting a little stronger. Not sure this one slots into the same aggressive package as Oh My Yogg!, but It's definitely a lot more powerful than any anti-minion secret paladin has had before.
The Wave of Apathy combo has been pointed out, but I feel as though priests just have better tools available. Maybe if you specifically only run minions with even attack you can get a 1-sided board clear, but that just seems silly.
Would be really strong and slot nicely into an odd paladin list if that divine shield to all minions effect was a battlecry. As it stands, you will often end up getting the effect too late. One thing of potential note is that you could deliberately break this with a Muster for Battle to get the effect earlier, but that seems like a waste of resources.
This is a super-aggressive card that only pays off if you run effects that are the opposite of aggressive. In a hypothetical freeze aggro deck, or maybe secret mage with a freeze package, you run into the problem that you have to run some pretty poor cards to get your payoffs. I think just going the traditional route will work a lot better.
Not really worth it, especially given it is so hard to get value from the rush on the tokens. If you want to summon a bunch of tokens, there are far better options.
It's not great, and I don't think there's much else to say about it. As a slower hunter deck, your health is precious, and if you use this to remove two big minions you're losing a lot of it.
The obvious combo is with Frost Nova, but I can't think of any deck that would really want to do that right now. Fun idea, but the strength of freeze effects is that they lock the opponent out of their turn by giving them a full, useless board. Adding a board wipe to a deck that largely ignores the board doesn't give it that much of an advantage, especially when this card does nothing on its own.
This is pretty nice, and gives demon hunters access to a cheap board clear that can also advance the board. If odd paladin is good, this is good.
Interesting, but using up a card just to make a 1-for-1 trade is a loss of card advantage. Combos with this will only ever be a board clear, but maybe that's enough.