ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 3 years, 6 months ago
It has anti-synergy with itself: It wants you to run plenty of minions to have a reliable target, but plenty of spells to reduce the cost. Because of this, it will always be mediocre.
ErodosCrossroads Historian 9451019 PostsJoined 05/29/2019
Posted 3 years, 6 months ago
Good secret, will make Mage secrets even more annoying to play around. Quite some secret synergies are still in standard for mage, not enough to carry a whole deck (the loss of both Arcane Flakmage and Flame Ward will make wide boards too strong against it) but might slot as a package in a slower mage deck.
Can be good next year, but for now it simply can't live up to the standard that Secret Passage and Cutting Class have set.
A bit too weak, lifesteal is nice but 4 random damage usually won't remove anything of impact on turn 3.
It has anti-synergy with itself: It wants you to run plenty of minions to have a reliable target, but plenty of spells to reduce the cost. Because of this, it will always be mediocre.
Too slow and bad ability.
Hard card too evaluate, has good potential but I fear it might just fall short of breakpoints a bit too often.
Absolutely bonkers, will be played in every Paladin deck until it rotates.
Very bad secret, all the other Paladin Secrets in Standard are better.
Not impactful enough and too slow.
This will be a big part of enabling a Secret Paladin, as Paladin really needs draw.
Insanely strong. Value generation, tempo, face damage, will see play in every mage deck.
Good secret, will make Mage secrets even more annoying to play around. Quite some secret synergies are still in standard for mage, not enough to carry a whole deck (the loss of both Arcane Flakmage and Flame Ward will make wide boards too strong against it) but might slot as a package in a slower mage deck.
Absolutely broken in any kind of Miracle Mage, like Mozaki Mage.
Might be an alright arena card, but not synergistic enough for constructed.
The card that will carry a Hero Power deck. Can give insane value over a longer game, especially if you manage to discover more copies.
Mana cheat is almost always good, but this one might just be a bit too fair.
Good cheap versatile card, can act as removal, face damage, board development, and can be tutored by Barak Kodobane. Will find its place somewhere.
Hunter's always strapped for cards, so this can be some decent generation.
Decent removal, but too slow for Hunter.
Too slow, too weak of an effect.
Cool synergy with Dire Frenzy, but it's no Master's Call.