I would argue for Murlocula in the Murloc Shaman, it felt pretty good, once it comes to zero, it can help to re-establish board presence after a clear.
It's strange to me they are pushing Dethrattles as a theme, wasn't that the Rogue's niche? Or they want to ensure that DH won't be OP, since Deathrattle Rogue too never worked? (It's just a joke, I welcome any non-burn DH.)
Very interesting and seems much more competitive than the other Sigil. I hope the direct damage at Demon Hunters disposal (weapons etc.) is tuned right, otherwise this seems like a second and third Kayn Sunfury (yeah, you need to set it up, but you know how many damage from hand you have next turn to setup lethal).
It bothers me a lot that people are just downvoting me here anytime I do not hype the card. I am more cautious and conservative about card, but I am not tearing down the card, I think it's clever design that doesn't break the class fantasy like Leeching Poison, can trade a taunt here and there, especially with Sap rotating. The problem is that if you have a big Self-Sharpening Sword, you want to hit face to win and this is, I think too situational to put into your deck. Control or Value Rogue would have to run more weapons and weapon buffs to control the board and without other clears it can't exist. Combo Rogue also has the problem of having enough space in the deck for this card to be meaningful (putting enough weapons and buff).
You are still vulnerable to Aggro, so this is not as good as Leeching Poison. It's still a good card, might be played in Standard, but I don't see a place for it in Wild.
Usually when you buff the weapon you want it to go face, but this might turn playable in Standard with some Value Rogue or Thief Rogue if they resurrect it. I don't really see it in Wild, Kingsbane hits face, Thief Rogue has plenty of Lifesteal already.
Wild doesn't mean that the format should be broken, it only means that all cards should be playable and, in a way, balanced. Highrolls like Darkest Hour or Naga Sea Witch have been proven to be toxic gameplay. That's why it doesn't make sense to revert this nerf, at least for the Apothecary.
Caverns Below had to be nerfed several times (including few stealth nerfs).
These changes won't help to bring off-meta decks into a better place, only these two decks. If anything, Caverns Below might kill Control decks (as it used to do), but Secret Mage will be only more tightly grasping the format since it has a chance to disrupt these stupid answer-this-board-on-turn-four-or-lose decks.
Why the hell are they buffing Caverns Below? And Necrium Apothecary has the same problem as always, it's a damn stupid highroll deck that can create a like 40/40 of stats on turn 4 (turn 3: equip and swing with Necrium Blade, next turn Coin or Counterfeit Coin into this, pulling Deathwing, Dragonlord and a full board of dumb dragons, with OG Nozdormu for good measure.
I like the card, I think it will be played at least the first expac of the year, then it will fall of. People don't remember that at the start of the year we are starved for strong cards, and this is very strong, even if not super synergistic.
I would argue for Murlocula in the Murloc Shaman, it felt pretty good, once it comes to zero, it can help to re-establish board presence after a clear.
The art looks great! I want it golden!
I shudder at the tempo swing it will provide to Wild Pirate War. Nice.
I knew I better hold onto Pen Flingers. It's not that much, but damn 9 Pen Flingers full refund feels nice.
It is like that since last Thursday, the 20.0 patch.
The Toad art is adorable, way cuter than the new murlocs.
Wasn't the OG Jaraxxus something like Discard Hero? But otherwise great joke :D
Well, it's at least Burning Crusade, since we have Bloodelves and Draenei.
It's strange to me they are pushing Dethrattles as a theme, wasn't that the Rogue's niche? Or they want to ensure that DH won't be OP, since Deathrattle Rogue too never worked? (It's just a joke, I welcome any non-burn DH.)
Very interesting and seems much more competitive than the other Sigil. I hope the direct damage at Demon Hunters disposal (weapons etc.) is tuned right, otherwise this seems like a second and third Kayn Sunfury (yeah, you need to set it up, but you know how many damage from hand you have next turn to setup lethal).
It bothers me a lot that people are just downvoting me here anytime I do not hype the card. I am more cautious and conservative about card, but I am not tearing down the card, I think it's clever design that doesn't break the class fantasy like Leeching Poison, can trade a taunt here and there, especially with Sap rotating. The problem is that if you have a big Self-Sharpening Sword, you want to hit face to win and this is, I think too situational to put into your deck. Control or Value Rogue would have to run more weapons and weapon buffs to control the board and without other clears it can't exist. Combo Rogue also has the problem of having enough space in the deck for this card to be meaningful (putting enough weapons and buff).
You are still vulnerable to Aggro, so this is not as good as Leeching Poison. It's still a good card, might be played in Standard, but I don't see a place for it in Wild.
Edit: I mean OG Leeching Poison.
Usually when you buff the weapon you want it to go face, but this might turn playable in Standard with some Value Rogue or Thief Rogue if they resurrect it. I don't really see it in Wild, Kingsbane hits face, Thief Rogue has plenty of Lifesteal already.
Seems like an interesting card, Warlock is fully embracing burning cards. I burn your cards, I burn my cards, everybody goes to fatigue!
Perhaps it includes non-basic Hero Powers? Like Shadowform? Or DKs in Wild? Then it could be interesting, but otherwise just a fun card.
Wild doesn't mean that the format should be broken, it only means that all cards should be playable and, in a way, balanced. Highrolls like Darkest Hour or Naga Sea Witch have been proven to be toxic gameplay. That's why it doesn't make sense to revert this nerf, at least for the Apothecary.
Caverns Below had to be nerfed several times (including few stealth nerfs).
These changes won't help to bring off-meta decks into a better place, only these two decks. If anything, Caverns Below might kill Control decks (as it used to do), but Secret Mage will be only more tightly grasping the format since it has a chance to disrupt these stupid answer-this-board-on-turn-four-or-lose decks.
Why the hell are they buffing Caverns Below? And Necrium Apothecary has the same problem as always, it's a damn stupid highroll deck that can create a like 40/40 of stats on turn 4 (turn 3: equip and swing with Necrium Blade, next turn Coin or Counterfeit Coin into this, pulling Deathwing, Dragonlord and a full board of dumb dragons, with OG Nozdormu for good measure.
I think it's gonna be played in a Midrange Hunter if it can survive (but meta should slow down a bit after the rotation).
In Wild, it will be insane in the recent Handbuff paladin builds.
I like the card, I think it will be played at least the first expac of the year, then it will fall of. People don't remember that at the start of the year we are starved for strong cards, and this is very strong, even if not super synergistic.