It would be an amazing invoker for any other class, but priest has the weakest galakrond. In galakrond priest you would have to take strange route in deckbuilding, since you can't go ressurect with those invokers. It can't go highlander either because you need invoker copies, so midrange? In the end you get immediate control effect and value hero power, which all sums up to be pretty weird and chaotic. I suppose it won't be played competitively.
Amazing, combo activator, pirate synergy, curve filler. I really like how this fits nicely in wild pirate rogue decks, I just need to grind that 1000 win Valeera :)
Good card in vacuum, can be played in both slower and faster decks (although the latter is less likely). Counters Oasis Surger on curve, which is amazing since Rogue really struggles with Quest druid. Also good against treants that might be a thing next meta.
It's play rate is still not guaranteed to be very high.
I don't know, you would really want elemental heavy deck for this to work, and we didn't really get much of that this expansion. If it would fit naturally in some of the existing decks it would be great, but to build your deck around card that just gives you draw, in a class that doesn't really struggle with it, is not really worth it imo.
I'm looking at it from Standard perspective, in Wild this could have much more potential.
Doesn't seem that strong, but it's good. On turn 1 is very good because you can clear 2 health minions with ping, also good for cards that require playing cards outside of your deck. It's an elemental too but it's not that important.
I don't quite get how it works. Left/right is random? Will it always use all damage available provided you have enough minions? What about divine shields?
Cool concept, but confusing, will need to see it in action.
Stronger than Eaglethorn Bow, since you don't have to wait on 1 durability for you opponent to satisfy the condition. It needs cheap dragon package, but I'm sure it's worth it.
This needs dedicated deck, filled with big minions. You can't get early mana cheat, because you need to summon those expensive minions in the first place. With that in mind, it's useless if you get it early, when you have to defend yourself. Also wastes battlecry of a minion it summons.
This card packs great value. If treant decks prove to be good, they should not depend on this card to win, but it really ups the power when played. 5/10 taunt for 7 is very good.
Good when dropped early, but you really need to have reliable draw engine, which is a hard task considering where you want to put this card. I guess it will find it's place in Wild.
It would be an amazing invoker for any other class, but priest has the weakest galakrond. In galakrond priest you would have to take strange route in deckbuilding, since you can't go ressurect with those invokers. It can't go highlander either because you need invoker copies, so midrange? In the end you get immediate control effect and value hero power, which all sums up to be pretty weird and chaotic. I suppose it won't be played competitively.
Amazing, combo activator, pirate synergy, curve filler. I really like how this fits nicely in wild pirate rogue decks, I just need to grind that 1000 win Valeera :)
Good card in vacuum, can be played in both slower and faster decks (although the latter is less likely). Counters Oasis Surger on curve, which is amazing since Rogue really struggles with Quest druid. Also good against treants that might be a thing next meta.
It's play rate is still not guaranteed to be very high.
I don't know, you would really want elemental heavy deck for this to work, and we didn't really get much of that this expansion. If it would fit naturally in some of the existing decks it would be great, but to build your deck around card that just gives you draw, in a class that doesn't really struggle with it, is not really worth it imo.
I'm looking at it from Standard perspective, in Wild this could have much more potential.
In dragon decks it's good enough, you can correct your curve with this while keeping board in check.
Doesn't seem that strong, but it's good. On turn 1 is very good because you can clear 2 health minions with ping, also good for cards that require playing cards outside of your deck. It's an elemental too but it's not that important.
I like it, a 3-in-1 card. I always liked trying spell damage in mage, so I'm really excited about this guy. Reminds me a bit of azure drake.
So, 6 mana, a 4/4 body, and: Pyro/Box/Luna/Power of Creation. 3-card 16 burst with pyro and fireball. Seems broken to me.
Seems scary, can get cheap really fast, and you can't counter it. But it's boring design for me.
I don't quite get how it works. Left/right is random? Will it always use all damage available provided you have enough minions? What about divine shields?
Cool concept, but confusing, will need to see it in action.
Stronger than Eaglethorn Bow, since you don't have to wait on 1 durability for you opponent to satisfy the condition. It needs cheap dragon package, but I'm sure it's worth it.
This needs dedicated deck, filled with big minions. You can't get early mana cheat, because you need to summon those expensive minions in the first place. With that in mind, it's useless if you get it early, when you have to defend yourself. Also wastes battlecry of a minion it summons.
I think it's really bad.
Excellent card, powerful turn 1 play, treant synergy, flexibility. Also Dendrologist on curve, which is great. The deck will be a blast to play.
This card packs great value. If treant decks prove to be good, they should not depend on this card to win, but it really ups the power when played. 5/10 taunt for 7 is very good.
Doesn't look flashy to me as others, but looks both consistent and strong to be played.
Meh, doesn't do enough for me to be worth a slot in a deck.
Broken af, it would be strong enough with just +2 +2. It can be played alongside Jenkins for taunt removal. I expect it to be nerfed.
This will be really good in wild, and a core of potential pirate build in standard.
Good when dropped early, but you really need to have reliable draw engine, which is a hard task considering where you want to put this card. I guess it will find it's place in Wild.
Great card for treants, I feel that archetype is pushed enough now. Running out of steam was maybe a biggest stumbling stone for the deck to work.