So... Overload support should actually be a little bit better.
Without Overdraft or Lava Shock it's not a great way to gain some taunts, and by the time you play this, it's easy to have some 3-5 damage board clears.
Not great, not bad. Still a weapon for mage that can really do with a couple of discounts getting rid of small spells to gain a big follow up with big spells in hand.
So, it's easy to finish the quest, but the reward is a bit lacking... true you keep a board replenish, some damage and a weapon always equipped, but by that time, a Pirate Warrior deck should have already an advantage over the opponent (I'm a wild player, so dunno about in standard).
Maybe in a Pirate Control archetype, but it's not very convincing.
Not an amazing card, but it can net you some "tutoring" for something you want that you don't need to run in your deck... Still, almost every class has access to other Discover mechanics (even with neutrals), that are better.
So... Overload support should actually be a little bit better.
Without Overdraft or Lava Shock it's not a great way to gain some taunts, and by the time you play this, it's easy to have some 3-5 damage board clears.
So, a pirate that can be played for something else that aggro or tempo.
Interesting.
A really good effect on top of that.
Actually Pillager Rogue is kind of delighted by this.
Still, it doesn't really need it.
Out of the 10 questlines... this is surely lacking...
Basically it reads "Draw your entire deck, discount 9 cards by 1 and the rest by 2... If you got some left."
Not really seeing this as a good DH quest, but I guess DH shone too brightly when it came out, and this is a way to "dim the light".
Zoo decks would love this, but still, 3 mana for a potential 8/9 is not that great in a world where Sea Giant exists.
6 health is ok. But in hunter is just too slow. No matter the format, except for a meme deck, this is another pack filler sadly.
Can you overload 9 mana crystals? Yes... but why? Now this is why.
Setting up Antonidas with this will be easy.
More so in Wild, where you can just set Ice Block then relatively chill.
Fire mage support.
And a semi-control tool too, if it can go infinite this can provide a longer game plan.
Not great, not bad. Still a weapon for mage that can really do with a couple of discounts getting rid of small spells to gain a big follow up with big spells in hand.
Raza Priest got a new tool... good... FML...
Elwynn Boar support.
Reno Hunter support.
Deathrattle Hunter support.
Even synergises with the questline being at 0 mana, great card overall.
2 mana 2/2 draw something you need.
Excellent card for the archetype.
Tempo card for a quick deck in a strong archetype.
There's gonna be a lot of new "Yahar!" this expansion.
Even, Control, Reno, Handlock... every Warlock deck could use this, so I guess it could become staple in the class?
Either Wild or arena/duels card.
The Dr. can always make use of cheap board clears and control tools.
So, it's easy to finish the quest, but the reward is a bit lacking... true you keep a board replenish, some damage and a weapon always equipped, but by that time, a Pirate Warrior deck should have already an advantage over the opponent (I'm a wild player, so dunno about in standard).
Maybe in a Pirate Control archetype, but it's not very convincing.
Empty your hand and copy a specific card... but is that worth it?
I guess you can have some 3/3 boars for the Sword of Thousand Truths "quest". Still... dunno, not convinced by it.
Not an amazing card, but it can net you some "tutoring" for something you want that you don't need to run in your deck... Still, almost every class has access to other Discover mechanics (even with neutrals), that are better.