Buff Priest has a ton of support at this point, and this card is the nuts in such a deck. I don't know that you'll want it in any other archetype, but I'm willing to give it an optimistic 4 stars.
If Xerox Priest is going to work, it's because of this card. It also helps a ton with Murloc Holmes, but OMG what a headache. I hope the Deck Tracker devs add some kind of module to display the relevant known parts of the opponent's deck and hand in an easily readable way. Anyway, this gets 4 stars because it's pretty strong even outside that archetype.
I'll be kind and give it 3 stars, but only because Secret Rogue already looks strong. I don't think this legendary adds much to the archetype, but it doesn't hurt. It looks a lot harder to trigger than other "keep coming back" minions have been in the past, and those have never been all that great. Best case is that it forces suboptimal plays, but it still gets killed permanently in the end, maybe coming back once.
Even with this secret, I'm not convinced Halkias will be all that impactful. However, card draw is crucial in all Rogue decks, and playing around this secret will put your opponent at a big disadvantage a lot of the time, so 4 stars.
While it's true that decks that want to do this sort of thing already have ways to do this sort of thing, why wouldn't you want more ways to do it? It may not be as efficient, but it adds consistency. Maybe it's one of the first cards you cut as you tune the deck, but it's worth a shot, so 3 stars.
I don't think these guessing games are as fun as Team 5 seems to believe. This one encourages you to choose the second-best option because your opponent is bound to guess the best option, and most of the time what's best will be obvious to everyone. You could try some 5-head mind games and not expect your opponent to guess the best option, but that's usually going to backfire because most opponents aren't all that smart. But it does generate a weapon, and you can surely make better use of it than the opponent even if they get a copy, so 3 stars.
I like it because it's a board clear that actually requires some thought and setup. If Warrior board clears had been like this all along, I wouldn't consider the class quite so toxic. I give it 4 stars for design, and I don't even care if it works well.
Charge means it's automatically worth 4 stars. You can't put charge on a card without things getting ugly, and even the super-obvious combos are a little too good.
Terrible in a vacuum, but they are pushing the self-damage deck pretty hard. I give it an eventual 4 stars because I'm guessing they will buff the archetype if it doesn't do well at first.
Buff Priest has a ton of support at this point, and this card is the nuts in such a deck. I don't know that you'll want it in any other archetype, but I'm willing to give it an optimistic 4 stars.
If Xerox Priest is going to work, it's because of this card. It also helps a ton with Murloc Holmes, but OMG what a headache. I hope the Deck Tracker devs add some kind of module to display the relevant known parts of the opponent's deck and hand in an easily readable way. Anyway, this gets 4 stars because it's pretty strong even outside that archetype.
Extremely cheap removal that scales up, this will be auto-include in every Priest archetype. A clear 4-star spell for the class that needed it most.
I'll be kind and give it 3 stars, but only because Secret Rogue already looks strong. I don't think this legendary adds much to the archetype, but it doesn't hurt. It looks a lot harder to trigger than other "keep coming back" minions have been in the past, and those have never been all that great. Best case is that it forces suboptimal plays, but it still gets killed permanently in the end, maybe coming back once.
I don't care how good it turns out to be. I'm giving it 5 stars for design. (But I also think it's pretty good.)
Even with this secret, I'm not convinced Halkias will be all that impactful. However, card draw is crucial in all Rogue decks, and playing around this secret will put your opponent at a big disadvantage a lot of the time, so 4 stars.
Easy 4 stars. We already know exactly how good it is, which is very.
This is the card that enables the archetype, so 5 stars for sure.
While it's true that decks that want to do this sort of thing already have ways to do this sort of thing, why wouldn't you want more ways to do it? It may not be as efficient, but it adds consistency. Maybe it's one of the first cards you cut as you tune the deck, but it's worth a shot, so 3 stars.
I'd feel foolish giving a 0-mana 8/8 less than 4 stars, but I'm still skeptical about the Totem archetype.
Actually decent in a non-Totem deck, which is good because the Totem deck isn't scaring me all that much. I give it 3 stars.
A little too pricey to make any jaw-dropping combos, but it does have the potential to cause headaches down the road. I'll give it 2 stars for now.
Amazing evolve target, and evolve is going to be an extremely potent archetype, so 4 stars.
I've always felt Deadly Shot was massively underrated, and this is a teeny-tiny bit better, so 4 stars.
I don't think these guessing games are as fun as Team 5 seems to believe. This one encourages you to choose the second-best option because your opponent is bound to guess the best option, and most of the time what's best will be obvious to everyone. You could try some 5-head mind games and not expect your opponent to guess the best option, but that's usually going to backfire because most opponents aren't all that smart. But it does generate a weapon, and you can surely make better use of it than the opponent even if they get a copy, so 3 stars.
I like it because it's a board clear that actually requires some thought and setup. If Warrior board clears had been like this all along, I wouldn't consider the class quite so toxic. I give it 4 stars for design, and I don't even care if it works well.
Charge means it's automatically worth 4 stars. You can't put charge on a card without things getting ugly, and even the super-obvious combos are a little too good.
It's an OK addition to the self-damage package. You can set up some pretty swingy trade-in scenarios, but not reliably, so I give it 3 stars.
Terrible in a vacuum, but they are pushing the self-damage deck pretty hard. I give it an eventual 4 stars because I'm guessing they will buff the archetype if it doesn't do well at first.
"Big" enabler, but too reliant on luck, so 1 star. Any Warrior deck can find much better draw tools.