I get that they want each class's secret repertoire to cover a variety of triggers, but this is just stupidly easy to play around. I give it 2 stars because no one will ever expect you to run such a bad secret, which might allow you to deliver a solid blow once in a while.
People are going to hate this card so much. As an easy auto-include in every Mage archetype (and a more balanced version of Ice Block), it gets 5 stars.
Rancor comparisons are misguided because Mage has a much easier time "adjusting" enemy minion health than other classes. Also, the payoff for this is much, much better than a measly 2 armor apiece. Rancor was actually good during the brief moment Control Warrior was viable, and this will be even better as part of a strong prefab archetype like Skeleton Mage, so 4 stars.
Another 4 stars I have to hand out because this whole archetype is just re-donkulous. I guess they didn't want to have to buff as many cards as they did last time.
Seems like they are handing out these suspicious minions because they feel bad about having to nerf Pandaren Importer (as they should). This is actually better than the panda for Mages -- I feel like the other suspicious classes got a bit shafted. I'm not fond of the constant guessing games we're going to have to sit through for the next year and a half, but I still have to give this 4 stars.
Adding defense to an archetype that already seems very scary? Four armor, 4 face damage and 4/4 worth of stats? That seems to want 4 stars, so that's what I'll give it.
A minion-based deck with more removal than you can shake a stick at? Yes, please. This is a 5-star card because it lessens the skeleton deck's reliance on card draw, which is a very big deal.
It not hard at all to build a Pure Paladin deck, so this deck-building restriction is trivial. The only problem is that she's a 7-drop with no board impact, but Paladin should be able to set up for and recover from that with no trouble. I'll say 5 stars because she just might be good enough to enable Paladin to run more than one type of pure deck.
You only need 4 class card hand to get the full effect, and it's a considerable effect. I give it 5 stars because it's on par with a 5-star card from days of yore, and it fits into nearly every Paladin archetype.
It's kind of petite for someone called "biggun." However, this kind of deck will find it extremely easy to infuse this guy, so the value will nearly always be off the charts -- 4 stars.
Your opponent would be foolish to play into this, so don't expect to be hitting ginormous enemy minions with it after it's already on the board. You might catch one as you play the location, but no more than that.
Other than that, it looks like it's supposed to go into a Silver Hand - Quest deck, which is fine, but that deck has better ways to buff your dudes. I think you'll more likely be buffing the non-Silver Hand minions you have to play to complete the Questline. It's pretty OK for that purpose, so 3 stars.
Paladin is always a powerful class because it has powerful class cards. Even non-pure decks tend to run very few neutrals. You are not going to build a Paladin deck with mostly neutral cards just so you can use this thing as a tutor.
So, with the tutor myth debunked, what's left? A 3-Cost spell that discovers a card in your deck and maybe draws an extra copy. That's pretty bad. This spell is worth no more than 2 stars.
Kind of expensive if not infused, but I like that you have the option to play it uninfused if you have some biggish minions. Still, it's clunky, and there are better options that are not much more expensive, so 3 stars. A control deck might run it if it wants as many clears as it can get.
It pays for itself if you've copied even a single card. It can give massive returns if you've copied more. Xerox Priest can really pop off after something like this. Mana cheat with high swing potential deserves 4 stars.
I get that they want each class's secret repertoire to cover a variety of triggers, but this is just stupidly easy to play around. I give it 2 stars because no one will ever expect you to run such a bad secret, which might allow you to deliver a solid blow once in a while.
People are going to hate this card so much. As an easy auto-include in every Mage archetype (and a more balanced version of Ice Block), it gets 5 stars.
Rancor comparisons are misguided because Mage has a much easier time "adjusting" enemy minion health than other classes. Also, the payoff for this is much, much better than a measly 2 armor apiece. Rancor was actually good during the brief moment Control Warrior was viable, and this will be even better as part of a strong prefab archetype like Skeleton Mage, so 4 stars.
Another 4 stars I have to hand out because this whole archetype is just re-donkulous. I guess they didn't want to have to buff as many cards as they did last time.
Seems like they are handing out these suspicious minions because they feel bad about having to nerf Pandaren Importer (as they should). This is actually better than the panda for Mages -- I feel like the other suspicious classes got a bit shafted. I'm not fond of the constant guessing games we're going to have to sit through for the next year and a half, but I still have to give this 4 stars.
With Invalid Deck ID in play, I can see this sticking against heavily minion-based decks. Also, the damage goes face! That's a 4-star card, for sure.
Adding defense to an archetype that already seems very scary? Four armor, 4 face damage and 4/4 worth of stats? That seems to want 4 stars, so that's what I'll give it.
A minion-based deck with more removal than you can shake a stick at? Yes, please. This is a 5-star card because it lessens the skeleton deck's reliance on card draw, which is a very big deal.
It not hard at all to build a Pure Paladin deck, so this deck-building restriction is trivial. The only problem is that she's a 7-drop with no board impact, but Paladin should be able to set up for and recover from that with no trouble. I'll say 5 stars because she just might be good enough to enable Paladin to run more than one type of pure deck.
The stewards are a race of small owl-like servants to the kyrians in Bastion, one of the four afterlife settings in WoW: Shadowlands.
You only need 4 class card hand to get the full effect, and it's a considerable effect. I give it 5 stars because it's on par with a 5-star card from days of yore, and it fits into nearly every Paladin archetype.
It's ... just OK. I give it 3 stars because there's an archetype that can actually exploit the fact that it costs 1.
It is a significantly worse Consecration, worth exactly 1 star.
Ideal stats for a 1-drop deathrattle, and it gives Dude Paladin exactly what it needs, more dudes. I give it 4 stars.
A taunt that discovers a class card is pretty much an auto-include, and that means it gets 4 stars.
It's kind of petite for someone called "biggun." However, this kind of deck will find it extremely easy to infuse this guy, so the value will nearly always be off the charts -- 4 stars.
Your opponent would be foolish to play into this, so don't expect to be hitting ginormous enemy minions with it after it's already on the board. You might catch one as you play the location, but no more than that.
Other than that, it looks like it's supposed to go into a Silver Hand - Quest deck, which is fine, but that deck has better ways to buff your dudes. I think you'll more likely be buffing the non-Silver Hand minions you have to play to complete the Questline. It's pretty OK for that purpose, so 3 stars.
Paladin is always a powerful class because it has powerful class cards. Even non-pure decks tend to run very few neutrals. You are not going to build a Paladin deck with mostly neutral cards just so you can use this thing as a tutor.
So, with the tutor myth debunked, what's left? A 3-Cost spell that discovers a card in your deck and maybe draws an extra copy. That's pretty bad. This spell is worth no more than 2 stars.
Kind of expensive if not infused, but I like that you have the option to play it uninfused if you have some biggish minions. Still, it's clunky, and there are better options that are not much more expensive, so 3 stars. A control deck might run it if it wants as many clears as it can get.
It pays for itself if you've copied even a single card. It can give massive returns if you've copied more. Xerox Priest can really pop off after something like this. Mana cheat with high swing potential deserves 4 stars.