Activate Frenzy (somehow), bounce to your hand, play again, activate again etc. This could lead into some great plays.
Just Backstab it yourself. And yeah Rogues have a ton of bounces, especially in Wild. Insane combo potential and maybe even play outside those since cost reduction is always good.
Sad but likely true. Slow value with weak stats is not a combination that makes the cut in most metas.
Priests do have a lot of ways to buff this though to increase its chance of survival, but the effect is still rather slow. Only in Thief Priests that are determined to steal everything they can.
Ridiculous with Reckless Apprentice. I'd find it very weird if this didn't end up seeing play. Love to see support for more Control-oriented Mages for a while instead of pure RNG fiestas.
It can snowball out of control with the right Secrets, but it's rather high in priority to be removed before that. Solid chance that it will see play, it will be experimented with for sure.
I doubt no card warlock will take off - but if it does this will be part of it. But likely by the time you really trigger this a 1 mana 6/6 is likely less hard to deal with
Well said.
The support for the archetype is definitely there but you can just as easily end up burning your playoffs cards and lose to your self-milling. And just a stat stick late in the game, no matter the size, shouldn't be too hard to deal with.
Weapon Rogue starting to look extra scary, and it already wasn't my favorite thing to play against. Double Ooze might be a must in the early Barrens meta.
Paladins get cards that care about controlling secrets.
New secret is hard to trigger early game allowing you secret synergy without fear of it triggering.
People complain that the secret is too hard to trigger ignoring the other cards that care about secrets.
This.
Of course having strong Secrets with reliable impact is nice and all, but if they all keep triggering then your Northwatch Commander and Cannonmaster Smythe lose their value.
Usually they've given a couple of cards for multiple archetypes within an expansion, it seems that some classes have a more uniform theme they try to support harder this time around.
I think this is better than Hunter's Pack, not just because of the body, but you get to pick which resource you get, rather than just 3 randos that might not be that useful.
Have to agree with that, Hunter's Pack is such a tempo loss and no guarantee that the generated cards would be useful in the situation. Not saying that this is guaranteed to see play though, even if Secret and Weapon pools are relatively small in Standard.
Run double Mo'arg Artificer and a 1-health minion and you can deal 23 damage to the enemy hero with nothing they can do about it. Sure, it's not an OTK but I don't think most decks can easily stay above 23 health.
Hunter even has draw for spell decks (even if it sucks). Maybe you can build a Spellhunter with Mo'args as flexible removal/finishing potential
I kinda want to see that happen and at the same time definitely wouldn't want to face one.
I don't think it would be very consistent though as you can't waste your mo'args like in OTK DH since you can copy them, Hunters lack that ability.
"At the start of your turn" with a statline like that, it's asking a lot. I don't think Hunters will be interested enough about handbuffs to take that tempo loss.
this is the best AOE card that I've ever seen in this game. crazy super ultra mega good.
Okay someone's even happier than I am about the card. But I do absolutely love it. There's nothing like ruining an aggro strategy with a single removal spell.
Amazing 1 drop for Murloc Shaman, and it summons Murloc Tinyfin after it dies. Automatic 5/5 stars for summoning one of the cutest minions in the game, AND being a good card.
It will have its own token though, so you may need to adjust the rating.
I would've slammed this in the same deck with Overlord Saurfang but not everyone seem that excited about it. It could easily turn out to be too slow though.
Best thing about this is the turtles, of course. They look great.
I bet Shadows would agree.
Even in addition to turtles, the card seems solid enough to see play in the lovely lovely Spell Token Druid that we seem to get to enjoy for another year (not a fan of the deck if my tone is not clear enough).
Agreed, and yet it's unlikely to see play since Zoo would be the only logical home for this and it sure doesn't want to play a 1/3 on Turn 2.
Deckthinning for the self-mill archetype? Even that doesn't seem likely.
Just Backstab it yourself. And yeah Rogues have a ton of bounces, especially in Wild. Insane combo potential and maybe even play outside those since cost reduction is always good.
Sad but likely true. Slow value with weak stats is not a combination that makes the cut in most metas.
Priests do have a lot of ways to buff this though to increase its chance of survival, but the effect is still rather slow. Only in Thief Priests that are determined to steal everything they can.
Ridiculous with Reckless Apprentice. I'd find it very weird if this didn't end up seeing play. Love to see support for more Control-oriented Mages for a while instead of pure RNG fiestas.
It can snowball out of control with the right Secrets, but it's rather high in priority to be removed before that. Solid chance that it will see play, it will be experimented with for sure.
Well said.
The support for the archetype is definitely there but you can just as easily end up burning your playoffs cards and lose to your self-milling. And just a stat stick late in the game, no matter the size, shouldn't be too hard to deal with.
Weapon Rogue starting to look extra scary, and it already wasn't my favorite thing to play against. Double Ooze might be a must in the early Barrens meta.
This.
Of course having strong Secrets with reliable impact is nice and all, but if they all keep triggering then your Northwatch Commander and Cannonmaster Smythe lose their value.
They really wanted Secret Paladin to happen.
Usually they've given a couple of cards for multiple archetypes within an expansion, it seems that some classes have a more uniform theme they try to support harder this time around.
Good tool to combat early aggro, but I'm still a bit skeptical if it will end up seeing play. Might depend on the viability of "Small Spell Hunter".
Have to agree with that, Hunter's Pack is such a tempo loss and no guarantee that the generated cards would be useful in the situation. Not saying that this is guaranteed to see play though, even if Secret and Weapon pools are relatively small in Standard.
I kinda want to see that happen and at the same time definitely wouldn't want to face one.
I don't think it would be very consistent though as you can't waste your mo'args like in OTK DH since you can copy them, Hunters lack that ability.
"At the start of your turn" with a statline like that, it's asking a lot. I don't think Hunters will be interested enough about handbuffs to take that tempo loss.
It didn't lose it, it just got rotated in favor of Emerald Skytalon. Standard will be safe from those shenanigans, Wild won't.
I don't think they documented it but it should happen when the Core set goes live, I believe.
Okay someone's even happier than I am about the card. But I do absolutely love it. There's nothing like ruining an aggro strategy with a single removal spell.
It will have its own token though, so you may need to adjust the rating.
This is what I would've also said. Isn't that a pretty insane combo in Wild? Basically asking aggro if they have silence or if they'd like to concede.
I would've slammed this in the same deck with Overlord Saurfang but not everyone seem that excited about it. It could easily turn out to be too slow though.
I bet Shadows would agree.
Even in addition to turtles, the card seems solid enough to see play in the lovely lovely Spell Token Druid that we seem to get to enjoy for another year (not a fan of the deck if my tone is not clear enough).