Initially I'm not too sure about it, with it only just being good at 2 or 3 Fatigue making it a newly buffed Consecrate or Hellfire respectively. However, compared to the latter, this doesn't nuke your own board, which is pretty good for Implock, the likeliest candidate to run the fatigue package in the first place.
3/3 deal 1 to self is pretty fantastic. Implock has had pretty mediocre turn 2 plays beyond double 1 cost minions, and this just slides right in as an Imp too boot.
Literally every Warlock other than Big Demons plays this. I'd be surprised if Wild doesn't find a way to break it too, though the Immune and Blood Cost errata did make it a little less likely.
There's only like 3 hits I'm happy to pull with this, and all 3 are coming in the core set. I don't think that's quite enough to make this work now but definitely something to keep an eye on when future big demons come around.
A pretty good card in any slower Warlock decks. Awkward to run in aggressive ones like Imp Warlock since you probably value more immediate tempo than playing a weapon that just heals you.
Not quite Spirit Frog, since it will change the draw requirement with each play, but probably good enough to play in Mech Mage/Paladin anyway.
Another decent card that probably could've been Battlecry rather than Finale. Still a decent roadblock though.
Death Knight, particularly Blood, probably will get the most use out of this. Rather slow and expensive discover otherwise.
That's a lot of effort for a random weapon. Pass.
A fun card, but not a good card. Pulling from any class means you're just as likely to get the duds as you are to get the Fireballs.
If this was Battlecry, this would be bonkers. Finale, not so much, significantly harder to land this on a decent friendly target.
Good value in arena, bad in constructed seems to be a running gag for filler cards.
Big target for Big Hunter and Paladin, but you never want to hard cast this.
Their numbers are pretty wonky, don't think you run this anywhere.
Seance with an upside seems good.
Good with Heartthrob to have a heal ready to proc him, or just to have some healing ready to go in general.
Tour Guide but doesn't clog up your Res pool? Pretty good in both Overheal and Shadow archetypes.
I don't think you play this to add more Voidcaller hits, nor do you play it in Aggro... I'm saying don't play this.
Initially I'm not too sure about it, with it only just being good at 2 or 3 Fatigue making it a newly buffed Consecrate or Hellfire respectively. However, compared to the latter, this doesn't nuke your own board, which is pretty good for Implock, the likeliest candidate to run the fatigue package in the first place.
Alright in Arena, but Warlock has better removal options in constructed formats.
3/3 deal 1 to self is pretty fantastic. Implock has had pretty mediocre turn 2 plays beyond double 1 cost minions, and this just slides right in as an Imp too boot.
Literally every Warlock other than Big Demons plays this. I'd be surprised if Wild doesn't find a way to break it too, though the Immune and Blood Cost errata did make it a little less likely.
There's only like 3 hits I'm happy to pull with this, and all 3 are coming in the core set. I don't think that's quite enough to make this work now but definitely something to keep an eye on when future big demons come around.
A pretty good card in any slower Warlock decks. Awkward to run in aggressive ones like Imp Warlock since you probably value more immediate tempo than playing a weapon that just heals you.
I think it's decent at 2 Fatigue, which is probably likely if you're going all in on the Fatigue Imp Warlock route.