Think this is the 29th/30th cards in menagerie, literally just running it for the totem tag. Single target handbuffs rarely get there.
If only it said "Increase your max mana and handsize by 1", so that the second copy isn't completely useless. Think it's too ambitious for Combo decks to run just to enable their combo.
Rogue is probably the only candidate that could make this good... but I don't think it'd be a good Rogue deck.
Faceless for the next generation.
Lots of whiffs and so few great hits.
Probably the other big target Paladin wants to pull with their Big package, and can be a board clear by itself. Probably doesn't survive the turn tho.
Awful effect, only just above average on your next turn, and only gets worse from there.
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.
Think this is the 29th/30th cards in menagerie, literally just running it for the totem tag. Single target handbuffs rarely get there.
If only it said "Increase your max mana and handsize by 1", so that the second copy isn't completely useless. Think it's too ambitious for Combo decks to run just to enable their combo.
Rogue is probably the only candidate that could make this good... but I don't think it'd be a good Rogue deck.
Faceless for the next generation.
Lots of whiffs and so few great hits.
Probably the other big target Paladin wants to pull with their Big package, and can be a board clear by itself. Probably doesn't survive the turn tho.
Awful effect, only just above average on your next turn, and only gets worse from there.
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.