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.
What a sad looking Rhyme Spinner. Dual Tribe minions helps a lot, could still be pretty decent mid-game threats, but it's hard not to look at Warrior and feel bad for them at the moment.
Better than that Hunter spell, Lock and Load (iirc?), however, I'm just a little suspect on going full blown value town in Shaman. Works super well with Schooling at least.
One-sided Voidtouched is powerful, I'm not going to deny that, but with everyone getting weapons, might actually be awkward to time? Like rather than giving you two turns to use it, they could just override it with their own weapon, so just to be sure you're probably not playing this on curve unless for lethal.
At worse (read: without Finale) it's Arcane Intelligence, so not actually that bad. As Dapperdog pointed out, this actually curves very well after a T2 Dagger.
This IS whenever, which is important for when it does attack, and that is getting the stats before connecting. So, assuming you're building your deck around Beasts (possibly throwing in Azsharan Saber too? Maybe?) You are making a pretty big dino.
I'm not sure if the pieces line up though is the thing, could easily be too top heavy and just get run under by nearly everyone.
Your attack goes up to 5 if you've played both and they die without getting silenced. Yeah, this is Druid's version of Wildfire Mage, who cares about putting it in a bad version of token Druid (undead), you're aiming to beat your opponent to death yourself.
I'm not too optimistic. Sure, you're probably cheating out stuff like Amplified Elekk, but 2 turn Dormant is a long time to give your opponent to prepare a counter plan.
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.
I don't think she's actually good, but people will play her a lot as a Ticketus type griefer card
What a magnificent card. Basically a 3/7 chance to pick the one you want, and all the options have pretty good value.
What a sad looking Rhyme Spinner. Dual Tribe minions helps a lot, could still be pretty decent mid-game threats, but it's hard not to look at Warrior and feel bad for them at the moment.
Better than that Hunter spell, Lock and Load (iirc?), however, I'm just a little suspect on going full blown value town in Shaman. Works super well with Schooling at least.
Oh no! I burned a card!
Anyway...
Yeah, this is just crazy good, making your hero power worth using rather than just using up your leftover mana.
One-sided Voidtouched is powerful, I'm not going to deny that, but with everyone getting weapons, might actually be awkward to time? Like rather than giving you two turns to use it, they could just override it with their own weapon, so just to be sure you're probably not playing this on curve unless for lethal.
I'm actually wondering if a Rapping Pirates deck is going to be a thing.
Remember, Pounce is sticking around, and with the attack buff support being printed, this is 0 mana draw 2.
At worse (read: without Finale) it's Arcane Intelligence, so not actually that bad. As Dapperdog pointed out, this actually curves very well after a T2 Dagger.
This IS whenever, which is important for when it does attack, and that is getting the stats before connecting. So, assuming you're building your deck around Beasts (possibly throwing in Azsharan Saber too? Maybe?) You are making a pretty big dino.
I'm not sure if the pieces line up though is the thing, could easily be too top heavy and just get run under by nearly everyone.
Your attack goes up to 5 if you've played both and they die without getting silenced. Yeah, this is Druid's version of Wildfire Mage, who cares about putting it in a bad version of token Druid (undead), you're aiming to beat your opponent to death yourself.
I'm not too optimistic. Sure, you're probably cheating out stuff like Amplified Elekk, but 2 turn Dormant is a long time to give your opponent to prepare a counter plan.