Amalgam cards are already basically glue cards to help fill in the gaps in standard tribal synergies, or trying to marry two separate tribes. This is by far the best of those we've seen yet, Pirates, Murlocs, Mechs, and most likely Nagas are really going to like this card in particular to keep up the pace. If it's not on the Rewards Track, this is an easy Day 1 craft just because of how flexible it is to help fill out decks.
This sees play in Pirate Warrior, and Pirate Warrior alone, and that's because it's a cheap pirate, hardly because of the Dredge. If any deck wanted to Dredge cards, they're more than likely going to play the class specific or cards that do things besides Dredge, because as Sightless Watcher demonstrated, being able to pick your draws is nice, it's just not as good as simply drawing a card.
As I said in Iceblood Tower, Big Spell Mage is looking like a Big Timmy Trap. That said, this is in particular is less of a trap, but the deck in general doesn't bode well for Dawngrasp's playability.
You're a Paladin, you play buffs, it's your whole thing, like Warlocks being mean and Mage playing spells. I'd be more shocked if he doesn't find a home.
Maybe a followup Celestial Ink Set into one of the now 5 and 0 Cost spells might be the swing turn that actually makes Big Spell Mage work, but I'm not too hopeful overall.
Must have for Naga decks, you really want as many Nagas in hand as you can, and this helps you with that.
Thank the Light, Priest has draw again!...
Oh wait, Priest is going to have draw again... monkaS
Amalgam cards are already basically glue cards to help fill in the gaps in standard tribal synergies, or trying to marry two separate tribes. This is by far the best of those we've seen yet, Pirates, Murlocs, Mechs, and most likely Nagas are really going to like this card in particular to keep up the pace. If it's not on the Rewards Track, this is an easy Day 1 craft just because of how flexible it is to help fill out decks.
This sees play in Pirate Warrior, and Pirate Warrior alone, and that's because it's a cheap pirate, hardly because of the Dredge. If any deck wanted to Dredge cards, they're more than likely going to play the class specific or cards that do things besides Dredge, because as Sightless Watcher demonstrated, being able to pick your draws is nice, it's just not as good as simply drawing a card.
Let the snow fly!
As I said in Iceblood Tower, Big Spell Mage is looking like a Big Timmy Trap. That said, this is in particular is less of a trap, but the deck in general doesn't bode well for Dawngrasp's playability.
Really needs the spell discounts that Mage has, because 3/3, 6/6, and 9/9 for their respective costs seems very mediocre.
Yeah this is looking pretty meta-warping. Not quite in every Paladin deck, but it's going to feel like it.
You're a Paladin, you play buffs, it's your whole thing, like Warlocks being mean and Mage playing spells. I'd be more shocked if he doesn't find a home.
Better Baron Geddon for Big Paladin.
In Deathrattle decks, this becomes just a dud on revivals. Otherwise? A 4 mana Mind Control sounds pretty annoying to deal with.
Going to be mean in a Bless deck, turning all minions into fuel for a surprise lethal.
Actually looks better during the Theory crafting stream, especially with all the 1/1 Illidaris that Demon Hunter has.
Solid play on 5 if you didn't get the new Sigil in hand in time.
After the theory crafting stream, Big Spell Mage looks like a Big Timmy trap.
Maybe a followup Celestial Ink Set into one of the now 5 and 0 Cost spells might be the swing turn that actually makes Big Spell Mage work, but I'm not too hopeful overall.
Not really convinced that a 6/6 copy of one of your demons other than Pit Commander is worth that much. But hey, Pit Commander is a card!
An alright card in control, and pretty scary to leave up.
Now THIS is the secret support I've come to expect. Alright without the Honorable Kill, but with it is bonkers.
They really want you to play Eggs in Warlock, don't they.