I think the fact that this isn't actually a Murloc is the thing that hurts this card the most. I think you're better off running Mana Tide Totem, at least that is guaranteed to draw a card.
Paladin might make this work with their buff cards? Though the fact that it's tied to start of turn and not end of turn means that you can't even make use of the dudes immediately.
Of the caravans, this might be the best. Unfortunately, it's still only 2 stars, because even with Core set and rotation, I don't think most classes will have any problems removing a 3 health minion on turn 2. Though that might be worthwhile for taking removal that might've been used on your Darkglare.
Incredibly strong, 3 attack already makes it good for cleaning up most 2 and 3-drops, and 3 durability gives you plenty of time to draw into stuff like Doctor Krastinov or Mor'shan Elite.
I'm getting heavy Chef Nomi vibes from him. 6/6s were more game ending, though this has the benefit of practically making the 3/2s nigh-impossible to remove since they come back at the end of the turn. That being said, you're taking fatigue damage, and I feel like even Control Mirrors will have ways of closing out games in fatigue.
3 stars, if only because he's the star of the Mill-yourself-lock deck.
Now that we've seen more cards, I think this is a fine activator for the "If you've Healed this turn" effects, especially Xyrella. Also works as a Nazmani Bloodweaver activator.
Cheaper Novice Engineer, it's more of a question of "why do I NOT want to run this card?"
2 Mana 2/4 with a downside never sees play.
...
Yes I know Mo'arg Artificer sees play, but at least you can spin it into a benefit instead!
From now on, I say we don't call 3 Mana 3/4 statline a Spider Tank, instead a Mankrik.
A Fireball that you don't feel bad about using on a minion. I think most Face Hunters will be running this.
If Ray of Frost was still standard, this would be crazy good. As is, I'm not super sure trying to go full Frost Mage is the way.
I think the fact that this isn't actually a Murloc is the thing that hurts this card the most. I think you're better off running Mana Tide Totem, at least that is guaranteed to draw a card.
Paladin might make this work with their buff cards? Though the fact that it's tied to start of turn and not end of turn means that you can't even make use of the dudes immediately.
It's a bad sign when Psychic Conjurer is better.
Even if this was an end of turn effect instead, I don't think Hunter has the card draw to capitalize on the hand buffing.
Of the caravans, this might be the best. Unfortunately, it's still only 2 stars, because even with Core set and rotation, I don't think most classes will have any problems removing a 3 health minion on turn 2. Though that might be worthwhile for taking removal that might've been used on your Darkglare.
Incredibly strong, 3 attack already makes it good for cleaning up most 2 and 3-drops, and 3 durability gives you plenty of time to draw into stuff like Doctor Krastinov or Mor'shan Elite.
I like how he has a KomodoHype/Pogchamp face.
I like the meta flavor text on Redgill Razorjaw:
I feel underwhelmed by this.
Far Watch Post can also really mess up decks like Token Druid, and can be played super early.
This is on the line between "Oh no, this is too good!" and "Oh no, I unpacked this."
I feel it's more of the latter.
Who did this sword belong to? He didn't give us a name, just told us to stop asking questions.
I'm getting heavy Chef Nomi vibes from him. 6/6s were more game ending, though this has the benefit of practically making the 3/2s nigh-impossible to remove since they come back at the end of the turn. That being said, you're taking fatigue damage, and I feel like even Control Mirrors will have ways of closing out games in fatigue.
3 stars, if only because he's the star of the Mill-yourself-lock deck.
Now that we've seen more cards, I think this is a fine activator for the "If you've Healed this turn" effects, especially Xyrella. Also works as a Nazmani Bloodweaver activator.
If we're talking about Wild, this is a 5 Star card, just because of Odd Paladin.
Standard wise, I'm not sure, but it does feel like a solid card to put in just to close out the game or make some better trades.