I'm not sure I ever saw any of my totems survive long enough for this to come up. Though cards like Totem Goliath exist, and I'm guessing the game didn't care how the totems were summoned. Still, the change seems like a good a idea no matter how rarely it would be relevant.
From the way it's worded I'm pretty sure it will only ever repeat once. I wonder how broken it would be if it kept giving +3/+3 to a random minion in your hand and subtracting 3 armor until you didn't have any more.
Well, Warrior isn't lacking in ways to increase Attack (though usually at the expense of Health). I doubt it will be hard to get 8 Armor or so from a single attack.
Had to go find the text since the image is the signature version. That said, while I don't think Warrior has quite the armor generation it had in the past, I'm pretty sure it has enough to make this a pretty big threat.
I think there's less self damage now than during Stormwind, but it would only take five Hero Power uses to get this to 0. Thankfully there's also cards like Flame Imp to help.
Well, the mechs from Sunken City haven't rotated out yet. Mind you, nobody is playing Mech Mage anymore, and I don't think this is going to change that.
I'm not sure I ever saw any of my totems survive long enough for this to come up. Though cards like Totem Goliath exist, and I'm guessing the game didn't care how the totems were summoned. Still, the change seems like a good a idea no matter how rarely it would be relevant.
The image isn't showing for me in Edge. It wouldn't surprise me if Chrome also has a problem given Edge is based on Chromium.
Well, one large minion and several smaller minions isn't too uncommon, and this looks like a very good card for dealing with that if you forge it.
With cards like Thori'belore and Sunfury Champion, this could be very helpful.
This looks like a great source of Armor gain. So long as your opponent doesn't play Rustrot Viper.
From the way it's worded I'm pretty sure it will only ever repeat once. I wonder how broken it would be if it kept giving +3/+3 to a random minion in your hand and subtracting 3 armor until you didn't have any more.
Hero Power and this on turn 5? There's probably better plays. Perhaps Bash instead of Hero Power if you have it?
Well, Warrior isn't lacking in ways to increase Attack (though usually at the expense of Health). I doubt it will be hard to get 8 Armor or so from a single attack.
Exists solely to attach to a big mech and kill three things at once. Maybe Wargear?
Well, the best you can get is 1 5/5. Seems like a decent way of clearing a few minions depending on their Health. Probably not super amazing though.
Had to go find the text since the image is the signature version. That said, while I don't think Warrior has quite the armor generation it had in the past, I'm pretty sure it has enough to make this a pretty big threat.
I definitely can't complain about a temporary +3/+3 for 1 mana. Some cards give a permanent +3/+3 for 2, but there's always some condition.
Well, maybe. It seems like a decent followup to Flame Imp if your opponent played a minion for this to kill in between your turns.
Better hope the highest cost card in your hand isn't the key card in your gameplan. This might be too risky to justify.
This would be a really nice card against token decks, as long as you can play it before they're buffed.
Hopefully the spell you discarded wasn't too critical. A pair of 3/4s with taunt sounds worth forging this for, anyway.
1 mana to maybe kill a big threat, and all you need to do is sacrifice something like an imp token? Yeah, that sounds pretty good.
I think there's less self damage now than during Stormwind, but it would only take five Hero Power uses to get this to 0. Thankfully there's also cards like Flame Imp to help.
I suppose this would be a card for a big deck since the more stat the card you discover has the better.
Well, the mechs from Sunken City haven't rotated out yet. Mind you, nobody is playing Mech Mage anymore, and I don't think this is going to change that.