So I guess you can bait out a board clear with this, or get your opponent to kill a few of his minions trading, or something like that. Or maybe worm + Absorbent Parasite + Always a Bigger Jormungar would be good. Don't know what you would do with the other two worms, though Fable Stablehand + worm on turn 4 doesn't sound that bad. Perhaps along with Observer of Myths on the turn before.
This will probably end up killing a few minions the controlling player thought would survive the trade. And with the +3 Health buff, maybe the other minion survives instead. Probably not as good as staples like Explosive Trap or Freezing Trap though.
Fuck your taunt (unless the health is so high there's nothing left for the face). Also Divine Shield absorbs all the damage, so excess damage effects don't apply, right?
I guess this gives you better flexibility to play the secret you need rather than the one you drew, assuming it's among the three offered, but forging and playing this costs the same as just playing two Hunter secrets.
I wonder how high this could go. At the start, nearly everything has more Attack, but it might be more difficult once this reaches 8 Attack or so, unless Hunter has some good handbuff options.
Bringing the magnetize to a non-mech tribe mechanic from Battlegrounds, huh? Rush is really only useful if you play this on the same turn you play the minion you're magnetizing to, but +3/+1 is pretty decent for 2 mana.
Since some other cards in the plague package are UF, you have to give up this pretty good looking weapon if you want to put any Blood cards in your plague deck. Anyway, plagues look best at wearing your opponent down slowly, so I don't know if this will work that well.
So if you forge this first, it's deal 3 damage and gain 3 corpses. Nice. Some decks might like that more than others since you do have to give up 2 mana first.
Ok, so Arcane Intellect is 3 mana draw 2. So why does 2 mana draw 2 need to also draw 2 for you opponent? Sure it keeps them from playing them for a turn, but afterwards, they have them in their hand, and are that much closer to drawing what they need to win.
If the archetype works, you'll probably have plenty of plagues in your opponent's deck, so destroying one for a board clear should be absolutely fine. I guess they were thinking UUF for the deck or something.
I don't know how well this plague archetype will work, but this should be pretty good. It could be silenced or transformed, but I don't thinks that's too prevalent right now. Unlike Helya, this one doesn't say anything about plagues being unending. That mean the plagues are used up and gone once drawn?
Well, if you are willing to miss turns 2 and 3, you can play this on turn 4. An 8/8 taunt on turn 4 would be pretty damn good. There have been plenty of decks that do nothing in the first few turns, so maybe?
Not sure how many plagues you can get into your opponent's deck in one game, but this should be good at 6 or 7 mana. Helya alone will get the cost to 8, so it should be doable.
In other words a new copy of a plague is shuffled into your deck after it's cast? I guess there wasn't room for that in the plague card text. As for the card, I don't know. Certainly seems like a good way to slowly wear your opponent down.
A 2/3 for 1 mana, and you don't have to take 3 face damage? Nice. I mean, you have to pay 1 mana for this 1/2 first, and it has to live a turn, which your opponent will likely try to prevent.
So I guess you can bait out a board clear with this, or get your opponent to kill a few of his minions trading, or something like that. Or maybe worm + Absorbent Parasite + Always a Bigger Jormungar would be good. Don't know what you would do with the other two worms, though Fable Stablehand + worm on turn 4 doesn't sound that bad. Perhaps along with Observer of Myths on the turn before.
This will probably end up killing a few minions the controlling player thought would survive the trade. And with the +3 Health buff, maybe the other minion survives instead. Probably not as good as staples like Explosive Trap or Freezing Trap though.
I don't know when Hunter tends to have minions with 4 Attack or more, but a 5/5 rush for 3 mana is always good, right?
Fuck your taunt (unless the health is so high there's nothing left for the face). Also Divine Shield absorbs all the damage, so excess damage effects don't apply, right?
I guess this gives you better flexibility to play the secret you need rather than the one you drew, assuming it's among the three offered, but forging and playing this costs the same as just playing two Hunter secrets.
I wonder how high this could go. At the start, nearly everything has more Attack, but it might be more difficult once this reaches 8 Attack or so, unless Hunter has some good handbuff options.
Bringing the magnetize to a non-mech tribe mechanic from Battlegrounds, huh? Rush is really only useful if you play this on the same turn you play the minion you're magnetizing to, but +3/+1 is pretty decent for 2 mana.
Probably very easy to get down to around 2 mana or so, maybe even free depending on how many secrets Hunter runs. Would be fair around 4-5 mana or so.
Since some other cards in the plague package are UF, you have to give up this pretty good looking weapon if you want to put any Blood cards in your plague deck. Anyway, plagues look best at wearing your opponent down slowly, so I don't know if this will work that well.
Seems to be in the same vein as Frost Strike or Overseer Frigidara. So a decent card for Frost DK.
So if you forge this first, it's deal 3 damage and gain 3 corpses. Nice. Some decks might like that more than others since you do have to give up 2 mana first.
Yep, they clearly have UUF in mind for the plague archetype. Or I guess BUF if you give up any double Unholy plague cards.
Ok, so Arcane Intellect is 3 mana draw 2. So why does 2 mana draw 2 need to also draw 2 for you opponent? Sure it keeps them from playing them for a turn, but afterwards, they have them in their hand, and are that much closer to drawing what they need to win.
If the archetype works, you'll probably have plenty of plagues in your opponent's deck, so destroying one for a board clear should be absolutely fine. I guess they were thinking UUF for the deck or something.
I don't know how well this plague archetype will work, but this should be pretty good. It could be silenced or transformed, but I don't thinks that's too prevalent right now. Unlike Helya, this one doesn't say anything about plagues being unending. That mean the plagues are used up and gone once drawn?
Well, if you are willing to miss turns 2 and 3, you can play this on turn 4. An 8/8 taunt on turn 4 would be pretty damn good. There have been plenty of decks that do nothing in the first few turns, so maybe?
Not sure how many plagues you can get into your opponent's deck in one game, but this should be good at 6 or 7 mana. Helya alone will get the cost to 8, so it should be doable.
In other words a new copy of a plague is shuffled into your deck after it's cast? I guess there wasn't room for that in the plague card text. As for the card, I don't know. Certainly seems like a good way to slowly wear your opponent down.
I guess after a few ticks of Grand Totem Eys'or you could get a significant threat for free. Probably still trash no matter what though.
A 2/3 for 1 mana, and you don't have to take 3 face damage? Nice. I mean, you have to pay 1 mana for this 1/2 first, and it has to live a turn, which your opponent will likely try to prevent.