Too bad the 5 Health makes it difficult to suicide, and the 2 Attack means your opponent will probably avoid killing it for as long as possible, denying your extra trigger of that amazing deathrattle you targeted.
Is a 3 mana 4/4 rush really worth that downside? I guess if it did 3 damage it would be more like Flame Imp, and we all know how good that is. Not as good since the impact is stronger on turn 1, and Warlock sometimes wants to take face damage.
Well, a 7/7 taunt on turn 4 should still be pretty good, even if it can't attack, since your opponent likely can't just ignore it. You could silence it to attack, but then you'd lose the taunt. They're really milking this 4 mana 7/7 meme, aren't they?
Send a bunch of 1/1s if your opponent plays this in order to mill them? Of course, they probably won't play this if they have a lot of cards in their hand.
Probably good. Getting another copy of a card you chose to put in your deck is usually desirable, even if you don't get to choose what it is (of course you can choose what it isn't with the mulligan). 3 Mana, so you can play it when your starting cards are more likely to be relevant too.
A 6 Attack rush on turn 4 seems pretty good to me. Not much it won't kill at that point, unless it has Divine Shield. Of course it goes to 2 Attack after your turn which means your opponent can probably kill it without losing anything to trades.
Would of course be broken without the deathrattle. With 10 health, it probably has a good chance of surviving for a turn to let you play whatever you stole. Maybe you can steal something else and play it next turn if you get really lucky.
I guess if you draw this later, and you need the healing, you forge then play it. If it starts in your hand or you draw it before turn 3 or so, you probably just play it for the random spell.
For some reason, the first thing I thought of was playing this against Bomb Warrior to lose faster. But for real, I don't know, maybe this makes Son of Hodir more viable?
I guess you spend 5 mana to play this and forge some card on the same turn since it will die if you try to wait a turn to forge something, then you get an already forged copy of a card without paying the 2 mana. I think the forge payoff might have to be amazing for this to be worth it.
Sure is a lot of stats for the cost. Are there any decks that won't eventually kill this by triggering extra card draw if their opponent doesn't kill it first?
I guess Dragon decks will like this. Don't even need to play it to get the extra dragon. I haven't seen Dragon decks for a while, maybe they're returning?
Guessing this means a 1/1 with a random keyword that you can magnetize to any mech you want. That could be really nice.
Seems like a pretty good card for an elemental heavy deck. Might go nice with Cosmic Keyboard for just a little extra reach.
Too bad the 5 Health makes it difficult to suicide, and the 2 Attack means your opponent will probably avoid killing it for as long as possible, denying your extra trigger of that amazing deathrattle you targeted.
Don't know how useful this will actually be, but killing cheap minions and regaining any lost health sounds nice.
Is a 3 mana 4/4 rush really worth that downside? I guess if it did 3 damage it would be more like Flame Imp, and we all know how good that is. Not as good since the impact is stronger on turn 1, and Warlock sometimes wants to take face damage.
Well, a 7/7 taunt on turn 4 should still be pretty good, even if it can't attack, since your opponent likely can't just ignore it. You could silence it to attack, but then you'd lose the taunt. They're really milking this 4 mana 7/7 meme, aren't they?
Send a bunch of 1/1s if your opponent plays this in order to mill them? Of course, they probably won't play this if they have a lot of cards in their hand.
This looks pretty good for mech decks. So of course if they don't turn out to be good, this won't see any play.
Temporary copy. At least it's cheap so you can play it alongside most minions in the same turn.
Probably good. Getting another copy of a card you chose to put in your deck is usually desirable, even if you don't get to choose what it is (of course you can choose what it isn't with the mulligan). 3 Mana, so you can play it when your starting cards are more likely to be relevant too.
I'm guessing this can offer you the weapons from last expansion. Might not help you since some of them are useless outside of their class.
A 6 Attack rush on turn 4 seems pretty good to me. Not much it won't kill at that point, unless it has Divine Shield. Of course it goes to 2 Attack after your turn which means your opponent can probably kill it without losing anything to trades.
You can always get lucky, but probably the card is more useful for them than you.
Would of course be broken without the deathrattle. With 10 health, it probably has a good chance of surviving for a turn to let you play whatever you stole. Maybe you can steal something else and play it next turn if you get really lucky.
I guess if you draw this later, and you need the healing, you forge then play it. If it starts in your hand or you draw it before turn 3 or so, you probably just play it for the random spell.
I guess you play this on turn 6 or so, then magnetize a few cheap mechs to minions on your board. I don't know, maybe it pays off sometimes.
For some reason, the first thing I thought of was playing this against Bomb Warrior to lose faster. But for real, I don't know, maybe this makes Son of Hodir more viable?
I guess you spend 5 mana to play this and forge some card on the same turn since it will die if you try to wait a turn to forge something, then you get an already forged copy of a card without paying the 2 mana. I think the forge payoff might have to be amazing for this to be worth it.
Sure is a lot of stats for the cost. Are there any decks that won't eventually kill this by triggering extra card draw if their opponent doesn't kill it first?
I guess Dragon decks will like this. Don't even need to play it to get the extra dragon. I haven't seen Dragon decks for a while, maybe they're returning?