Eh, you still come out +1 ahead if you forge this, so why wouldn't you? It's not like this needs to be played on curve, since you can potentially discover something useful for any point of the game.
I suppose this would be alright unforged if you are at or near full health and don't need the lifesteal, but unless you topdeck it and could use a board clear, you're going to forge it in an earlier turn anyway. I'm leaning a little towards it having shitty stats for the cost even with the non-upgraded battlecry though.
This certainly looks good on paper, and there are a lot of examples of "summon a random" deathrattles, but I don't recall how good they've been in the past. Also, I can't be bothered to try looking at the entire 8-Cost minion pool and trying to figure out the probability this will give you something good.
I'm not sure where this goes. I was thinking maybe in a big deck to make it harder for your opponent to play cheap cards, but you'd probably have to wait until the mid-late game to play this in order to avoid screwing yourself since it would make your cheap early-game cards too expensive as well. Guess it would fuck Rogues though.
I don't think cards like this have been that good in the past. All your opponent has to do to end the deathrattle chain is to kill this last, or at least make it the last mech to die. Though it could be magnetized to a taunt mech. That might help.
I'm not absolutely certain, but I'm fairly sure this is better than all the base hero powers. I wonder how this will be countered, running your own copy to prevent the bastard from top-decking to victory like they're doing to you?
Do the deal 4 damage and draw a card abilities repeat, or just the buffs? If not, I guess this is still somewhat decent. If you have another minion in play.
So you potentially get three discovers, one for each rune. I'm going to assume they aren't making an exception for the no three-rune cards in discover rule for this. Seems alright though, just not sure it will be amazing.
Well, this looks pretty nuts. I assume the portal will be permanent, and killing this won't stop the imps from coming for the rest of the game. I assume the first ability works like Twisting Nether as well.
I don't know what minion has nearly 20 Health without a bunch of buff spells played on it, and the days of Divine Spirit are gone. 3 Mana discount for a spell each turn seems nice though, and the other abilities look pretty good.
I'm not so sure about the randomness. It would suck if there's an enemy minion with like 8 Health and one with 3, and you use the +5 Attack ability and it hits the 3 health one instead. At least your hero also gets +5 Attack to smash face with or something. This also less useful if there are few or no enemy minions, but if there are, any left alive will probably trade and kill this next turn.
Since it doesn't say other minions, removing this is going to be a pain unless you have hard removal or silence. And it has Taunt so you have to kill it.
I suppose waiting until you can use all three abilities before you swing the weapon would be too slow. I know I'd be wanting to maximize the value of all three swings, but I guess if I had to, I'd choose +2 Attack and immune while attacking first, unless my hand size was really low, in which case I would pick the card draw one.
I suppose the abilities fit the kind of shit Priest likes to do. I'm not sure how often you will get something you want from the discover since the pool isn't limited to just your class, or in any other way.
Eh, you still come out +1 ahead if you forge this, so why wouldn't you? It's not like this needs to be played on curve, since you can potentially discover something useful for any point of the game.
I suppose this would be alright unforged if you are at or near full health and don't need the lifesteal, but unless you topdeck it and could use a board clear, you're going to forge it in an earlier turn anyway. I'm leaning a little towards it having shitty stats for the cost even with the non-upgraded battlecry though.
This certainly looks good on paper, and there are a lot of examples of "summon a random" deathrattles, but I don't recall how good they've been in the past. Also, I can't be bothered to try looking at the entire 8-Cost minion pool and trying to figure out the probability this will give you something good.
I'm not sure where this goes. I was thinking maybe in a big deck to make it harder for your opponent to play cheap cards, but you'd probably have to wait until the mid-late game to play this in order to avoid screwing yourself since it would make your cheap early-game cards too expensive as well. Guess it would fuck Rogues though.
I don't think cards like this have been that good in the past. All your opponent has to do to end the deathrattle chain is to kill this last, or at least make it the last mech to die. Though it could be magnetized to a taunt mech. That might help.
Might be a must include in a Mech deck. At least it looks pretty good for that.
Kazakus for weapons, and with basically no deckbuilding restrictions. Should be pretty good.
I'm not absolutely certain, but I'm fairly sure this is better than all the base hero powers. I wonder how this will be countered, running your own copy to prevent the bastard from top-decking to victory like they're doing to you?
Since one of the quest rewards is get your golden buddy, that means buddies are returning too, in a limited fashion.
Do the deal 4 damage and draw a card abilities repeat, or just the buffs? If not, I guess this is still somewhat decent. If you have another minion in play.
So you potentially get three discovers, one for each rune. I'm going to assume they aren't making an exception for the no three-rune cards in discover rule for this. Seems alright though, just not sure it will be amazing.
Well, this looks pretty nuts. I assume the portal will be permanent, and killing this won't stop the imps from coming for the rest of the game. I assume the first ability works like Twisting Nether as well.
I don't see it anywhere, but I assume you can hover over one of the items in the Related Cards list to view the card in full.
I don't know what minion has nearly 20 Health without a bunch of buff spells played on it, and the days of Divine Spirit are gone. 3 Mana discount for a spell each turn seems nice though, and the other abilities look pretty good.
Ah, a card where positioning matters somewhat. Also reducing the cost of every minion in your hand by 2 is some pretty heavy mana cheating.
I'm not so sure about the randomness. It would suck if there's an enemy minion with like 8 Health and one with 3, and you use the +5 Attack ability and it hits the 3 health one instead. At least your hero also gets +5 Attack to smash face with or something. This also less useful if there are few or no enemy minions, but if there are, any left alive will probably trade and kill this next turn.
Since it doesn't say other minions, removing this is going to be a pain unless you have hard removal or silence. And it has Taunt so you have to kill it.
I suppose waiting until you can use all three abilities before you swing the weapon would be too slow. I know I'd be wanting to maximize the value of all three swings, but I guess if I had to, I'd choose +2 Attack and immune while attacking first, unless my hand size was really low, in which case I would pick the card draw one.
I suppose the abilities fit the kind of shit Priest likes to do. I'm not sure how often you will get something you want from the discover since the pool isn't limited to just your class, or in any other way.
I realized after reading the other article that I might've misread that. I thought it was referring to the entire expansion.