I would assume in most cases you wouldn't want to wait four turns for something to happen, especially if you can't play this on turn 4, but I wouldn't know.
I wonder what the optimum amount of fatigue to play this at is. There's Felstring Harp of course, but that will only let you absorb damage six times, unless you play something like Air Guitarist.
Now then, do you play these cards after you've emptied your deck? It would definitely be a nice way to finish after you've bashed the other player's face a bit (and may cause a few ties for players that weren't paying enough attention). Too bad about those divine shield minions.
This looks interesting. You'd want to play this before your fatigue counter got above 7, since you'd take the damage but not get any extra benefit. Imp King Rafaam isn't going anywhere just yet, either.
All seven movements look quite good, and being able to pick the best one for the current situation is nice. Well, out of the three discover choices you get, anyway.
I guess this is a decent response to having your board wiped last turn. 7 attack would probably kill most things if you play this on turn 5 or 6, and the taunt ought to help you recover.
I guess this is one way to increase the cast-count on Lightshow. Though if you have a lot of different spells, you most likely wouldn't get that card as a discover option, and Jaina likes spells.
Okay then, what ways are there to cast this more than twice? Minion battlecries don't count as you casting it, do they? Maybe discover, but I don't know how consistent that would be.
I'm not sure how many minion tribes you can optimally represent in a menagerie deck, but I'm guessing three. So perhaps best case scenario this draws you four cards for 2 mana. Even three for 2 is nice.
Draw three cards, then pick which one is the best to get a second copy of it. Only downside is you have to wait another turn to play it. That seems rather good for 4 mana.
So, the second multi-targeting card after Goliath, Sneed's Masterpiece. Also, yay, another way for Priest to steal your minions. I guess avoid playing minions that can mutually kill each other?
This is probably a pretty good Menagerie Warrior card. I suppose I could try and look at new minions and try to figure out what might be most desirable to copy, but nah.
I would assume in most cases you wouldn't want to wait four turns for something to happen, especially if you can't play this on turn 4, but I wouldn't know.
I'm seeing the timer count on my second drop, without claiming the first. Right now it says 73% of 30 minutes.
Edit: If it hadn't started counting, that would've meant a minimum of 45 minutes. Thank fuck it did, because I tuned in about 15 minutes late.
I wonder what the optimum amount of fatigue to play this at is. There's Felstring Harp of course, but that will only let you absorb damage six times, unless you play something like Air Guitarist.
Now then, do you play these cards after you've emptied your deck? It would definitely be a nice way to finish after you've bashed the other player's face a bit (and may cause a few ties for players that weren't paying enough attention). Too bad about those divine shield minions.
Well, this is a nice card to have around for when you play one of those cards that deal fatigue damage to you.
This looks interesting. You'd want to play this before your fatigue counter got above 7, since you'd take the damage but not get any extra benefit. Imp King Rafaam isn't going anywhere just yet, either.
All seven movements look quite good, and being able to pick the best one for the current situation is nice. Well, out of the three discover choices you get, anyway.
Here's your quillboar for those menagerie decks. Also 4 armor each time you use your hero power. Until this dies at least. So once, maybe.
Definitely a Big Spell Mage card. Question is, what will Big Spell Mage look like post-rotation?
Maybe a card for a deck that mostly runs spells. Too bad the amps will die the next turn.
I guess this is a decent response to having your board wiped last turn. 7 attack would probably kill most things if you play this on turn 5 or 6, and the taunt ought to help you recover.
I guess this is one way to increase the cast-count on Lightshow. Though if you have a lot of different spells, you most likely wouldn't get that card as a discover option, and Jaina likes spells.
This looks like it would be decent if Menagerie Warrior works out. I have no idea, but Blizzard is certainly trying.
Well, I think this will kill more things than it doesn't. Also, it should ignore divine shield, so that's nice.
Okay then, what ways are there to cast this more than twice? Minion battlecries don't count as you casting it, do they? Maybe discover, but I don't know how consistent that would be.
I'm not sure how many minion tribes you can optimally represent in a menagerie deck, but I'm guessing three. So perhaps best case scenario this draws you four cards for 2 mana. Even three for 2 is nice.
Draw three cards, then pick which one is the best to get a second copy of it. Only downside is you have to wait another turn to play it. That seems rather good for 4 mana.
So, the second multi-targeting card after Goliath, Sneed's Masterpiece. Also, yay, another way for Priest to steal your minions. I guess avoid playing minions that can mutually kill each other?
You'd definitely want to use this in a spell heavy deck to keep the chain going as long as possible. So this is good as long as those decks are good.
This is probably a pretty good Menagerie Warrior card. I suppose I could try and look at new minions and try to figure out what might be most desirable to copy, but nah.