So maybe you get a 10 mana beast by turn 7. Though that would mean essentially doing nothing turn 5, but you have it ready to go without spending any mana on turn 7. This might be a bit weak, but I guess we'll see.
Clearly belongs in a big beast deck. Perhaps it becomes a 13/14 as soon as it attacks. That doesn't sound bad. Then later you resurrect both with Stranglethorn Heart. Or maybe not since it keeps attacking and growing and drawing your beasts.
+1 armor each time you hero power just for playing this, +1 again after it dies, and you can have two of this. 5 armor just for clicking the little button to the right (and spending 2 mana). Damn.
This would also destroy whatever weapon the other play has equipped, which might mean triggering the deathrattle before it's powered up as much as they wanted. Then they need to swing twice in order to get rid of the increased damage taken, while you effectively have a 2/2 weapon assuming you only attack face. Yeah, not a super strong weapon for you, but the damage boost can hurt a lot.
10/10 rush should kill nearly anything at turn 6 and survive. Then there's the fact that your opponent may just burn their critical combo piece. Nice card.
So is the minions' attack tied to the hero's attack and the health tied to the armor? Since you would only have 3 mana to spend gaining attack or armor, I don't see how you could get anything that big from this. Unfortunately for this card, Armorsmith + Whirlwind are Warrior cards.
I guess this is a finisher for a Big Beast Hunter deck. I really like that it's tradeable so it doesn't have to sit in your hand being useless for an entire game.
Given the name, it should really be a counter to Rush the Stage. As far as the card goes, this could get you a 4/4 Snakebite, which isn't that bad for a turn 4 play.
This looks like a good way to end games. Just have a few rush minions that were summoned before and start going face. Or summon them this turn and clear the board.
This is pretty nice if it works like I think it does (I never look at the actual reveal stuff). More the three cards in one than the simple +1/+1 buff.
Adding a secondary resource cost would be a good way to keep a location from being too powerful. Not sure giving a minion reborn is that strong unless it has a very powerful deathrattle.
Cage Head. That is all. Okay, there's the whole surviving that long thing, but other than Priest with Shard of the Naaru, or Shaman with Primordial Wave, I don't know who would get out of it if the game reached this point.
So maybe you get a 10 mana beast by turn 7. Though that would mean essentially doing nothing turn 5, but you have it ready to go without spending any mana on turn 7. This might be a bit weak, but I guess we'll see.
Clearly belongs in a big beast deck. Perhaps it becomes a 13/14 as soon as it attacks. That doesn't sound bad. Then later you resurrect both with Stranglethorn Heart. Or maybe not since it keeps attacking and growing and drawing your beasts.
+1 armor each time you hero power just for playing this, +1 again after it dies, and you can have two of this. 5 armor just for clicking the little button to the right (and spending 2 mana). Damn.
This would also destroy whatever weapon the other play has equipped, which might mean triggering the deathrattle before it's powered up as much as they wanted. Then they need to swing twice in order to get rid of the increased damage taken, while you effectively have a 2/2 weapon assuming you only attack face. Yeah, not a super strong weapon for you, but the damage boost can hurt a lot.
10/10 rush should kill nearly anything at turn 6 and survive. Then there's the fact that your opponent may just burn their critical combo piece. Nice card.
So is the minions' attack tied to the hero's attack and the health tied to the armor? Since you would only have 3 mana to spend gaining attack or armor, I don't see how you could get anything that big from this. Unfortunately for this card, Armorsmith + Whirlwind are Warrior cards.
I guess this is a finisher for a Big Beast Hunter deck. I really like that it's tradeable so it doesn't have to sit in your hand being useless for an entire game.
Given the name, it should really be a counter to Rush the Stage. As far as the card goes, this could get you a 4/4 Snakebite, which isn't that bad for a turn 4 play.
They definitely seem to be pushing a divine shield heavy archetype. We'll see if it goes anywhere.
I'm just going to assume Command the Illidari isn't coming back to Core. Still, there's probably something that could potentially make this good.
Essentially costs 1 since it removes 1 from the cost of two cards. In other words, how can this possibly be bad?
Probably a pretty good draw engine for Paladin, since there doesn't seem to be a shortage of divine shield minions.
I'm honestly clueless here, and that's happened maybe once. If it did what I thought at first, it would probably say "Divine Shield minion".
This could be nice. At least I don't know if I would mind an infinite supply of spells, even if I always have to wait a turn to use them.
This looks like a good way to end games. Just have a few rush minions that were summoned before and start going face. Or summon them this turn and clear the board.
This is pretty nice if it works like I think it does (I never look at the actual reveal stuff). More the three cards in one than the simple +1/+1 buff.
This looks alright. Wouldn't want to play this on curve, otherwise you probably wouldn't trigger it more than two, maybe three times before it dies.
Adding a secondary resource cost would be a good way to keep a location from being too powerful. Not sure giving a minion reborn is that strong unless it has a very powerful deathrattle.
Cage Head. That is all. Okay, there's the whole surviving that long thing, but other than Priest with Shard of the Naaru, or Shaman with Primordial Wave, I don't know who would get out of it if the game reached this point.
I assume this returns to your hand with n-1 monkeys. Not bad if so since it gives you extra resources.