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.
5 corpses seems like a lot to trigger a single deathrattle a second time, considering cards like Marrow Manipulator, or Grave Strength if you have a board.
I'm pretty sure a 9/9 with charge and taunt is pretty damn good, even at 8 mana. Hiding that behind a 5/1 gives your opponent a chance to respond or one more turn to kill you first, but this still looks pretty good.
All these riffs might be 1 mana more expensive than they should be. Perhaps there's something we don't know, because I don't think the finale effect justifies an extra 1 mana cost.
This is interesting. I suppose the finale won't do anything on the first riff you play, so you may as well combine it with another in the same turn. I'm not sure the summoned minions will do that much on turn 6, though. Maybe the rush minion will kill something.
This could potentially draw you a lot of cards with Wretched Exile. Well, for as long as you have mana to play generated outcast cards. Might still be a shitty combo though.
Well, with Going Down Swinging this could net you a lot of healing. Too bad that's a 7 mana combo unless you can reduce the cost with Relic of Dimensions or something.
Looks pretty good. Sure, this will almost certainly only live long enough to give you one new weapon, and you may have to swing with 1 durability the turn you play this to even guarantee that.
Maybe this will be decent with a weapon equipped, but I'm guessing you'll kill two or three, then break your weapon and be stuck at 2 attack for the rest of them. If Illidari Inquisitor is still in Core after rotation, and you can cheat it out, that might help. There's also Dispose of Evidence.
Definitely support for big spells. What those spells are, I have no idea. I'm just sure you don't want cheap spells in your hand when you play this because they will quickly go above the original cost.
Basically saves you 3 mana. Not bad. I'm assuming Mage and Warlock will also get 0-attack weapons that don't have deathrattles and maybe give them free hero power uses. I feel it would be pretty weird if Mage, Priest and Warlock were given weapons they could attack with, but Blizzard has shown they don't give a damn about long established precedents.
I take it overheal doesn't count if you heal a minion that is already at full health. Not sure how often you will have a board full of damaged minions to get full use out of this card, but you could get some pretty big stats on this when you do.
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.
I guess spell-heavy Hunter decks aren't going away any time soon.
5 corpses seems like a lot to trigger a single deathrattle a second time, considering cards like Marrow Manipulator, or Grave Strength if you have a board.
I'm pretty sure a 9/9 with charge and taunt is pretty damn good, even at 8 mana. Hiding that behind a 5/1 gives your opponent a chance to respond or one more turn to kill you first, but this still looks pretty good.
All these riffs might be 1 mana more expensive than they should be. Perhaps there's something we don't know, because I don't think the finale effect justifies an extra 1 mana cost.
I guess minion tutor plus +2/+2 buff is pretty good.
This is interesting. I suppose the finale won't do anything on the first riff you play, so you may as well combine it with another in the same turn. I'm not sure the summoned minions will do that much on turn 6, though. Maybe the rush minion will kill something.
This could potentially draw you a lot of cards with Wretched Exile. Well, for as long as you have mana to play generated outcast cards. Might still be a shitty combo though.
Well, with Going Down Swinging this could net you a lot of healing. Too bad that's a 7 mana combo unless you can reduce the cost with Relic of Dimensions or something.
Looks pretty good. Sure, this will almost certainly only live long enough to give you one new weapon, and you may have to swing with 1 durability the turn you play this to even guarantee that.
Maybe this will be decent with a weapon equipped, but I'm guessing you'll kill two or three, then break your weapon and be stuck at 2 attack for the rest of them. If Illidari Inquisitor is still in Core after rotation, and you can cheat it out, that might help. There's also Dispose of Evidence.
Naga Giant, anybody? A 14/8 Grommash Hellscream should end plenty of games, though there might be a problem with surviving long enough to play it.
Definitely support for big spells. What those spells are, I have no idea. I'm just sure you don't want cheap spells in your hand when you play this because they will quickly go above the original cost.
Basically saves you 3 mana. Not bad. I'm assuming Mage and Warlock will also get 0-attack weapons that don't have deathrattles and maybe give them free hero power uses. I feel it would be pretty weird if Mage, Priest and Warlock were given weapons they could attack with, but Blizzard has shown they don't give a damn about long established precedents.
I take it overheal doesn't count if you heal a minion that is already at full health. Not sure how often you will have a board full of damaged minions to get full use out of this card, but you could get some pretty big stats on this when you do.
This doesn't even help with Timber Tambourine. I guess it can make Drum Circle more bearable or something.
I guess you could buff it to summon something with more than 3 attack, but this already costs 6 mana, so that will probably be too late.