The tokens cost 3, so if you play this on curve, the most your opponent can play next turn is one, then hopefully you can trade and get a mutual kill and get the second token and come out ahead in stats. So this is possibly good.
I wonder if you play this late, how much self-damage stuff you can play without losing health. I'd assume you'd want to do more than just hero power and save 2 health.
If I'm not mistaken, with cards like this, all you have to do is play cards with the keyword, and it doesn't matter if the condition is satisfied or not. Though in almost all cases you would probably want to have the combo active. I guess the player base will have to figure out how many turns to go playing combo cards before using the last swing of this and triggering the deathrattle.
Priest doesn't seem to be known for summoning minions on turn 1, so this will likely not be useful on curve. Unless your opponent plays something early that would actually be worth you buffing in order to get a copy for yourself. That said, this looks like it could be good still.
If you play this on curve or the previous turn with coin, I can't find anything to play next turn that would restore 5 or more health to this. Assuming it would even be alive next turn since your opponent world only need to do 4 damage to kill it (or just destroy it).
I don't suppose a deck where you play a holy spell every turn so that your opponent has to pop your divine shield on each of their turns would be viable. Might be annoying for anybody that can't easily pop it with their hero power. i.e. Paladin, Priest (unless Shadow), Shaman, Warlock and Warrior.
Should've had a "if you control 2 of this minion" effect.
When was the last time mech decks were meta? If they are again, this guy should be pretty decent.
It's a taunt with a lot of health and a decent aoe damage deathrattle, but it seems pretty expensive for what it gives you.
The tokens cost 3, so if you play this on curve, the most your opponent can play next turn is one, then hopefully you can trade and get a mutual kill and get the second token and come out ahead in stats. So this is possibly good.
Might be a decent clear if you can hit it with a hand-buff.
Probably not going to be that good. Too much crap in the weapon pool.
Mage might find a way to annoy people with this.
I have no idea why you would want this card.
Discover two spells on turn 5 is probably good.
This is certainly one of the most interesting cards I've seen ever. Not sure what cards I would put in the sideboard though.
Last menagerie card I remember using was Ringmaster Whatley. No idea what classes would be using such an archetype this time around.
I wonder if you play this late, how much self-damage stuff you can play without losing health. I'd assume you'd want to do more than just hero power and save 2 health.
Probably good. 3 damage may not be enough for a full clear by turn 5, but it should kill a decent amount.
Keyword soup. Sometimes good, but I don't think this is going to be another Zilliax.
I guess best case scenario you coin this at 3, and get an extra 4 face damage. Probably not going to be one of the most powerful cards.
If I'm not mistaken, with cards like this, all you have to do is play cards with the keyword, and it doesn't matter if the condition is satisfied or not. Though in almost all cases you would probably want to have the combo active. I guess the player base will have to figure out how many turns to go playing combo cards before using the last swing of this and triggering the deathrattle.
Okay, this is potentially a lot of health restoration for 1 mana. Too bad Xyrella is leaving us.
Priest doesn't seem to be known for summoning minions on turn 1, so this will likely not be useful on curve. Unless your opponent plays something early that would actually be worth you buffing in order to get a copy for yourself. That said, this looks like it could be good still.
If you play this on curve or the previous turn with coin, I can't find anything to play next turn that would restore 5 or more health to this. Assuming it would even be alive next turn since your opponent world only need to do 4 damage to kill it (or just destroy it).
I don't suppose a deck where you play a holy spell every turn so that your opponent has to pop your divine shield on each of their turns would be viable. Might be annoying for anybody that can't easily pop it with their hero power. i.e. Paladin, Priest (unless Shadow), Shaman, Warlock and Warrior.