I wonder why they made it last for so long and not just say for two extra weeks. Guess they wanted to make damn sure the community wouldn't still be pissed off. I would still think two more weeks would be plenty of time unless perhaps you made zero progress before it ended the first time.
I suppose there's enough arcane spells and damage boosting for Hunter to make an Arcane Hunter deck. This might be quite nice for removing minions if you can get it damage boosted enough.
I mean, I guess if you rezzed some strong deathrattle minion and gave it reborn, that would be pretty strong, but 6 mana seems like a pretty high cost.
This has potential to draw a lot of cards with all the spell damage stuff being printed. Last I heard, Hunter needs refill rather often, so this will be a nice card even if you can't access the draw until 6 mana.
This on 2, followed by Halduron Brightwing, followed by Eversong Portal ought to be good (or a second copy of this instead of Halduron, but that would be a bit less good).
I'm guessing spell damage increases the number summoned. If you can get like three (maybe even two) lynxes or so on turn 4, this will be really strong.
I'll assume destroy means the deathrattle goes off twice. Obviously awesome when used on something like Foul Egg, but I'm not sure how much stuff is worth sacrificing to get double deathrattle from (aside from Burning Blade Acolyte, though that won't be around much longer).
I went back to that article from early November because I was trying to find where I might've heard something, and it looks like the tweet from @Celestalon quoted at the end says pretty much everything this does. An official blog post is nice though.
I certainly can't complain about a potential heal for 8 health for 1 mana. Too bad I don't recall seeing much spell damage in DH, but there are always neutrals this might justify including.
Getting to discover the concoctions is really nice. Now that we know there are actually five possible concoctions, I'm wondering how many can be mixed at once. I figure probably not all five, if only because that much text wouldn't fit on the Mixed Concoction card.
This doesn't look like it would be that hard to deal with without taking a lot of damage. I can think of very little aside from hard removal that can kill it in one hit, but if you did 3, then 6 damage for example, all you take to the face is 3 damage. Best hope for the controlling player is if there's an 8 attack minion it can rush into, and at 9 mana it comes out really late, unless you can cheat it out.
Anub'Rekhan is looking better and better. This, followed by Anub'Rekhan next turn (assuming you don't lose all your armor in the intervening turn) will make for playing a hell of a lot of big minions in a single turn.
I would think you would choose the armor in almost all cases, especially if you have Anub'Rekhan handy, but if you need board presence more, the taunts are certainly a strong choice.
Oh, here's some more random spell generation for Grand Magister Rommath. It should also be pretty good on it's own, since a 2 mana discount should easily make up for losing some of the spells that were deliberately chosen for your deck.
I could be wrong, but when you play a card under a cards cost health effect, don't they take armor first if you have any? So this would be like that, except that you can't play anymore after you use up your armor. Still, the fact this gives you 8 armor to play with means you could play 16+ mana worth of minions in one turn.
I wonder why they made it last for so long and not just say for two extra weeks. Guess they wanted to make damn sure the community wouldn't still be pissed off. I would still think two more weeks would be plenty of time unless perhaps you made zero progress before it ended the first time.
Wish it was a fighter, though the character might make more sense as a caster.
I suppose there's enough arcane spells and damage boosting for Hunter to make an Arcane Hunter deck. This might be quite nice for removing minions if you can get it damage boosted enough.
I mean, I guess if you rezzed some strong deathrattle minion and gave it reborn, that would be pretty strong, but 6 mana seems like a pretty high cost.
This has potential to draw a lot of cards with all the spell damage stuff being printed. Last I heard, Hunter needs refill rather often, so this will be a nice card even if you can't access the draw until 6 mana.
This on 2, followed by Halduron Brightwing, followed by Eversong Portal ought to be good (or a second copy of this instead of Halduron, but that would be a bit less good).
I'm guessing spell damage increases the number summoned. If you can get like three (maybe even two) lynxes or so on turn 4, this will be really strong.
The only way I can see this not being useful is if there isn't a lot of demand for hard removal.
I'll assume destroy means the deathrattle goes off twice. Obviously awesome when used on something like Foul Egg, but I'm not sure how much stuff is worth sacrificing to get double deathrattle from (aside from Burning Blade Acolyte, though that won't be around much longer).
I'm not fully certain how good it will be, but if an Arcane Hunter archetype works, this will be a staple for that deck.
I went back to that article from early November because I was trying to find where I might've heard something, and it looks like the tweet from @Celestalon quoted at the end says pretty much everything this does. An official blog post is nice though.
Pretty much the only purpose for this is to get your concoctions going on turn 1, and it serve that purpose well.
I certainly can't complain about a potential heal for 8 health for 1 mana. Too bad I don't recall seeing much spell damage in DH, but there are always neutrals this might justify including.
Getting to discover the concoctions is really nice. Now that we know there are actually five possible concoctions, I'm wondering how many can be mixed at once. I figure probably not all five, if only because that much text wouldn't fit on the Mixed Concoction card.
This doesn't look like it would be that hard to deal with without taking a lot of damage. I can think of very little aside from hard removal that can kill it in one hit, but if you did 3, then 6 damage for example, all you take to the face is 3 damage. Best hope for the controlling player is if there's an 8 attack minion it can rush into, and at 9 mana it comes out really late, unless you can cheat it out.
Anub'Rekhan is looking better and better. This, followed by Anub'Rekhan next turn (assuming you don't lose all your armor in the intervening turn) will make for playing a hell of a lot of big minions in a single turn.
I would think you would choose the armor in almost all cases, especially if you have Anub'Rekhan handy, but if you need board presence more, the taunts are certainly a strong choice.
That's obviously a very large pool to discover from. Hopefully discount will ease the pain if it whiffs.
Oh, here's some more random spell generation for Grand Magister Rommath. It should also be pretty good on it's own, since a 2 mana discount should easily make up for losing some of the spells that were deliberately chosen for your deck.
I could be wrong, but when you play a card under a cards cost health effect, don't they take armor first if you have any? So this would be like that, except that you can't play anymore after you use up your armor. Still, the fact this gives you 8 armor to play with means you could play 16+ mana worth of minions in one turn.