I imagine this most likely isn't staying alive more than one turn, but damaging the enemy hero and healing yours for 6 should be pretty good if you can use the healing. It's a source of even more healing if you opponent doesn't use spells and trades their minions to kill this.
3-mana draw 2 basically, except you lose a card forever. Feels like a worse Arcane Intellect, unless you draw something that benefits from being discarded.
I don't know how many dragons will be gone by next year, but even with the dragons printed for this expansion, there should still be enough that activating the battlecry won't be a problem. A 4-cost 5/5 rush should be pretty good.
If I drew this early, I don't know if I would want to hold this for four or more turns, but there's no way a 5/5 with taunt for 1 mana wouldn't be great at any point in the game. Hell, even if it accomplishes nothing, by turn 7, you probably end up floating a mana crystal or 2.
So far it seems the pool of cards that do something for you when discarded is really small. I'm not going to try to figure out what you might be okay with losing to get out a 7/7 on turn 5, but I'm sure there's a decent amount.
Well, I don't think this is going to be the next Hand of Gul'dan. Still, discarding is free, and 6 randomly split damage for free seems alright. Paying 5 mana for two Arcane Missiles seems insane.
If you played this on curve, Onyxian Warder looks most likely to be the best turn 5 play, since the whelps would also get divine shield. Or maybe you could play a pair of cheaper dragons, not that I've gone through and checked what's available. Either way, any dragon good enough to play will be even better with divine shield and taunt, except perhaps those that already have one or the other naturally.
Interesting. I think this is the first card that summons a previously discarded minion. We've seen summoning minions from your hand plenty of times, but unless there's some discard payoff, I don't see much value in doing it this way. In fact, it seems slightly worse since if it just summoned something from your hand when it died, you had the chance of drawing something worth cheating out.
I'm going to assume this means all minions are removed, then get re-summoned two turns later. Probably in the order they were originally played so it's predictable which ones will disappear into the ether if a player played more minions during those turns and they can't all fit. As for how good this is, I'm really struggling to see how this is useful other than you have an 8/8 on an empty board, which probably increases its chance of hitting face at least once.
Maybe with divine shield potentially doubling the damage the target can give out, the 3 damage to your hero is reasonable, but it looked a little excessive compared to other cards that give +3/+3.
Two taunts and 8/8 worth of stats for 5 mana seems pretty good to me, though I think I would prefer 4/4 each so when your opponent trades it's more likely to kill their minion.
Playing this on a full board and dealing 21 damage randomly among enemies can't possibly not be nice. Only issue I see right now is the damage gets wasted if it hits something with less than 3 health.
Huh, first Paladin card printed with the health instead of mana. Normally a Warlock mechanic, but any class would like being able to play an extra minion. If you were to play Amber Watcher after this, the health cost would be paid before the battlecry resolves, right?
Assuming your board doesn't get wiped all at once, this could really snowball if you can replace dead minions. I have no clue how this will work out in practice, but it looks like a very nice card.
I think the closest card to compare this to is Security Automaton, only this costs 1 mana less, has 1 fewer health, and only buffs attack. I'm pretty sure this will be very good, especially with swarm decks.
I imagine this most likely isn't staying alive more than one turn, but damaging the enemy hero and healing yours for 6 should be pretty good if you can use the healing. It's a source of even more healing if you opponent doesn't use spells and trades their minions to kill this.
I'm pretty sure a 3-cost 2/5 taunt is good regardless, but summoning it for free off of something like Scourge Supplies? Nice.
3-mana draw 2 basically, except you lose a card forever. Feels like a worse Arcane Intellect, unless you draw something that benefits from being discarded.
I don't know how many dragons will be gone by next year, but even with the dragons printed for this expansion, there should still be enough that activating the battlecry won't be a problem. A 4-cost 5/5 rush should be pretty good.
If I drew this early, I don't know if I would want to hold this for four or more turns, but there's no way a 5/5 with taunt for 1 mana wouldn't be great at any point in the game. Hell, even if it accomplishes nothing, by turn 7, you probably end up floating a mana crystal or 2.
So far it seems the pool of cards that do something for you when discarded is really small. I'm not going to try to figure out what you might be okay with losing to get out a 7/7 on turn 5, but I'm sure there's a decent amount.
Well, I don't think this is going to be the next Hand of Gul'dan. Still, discarding is free, and 6 randomly split damage for free seems alright. Paying 5 mana for two Arcane Missiles seems insane.
If you played this on curve, Onyxian Warder looks most likely to be the best turn 5 play, since the whelps would also get divine shield. Or maybe you could play a pair of cheaper dragons, not that I've gone through and checked what's available. Either way, any dragon good enough to play will be even better with divine shield and taunt, except perhaps those that already have one or the other naturally.
Interesting. I think this is the first card that summons a previously discarded minion. We've seen summoning minions from your hand plenty of times, but unless there's some discard payoff, I don't see much value in doing it this way. In fact, it seems slightly worse since if it just summoned something from your hand when it died, you had the chance of drawing something worth cheating out.
I'm going to assume this means all minions are removed, then get re-summoned two turns later. Probably in the order they were originally played so it's predictable which ones will disappear into the ether if a player played more minions during those turns and they can't all fit. As for how good this is, I'm really struggling to see how this is useful other than you have an 8/8 on an empty board, which probably increases its chance of hitting face at least once.
With all the self-damage being printed, Paladin is going to need this card. Maybe combine this with For Quel'Thalas! and/or a weapon.
Maybe with divine shield potentially doubling the damage the target can give out, the 3 damage to your hero is reasonable, but it looked a little excessive compared to other cards that give +3/+3.
Two taunts and 8/8 worth of stats for 5 mana seems pretty good to me, though I think I would prefer 4/4 each so when your opponent trades it's more likely to kill their minion.
Is there some payoff for this Paladin self-damage? I imagine it's a pretty safe bet they aren't going to reprint The Demon Seed as a Paladin card.
Playing this on a full board and dealing 21 damage randomly among enemies can't possibly not be nice. Only issue I see right now is the damage gets wasted if it hits something with less than 3 health.
There aren't a lot of cards that give deathrattles to other minions, but Rotgill with this so your board gets buffed by +2/+2 should be really nice.
Huh, first Paladin card printed with the health instead of mana. Normally a Warlock mechanic, but any class would like being able to play an extra minion. If you were to play Amber Watcher after this, the health cost would be paid before the battlecry resolves, right?
Assuming your board doesn't get wiped all at once, this could really snowball if you can replace dead minions. I have no clue how this will work out in practice, but it looks like a very nice card.
1 mana, easy to break, and gives you a 3/3. Yeah, I'd say this is strong.
I think the closest card to compare this to is Security Automaton, only this costs 1 mana less, has 1 fewer health, and only buffs attack. I'm pretty sure this will be very good, especially with swarm decks.