If you can actually get this infused in time to play this on curve, this is kind of insane. Only thing is, you would want to have some minions still alive but damaged before you attacked with it, which I would be very surprised if you could have it infused and do that by turn 3. Maybe play it on 3, then play some rush minions and trade then swing on 4. That should hurt.
Another one of those your opponent gets a free copy if they guess what you chose discover cards. Maybe harder for them to guess, unless 2/3 choices are terrible. Like all the rest of those cards I've seen, I'm not confident they'll be that good.
I'm taking this to really mean a random minion in your hand attacks the target. What happens if your minion survives? Does it stay on the board with whatever health it had? Sounds like a fun gimmick with little competitive value.
I vaguely recall the wildseeds being good, so summoning all three plus another 4/5 body for 5 mana should be really powerful in a Wildseed Hunter deck.
If the wildseeds are good, then summoning two and removing a tick on the dormant counter should be great. I'm assuming they're at least decent, but I can't be bothered to hunt them down.
I'm guessing the sack will be summoned on the secret owner's side, then when the sack is killed, it returns to minion to the hand of the player that initially played it. If I understood that dev comment correctly. Possibly good for slowing down your opponent, but I'm not sure how great this will be.
This looks neat, but given the number of Rogue secrets currently revealed I'm guessing you will almost never resurrect this more than twice, and I'm not sure it won't just be easy to trigger all secrets, then kill this.
I'm sure this will be good in or against some deck. Maybe Agony Curse Warlock? Maybe not, since in order to increase the chance of triggering it, you'd probably want to wait until their deck is mostly agonies, and at that point you've probably already won.
This is a pretty damn powerful board clear. Not so much the base version, but I don't think it will be very hard to infuse this. Not really sure how useful this will be though.
Well, unless the minion or spell you pick costs 8 or more, playing this will suck. You also have to pick something that doesn't rely on a battlecry, and I expect any spell will be cast with a random target. Maybe the right deck can make this work.
This could really ruin the day of anybody that decides to play a large minion.
Blood-sucking flying murlocs. Lovely.
I'm not sure Pure Paladin will be as good this time around. Feels like High Exarch Yrel would be more consistently good.
If you can actually get this infused in time to play this on curve, this is kind of insane. Only thing is, you would want to have some minions still alive but damaged before you attacked with it, which I would be very surprised if you could have it infused and do that by turn 3. Maybe play it on 3, then play some rush minions and trade then swing on 4. That should hurt.
Another one of those your opponent gets a free copy if they guess what you chose discover cards. Maybe harder for them to guess, unless 2/3 choices are terrible. Like all the rest of those cards I've seen, I'm not confident they'll be that good.
I'm taking this to really mean a random minion in your hand attacks the target. What happens if your minion survives? Does it stay on the board with whatever health it had? Sounds like a fun gimmick with little competitive value.
I vaguely recall the wildseeds being good, so summoning all three plus another 4/5 body for 5 mana should be really powerful in a Wildseed Hunter deck.
Isn't this the fourth Legendary card?
From what I can see they still have two Standard pack bundles left, but there's only one month left after this.
I guess this is the replacement for Overgrowth? Except it doesn't ramp as hard. Instead it tutors Nature spells and comes with a weak body.
This looks like a pretty nice card for a Secret Mage deck. I'm not sure Secret Mage is going to be a thing, however.
If the wildseeds are good, then summoning two and removing a tick on the dormant counter should be great. I'm assuming they're at least decent, but I can't be bothered to hunt them down.
I'll assume this is probably good, but I don't feel like trying to find what the wildseeds are.
I'm guessing the sack will be summoned on the secret owner's side, then when the sack is killed, it returns to minion to the hand of the player that initially played it. If I understood that dev comment correctly. Possibly good for slowing down your opponent, but I'm not sure how great this will be.
More defensive Cat Trick? Might be good.
This might be good, but probably only if Secret Rogue is good. We need to see if there are any more Rogue secrets.
This looks neat, but given the number of Rogue secrets currently revealed I'm guessing you will almost never resurrect this more than twice, and I'm not sure it won't just be easy to trigger all secrets, then kill this.
Looks like a fun gimmick, but I don't see this being meta defining. But then, if they made it too powerful, everyone would be raging.
I'm sure this will be good in or against some deck. Maybe Agony Curse Warlock? Maybe not, since in order to increase the chance of triggering it, you'd probably want to wait until their deck is mostly agonies, and at that point you've probably already won.
This is a pretty damn powerful board clear. Not so much the base version, but I don't think it will be very hard to infuse this. Not really sure how useful this will be though.
Well, unless the minion or spell you pick costs 8 or more, playing this will suck. You also have to pick something that doesn't rely on a battlecry, and I expect any spell will be cast with a random target. Maybe the right deck can make this work.