I don't know if Secret Mage will be back in the meta, but this looks like a very nice card for it that could do a lot of damage if they can't kill it or clear your secrets quickly.
If there are less than three minions, does it only do the excess damage of what it hits? For example, it kills a single 1-health minion and does 5 damage to the enemy hero. Or if there are three 1-health minions, would it do 15 damage to the hero?
Still a damn expensive card for Hunter, but at 18 total damage it probably couldn't be much cheaper.
+3 Attack for 0 mana is really powerful, but having to put a card back into you deck without replacing it hurts so much that I don't think this actually seems like that good of a card.
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 don't know if Secret Mage will be back in the meta, but this looks like a very nice card for it that could do a lot of damage if they can't kill it or clear your secrets quickly.
If there are less than three minions, does it only do the excess damage of what it hits? For example, it kills a single 1-health minion and does 5 damage to the enemy hero. Or if there are three 1-health minions, would it do 15 damage to the hero?
Still a damn expensive card for Hunter, but at 18 total damage it probably couldn't be much cheaper.
I have no idea what you would want to copy the deathrattle of with this. Presumably something more expensive, but there aren't a lot of options.
+3 Attack for 0 mana is really powerful, but having to put a card back into you deck without replacing it hurts so much that I don't think this actually seems like that good of a card.
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.