It's got a lot of health, and as long as it's on the board, nothing else can be targeted. Not sure how helpful it will be, but maybe it keeps some stuff alive long enough to do some damage.
Actually, is this random or targeted? First thought is targeted, but I'm not certain if repeat mean the same minion will get +1/+1 over and over, or if the buffs will be spread out. Maybe spread out is better, but giving something +7/+7 and hitting face with it can never be bad.
I'm not sure, but this might be the first evolve card to jump more than 1 mana cost when transforming. I'm not even sure 1 mana transform a single minion into one that costs 2 more is bad, so the infused version is just almost broken.
Infused version looks like it could be pretty good, though I don't know how much it will kill on turn 4 with 3 attack. Base version is meh, but that's true with every upgradeable card.
You need to start somewhere with upgrading Relics, and this seems like the best place. Mostly because it's the cheapest Relic, and might be the least bad of the base Relics. From what I can see, Relic Vault is probably vital if Relics actually work.
I don't know how many times you would need to upgrade your Relics for this to be good, but a couple of 5/5s for 3 mana is probably not a bad deal. Base is just crap.
This could be nice. It could potentially remove three threats and give you time to setup lethal. Though it might just get killed next turn, then your opponent finds another way to kill you.
Rush wouldn't mean the second time it returns to the board on the same turn, it could attack again, would it? Either way, even if it isn't actually that powerful, this is a pretty damn cool card.
This card doesn't seem to have a forum thread. That might be an issue for completing the Tavern Crawl I'm sure is happening. Somebody should tell Arthas.
They say these cards work like Hero Powers right? Guess this would work like a non-targeted Hero Power. I suppose you drop this on turn 5 or 6, then you get to use it again or turn 7 or 8. Should get you some pretty beefy minions. I'm not sure if that would be too late for Rogue though.
I wonder if you would want to keep this in your mulligan. Maybe not, but if it stayed in your hand for ten turns in a deck that uses a lot of minions, it could do massive damage and probably win when you play it. I don't see any real mana cheat options for this, since this doesn't have a tribe, and many of them involve summoning the minion from your hand or deck. Might be able to reduce it by 1 or 2 mana.
Doesn't look that exciting. It can buff your smaller minions, or debuff your opponent's bigger minions. It could also discourage your opponent from playing large minions while this is on the board, which might be pretty useful.
I guess even the base version is alright, so of course the infused version is awesome.
It's got a lot of health, and as long as it's on the board, nothing else can be targeted. Not sure how helpful it will be, but maybe it keeps some stuff alive long enough to do some damage.
Well, this will probably save your ass often.
1 mana 1/3 is always good. This could be 7/3, but I'm guessing in most cases it will get killed before you can get that many imps on your board.
Damn, you're going to need to be careful with this. If you have a board full of imps, you're liable to burn a lot of cards.
Actually, is this random or targeted? First thought is targeted, but I'm not certain if repeat mean the same minion will get +1/+1 over and over, or if the buffs will be spread out. Maybe spread out is better, but giving something +7/+7 and hitting face with it can never be bad.
I'm not sure, but this might be the first evolve card to jump more than 1 mana cost when transforming. I'm not even sure 1 mana transform a single minion into one that costs 2 more is bad, so the infused version is just almost broken.
Infused version looks like it could be pretty good, though I don't know how much it will kill on turn 4 with 3 attack. Base version is meh, but that's true with every upgradeable card.
Summon a copy or 2 if you have fulfilled a condition has been done a lot. Still, this could be decent, and not too hard to have infused by turn 4.
You need to start somewhere with upgrading Relics, and this seems like the best place. Mostly because it's the cheapest Relic, and might be the least bad of the base Relics. From what I can see, Relic Vault is probably vital if Relics actually work.
I don't know how many times you would need to upgrade your Relics for this to be good, but a couple of 5/5s for 3 mana is probably not a bad deal. Base is just crap.
Tough to say, but this might be the best of the Relics. Drawing cards is usually nice, and cost reduction is even nicer.
This could be nice. It could potentially remove three threats and give you time to setup lethal. Though it might just get killed next turn, then your opponent finds another way to kill you.
This is probably good, since the relics look like they are probably good.
Rush wouldn't mean the second time it returns to the board on the same turn, it could attack again, would it? Either way, even if it isn't actually that powerful, this is a pretty damn cool card.
This card doesn't seem to have a forum thread. That might be an issue for completing the Tavern Crawl I'm sure is happening. Somebody should tell Arthas.
They say these cards work like Hero Powers right? Guess this would work like a non-targeted Hero Power. I suppose you drop this on turn 5 or 6, then you get to use it again or turn 7 or 8. Should get you some pretty beefy minions. I'm not sure if that would be too late for Rogue though.
I wonder if you would want to keep this in your mulligan. Maybe not, but if it stayed in your hand for ten turns in a deck that uses a lot of minions, it could do massive damage and probably win when you play it. I don't see any real mana cheat options for this, since this doesn't have a tribe, and many of them involve summoning the minion from your hand or deck. Might be able to reduce it by 1 or 2 mana.
Looks to be at least a decent card for aggro. Well, more for the attack buff, but even Face Hunter can't entirely ignore the board at all times.
Doesn't look that exciting. It can buff your smaller minions, or debuff your opponent's bigger minions. It could also discourage your opponent from playing large minions while this is on the board, which might be pretty useful.