Not sure this will be super powerful, since only one Silver Hand Recruit will get the buff at a time, and a single silence or transform will break the chain.
Skeleton Mage looks like it will be way better than Piranha Shaman. If only because the other one didn't have any kind of finisher like Kel'Thuzad, the Inevitable.
Potential board clear plus seven 2/2s that do 2 damage to a random enemy when they die? Sounds alright to me. Especially with Kel'Thuzad, the Inevitable.
Maybe you want to play something cheap to probe for this secret, but Explosive Runes also exists. Maybe better to just use what already have on the board. Guess it depends on what would hurt more.
I wonder if there will be enough skeleton generators to make this into a decent finisher. Possibly. More so if your side is full and their side is empty.
The card draw is probably better than the minion buff, but that's good too. What's also nice is that after the turn you play this, you can buff and draw for free, leaving all your mana crystals available for the other things you want to do.
Three freezes and three 2/2s for 3 mana doesn't seem bad. Of course the weakness is that it has to be spread over five turns, and I'm expecting some location removal to be revealed sometime in the future.
I can't see how anybody would think Team 5 would create an entire new card type, then only use it for one expansion. Keywords, sure. I think every expansion adds a keyword or two that is never seen again afterwards.
Wait, does this mean you can now do things on your opponent's turn, or will it make you guess out of three cards when your turn starts? I'd imagine in many cases the best choice will be obvious, so this is probably not good.
Evolve and Devolve in one card for the combined mana cost of both. Main problem I see is that there probably aren't a ton of cases where both are useful at the same time.
Damn, this is just insane. Only decks I could imagine not wanting this are combo decks. And it would be a bad top deck, but 39 cards and 40 health for your hero can't not be good in almost all situations.
Dude Paladin shouldn't have much trouble killing their minions. This also looks like it would go well with Stewart the Steward.
And one of them might be a 4/4. Both I guess if you wait until the first one dies before playing the other.
Not sure this will be super powerful, since only one Silver Hand Recruit will get the buff at a time, and a single silence or transform will break the chain.
Skeleton Mage looks like it will be way better than Piranha Shaman. If only because the other one didn't have any kind of finisher like Kel'Thuzad, the Inevitable.
Like Ignite, except it doesn't grow, but you have it in your hand ready to go once you infuse it. Skeletons sound like the best way to do that.
Looks alright. Would probably suck if they were just vanilla 2/2s.
Potential board clear plus seven 2/2s that do 2 damage to a random enemy when they die? Sounds alright to me. Especially with Kel'Thuzad, the Inevitable.
Well, in the right deck, it probably won't be hard to have four Paladin cards in your hand.
Maybe you want to play something cheap to probe for this secret, but Explosive Runes also exists. Maybe better to just use what already have on the board. Guess it depends on what would hurt more.
I wonder if there will be enough skeleton generators to make this into a decent finisher. Possibly. More so if your side is full and their side is empty.
Deathrattle Druid? That a thing? That doesn't seem to fit thematically with the nature class.
The card draw is probably better than the minion buff, but that's good too. What's also nice is that after the turn you play this, you can buff and draw for free, leaving all your mana crystals available for the other things you want to do.
Three freezes and three 2/2s for 3 mana doesn't seem bad. Of course the weakness is that it has to be spread over five turns, and I'm expecting some location removal to be revealed sometime in the future.
I can't see how anybody would think Team 5 would create an entire new card type, then only use it for one expansion. Keywords, sure. I think every expansion adds a keyword or two that is never seen again afterwards.
Fairly sure a 2 mana 4/5 taunt is good. Even if you need to wait until turn 4 probably for enough minions to die to upgrade it.
Wait, does this mean you can now do things on your opponent's turn, or will it make you guess out of three cards when your turn starts? I'd imagine in many cases the best choice will be obvious, so this is probably not good.
Temporary meaning you have to play it that turn? Meh, probably still fine. I believe Rogue is known for cheap spells.
Evolve and Devolve in one card for the combined mana cost of both. Main problem I see is that there probably aren't a ton of cases where both are useful at the same time.
Damn, this is just insane. Only decks I could imagine not wanting this are combo decks. And it would be a bad top deck, but 39 cards and 40 health for your hero can't not be good in almost all situations.
I'm going to guess that you have to get all three clues right to get any cards, that may not be helpful to you. Pass. Maybe if it stole the cards.