I'm not sure about this whole Abyssal Curse thing, but the more generators, the better for stacking up damage. I guess we'll have to see if it's enough.
Only reason I can see this is better than Elven Archer is because of the pirate tribe. And I guess it might do 4 face damage as opposed to 2 if played on turn 1 going first, if the opponent can't ping it next turn. Still dies to everything though.
There doesn't seem to be anything that specifically puts pirates in the bottom of your deck, but if you have enough pirates in your deck, odds are at least one of the three cards at the bottom will be a pirate, and with the buff to both the weapon and the minion, this should be really good.
I wonder if this will make Smokescreen worth running in a deck. I'm not seeing a lot of Rogue deathrattle minions, but 4 mana draw 5 plus a 2/2 body is probably pretty good on its own.
I still don't know of any minions Priest would actually want to silence, but at least this will still be good if you target a big minion, perhaps one with a battlecry that would've been used. Less great is that this won't hit face.
I suppose since this isn't an echo card, it could be reduced to 0 mana. I don't see a way for Paladin to do that currently in Standard. Maybe in Wild. This still looks like it could restore a decent amount of health either way.
That's the last Mage card, and I think it's safe to say Mech Mage is officially a real deck. Honestly I was ready to call it before then, but this just seals the deal.
Two tutors for 3 mana, how could this be bad? Nothing immediately comes to mind for what you might want to draw with this, but gets a benefit from playing the other while holding it is probably ideal.
If I recall, Professor Slate didn't see much play. I imagine he rarely survived more than one turn, and left you with 3 less mana for spells, as opposed to this which only takes 1 mana, so you can have a turn easily removing your opponent's minions. If you play Explosive Trap after this, does Trap keep poisonous until it triggers, or just for that turn? That seems to be the only Hunter spell which can damage all enemy minions.
Too bad only the first pair of heads will get rush, but I suppose this would be broken otherwise. I'm not sure how great a pair of 3/1s is on turn 7, but they'll probably be able to kill at least one thing. Then they'll leave 4 3/1s. This is sounding like a pretty good card.
I'm not sure about this whole Abyssal Curse thing, but the more generators, the better for stacking up damage. I guess we'll have to see if it's enough.
Looks like a very good card in Muloc Warlock, where you should be able to find another murloc to dredge without too many problems.
If there was any doubt about Murloc Warlock being a real deck before, I think it can safely be laid to rest.
I forget, are the basic totems 1-cost? If so nice. Piranha Swarmers are 1-cost, so this will make them even scarier.
Only reason I can see this is better than Elven Archer is because of the pirate tribe. And I guess it might do 4 face damage as opposed to 2 if played on turn 1 going first, if the opponent can't ping it next turn. Still dies to everything though.
Is 6 mana for 8 damage good? Maybe. A bit expensive for a Rogue spell, but there's also Swiftscale Trickster.
Always nice to be able to draw the card you just dredged, and Rogue shouldn't be lacking in cheap combo enablers.
There doesn't seem to be anything that specifically puts pirates in the bottom of your deck, but if you have enough pirates in your deck, odds are at least one of the three cards at the bottom will be a pirate, and with the buff to both the weapon and the minion, this should be really good.
I wonder if this will make Smokescreen worth running in a deck. I'm not seeing a lot of Rogue deathrattle minions, but 4 mana draw 5 plus a 2/2 body is probably pretty good on its own.
Goes nicely with Azsharan Ritual. Otherwise, in the right deck, there's probably a good chance to find a big spell to play 3 turns earlier.
This looks like it will be a good payoff in a Miracle Priest deck.
I still don't know of any minions Priest would actually want to silence, but at least this will still be good if you target a big minion, perhaps one with a battlecry that would've been used. Less great is that this won't hit face.
For sure Paladin will be playing mechs right alongside Mage, and this looks like a powerful card for that deck.
I suppose since this isn't an echo card, it could be reduced to 0 mana. I don't see a way for Paladin to do that currently in Standard. Maybe in Wild. This still looks like it could restore a decent amount of health either way.
That's the last Mage card, and I think it's safe to say Mech Mage is officially a real deck. Honestly I was ready to call it before then, but this just seals the deal.
Two tutors for 3 mana, how could this be bad? Nothing immediately comes to mind for what you might want to draw with this, but gets a benefit from playing the other while holding it is probably ideal.
Obviously pairs well with Azsharan Saber. Other than that, most colossals are beasts, so this looks nice with Ambassador Faelin.
If I recall, Professor Slate didn't see much play. I imagine he rarely survived more than one turn, and left you with 3 less mana for spells, as opposed to this which only takes 1 mana, so you can have a turn easily removing your opponent's minions. If you play Explosive Trap after this, does Trap keep poisonous until it triggers, or just for that turn? That seems to be the only Hunter spell which can damage all enemy minions.
Too bad only the first pair of heads will get rush, but I suppose this would be broken otherwise. I'm not sure how great a pair of 3/1s is on turn 7, but they'll probably be able to kill at least one thing. Then they'll leave 4 3/1s. This is sounding like a pretty good card.
This looks really good for powering up Seaweed Strike, and that card in turn will help wake this up.