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.
Was Druid gaining any mana ramp to make up for the loss of Overgrowth? This may not be a substitute, but it could potentially double the amount of mana you can spend in one turn.
This looks pretty good. I guess almost any cheap Naga would be good to play, except for those "if you've cast a spell while holding this" Naga, unless you already played another spell beforehand. Preferably one that doesn't care about Naga.
So now there's multiple ways to generate Abyssal Curses, and with this in play you get healed for the damage the enemy hero takes. Still not sure this will be all that great, but I don't think I fully understand how it works from reading the card text.
This looks pretty much like a reprint of Sunscale Raptor for Druid. I think this will probably be better since it doesn't have to survive a hit to trigger, and you can put a few dredge cards in your deck to guarantee you draw the next one. And there's also Abyssal Depths and Capture Coldtooth Mine. But you'll eventually run out of those, and the rest will be stuck at the bottom of your deck, barring any re-shuffling.
So if I understand this correctly, it will alternate between playing a Naga and a spell to refresh two mana crystals? So far there aren't many options in the 2-mana or less range for Naga, so you won't be able to go on forever, but this looks like it could be interesting.
How does this work? Does the curse upgrade every 2 turns to do progressively more damage until your opponent spends 2 mana to get rid of it? Does each curse is worse than the last mean if you were to copy this card and play it a bunch, each curse token would do more damage than the one before? I don't see how it would be hard to get rid of the curse pretty soon.
So, Showstopper as a battlecry. Probably better since deathrattles can be prevented by transform or silence, and especially since you have absolute control when it goes off.
Gain its original stats. So if you buff your other minions, it doesn't get the current stats. Still, when the entire tail dies it becomes a 9/11. IIRC, stats doesn't include keywords, so it doesn't get taunt. Unfortunately the taunts die against pretty much all AoE, so you could still get killed next turn.
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.
Was Druid gaining any mana ramp to make up for the loss of Overgrowth? This may not be a substitute, but it could potentially double the amount of mana you can spend in one turn.
This looks pretty good. I guess almost any cheap Naga would be good to play, except for those "if you've cast a spell while holding this" Naga, unless you already played another spell beforehand. Preferably one that doesn't care about Naga.
Only dredge card for DH. Guess this or one of the neutrals goes with Azsharan Defector.
Dealing 3 damage for 0 mana is certainly good, but I have no idea how good Naga in a DH deck will be.
I'd be fine never seeing this brawl again.
Well, considering I haven't even completed all the Barrens bounties, I was pretty certain I would have to skip this.
So now there's multiple ways to generate Abyssal Curses, and with this in play you get healed for the damage the enemy hero takes. Still not sure this will be all that great, but I don't think I fully understand how it works from reading the card text.
This looks pretty much like a reprint of Sunscale Raptor for Druid. I think this will probably be better since it doesn't have to survive a hit to trigger, and you can put a few dredge cards in your deck to guarantee you draw the next one. And there's also Abyssal Depths and Capture Coldtooth Mine. But you'll eventually run out of those, and the rest will be stuck at the bottom of your deck, barring any re-shuffling.
This should go nice with Azsharan Sweeper. It doesn't seem very good on curve, but still looks like decent support for Mech Mage.
So if I understand this correctly, it will alternate between playing a Naga and a spell to refresh two mana crystals? So far there aren't many options in the 2-mana or less range for Naga, so you won't be able to go on forever, but this looks like it could be interesting.
Handbuff for Warlock, eh? I'm not sure how easy it will be to fill the board with murlocs, but 3-4 of them in play should probably be good enough.
Probably every mech deck is going to run this. Looks really good.
How does this work? Does the curse upgrade every 2 turns to do progressively more damage until your opponent spends 2 mana to get rid of it? Does each curse is worse than the last mean if you were to copy this card and play it a bunch, each curse token would do more damage than the one before? I don't see how it would be hard to get rid of the curse pretty soon.
So, Showstopper as a battlecry. Probably better since deathrattles can be prevented by transform or silence, and especially since you have absolute control when it goes off.
Gain its original stats. So if you buff your other minions, it doesn't get the current stats. Still, when the entire tail dies it becomes a 9/11. IIRC, stats doesn't include keywords, so it doesn't get taunt. Unfortunately the taunts die against pretty much all AoE, so you could still get killed next turn.
I don't think this would be a bad play on turn 5 if the enemy board has a bunch of cheap minions on it.