Multiple minion tribes is called menagerie, what is multiple spell schools? This looks pretty good in whatever that deck is called. It also gives fuel to Wrathspine Enchanter, if you need it.
The sunken token looks a lot weaker than other sunken cards to me. Maybe Beast Hunter would still like it, but this looks like a normal card, not something you should need to fish out from the bottom of your deck.
I don't believe we've seen any dredge cards for Warrior. There are a couple of Neutral options though. We'll still have to see what Dredge options Warrior gets to know how good this will be. The sunken token looks pretty powerful of course.
This looks interesting. Closest card I can see to compare it to would be Hellfire, and that one hits everything and is twice the mana cost. This one is a bit delayed since the chosen minion has to die first. I could see this being used to disincentivize your opponent from attacking a certain minion.
So now we have a giant for mana spent on spells. A bit like Arcane Giant, except that one counted the number of individual spells casted. I'm sure this will nearly always be played for free.
I guess this is okay. It might prevent your opponent from playing something they'd like to see live on their next turn, since it can kill most turn 6 minions and not get hurt while doing so. 4 health is pretty easy to deal with at that point, so it might not be doing that more than once.
Is this too good for 3 mana? Is that why it needs the dormant penalty? Might be better to play this late to remove a single late game threat. As long as it doesn't have divine shield, or you have something else to pop the shield.
Seems like a decent 1-drop. Pretty much anything your opponent can play will die immediately once this awakens, so they might wait until they can ping it, which might slow them down slightly.
How many weapons does Warrior usually run in a deck? Though I guess this would be pretty good even if the answer is two copies of two different weapons.
This doesn't look too bad. You get 8/7 worth of stats for 7 mana, this lets you look at the bottom of your deck each time it attacks, and with divine shield it might let you do that twice, and the claw draws you a card. The one you just dredged if you are even slightly smart about the order you attack in.
Until there's a way for Paladin to put several mechs at the bottom of its deck, this card is useless. If that does happen, 2 mana draw 5 is insane, and this hypothetical future card probably won't put that many mechs at the bottom.
This looks like it could be good at keeping your opponent's boards clear. Even if it doesn't kill what it attacks in one hit, it won't lose any health, so you can just keep playing spells.
Looks like Pirate Rogue is coming back. This card is entirely dependent on how good that deck will be, so we'll have to see. I'd probably take their supplies most times, but taking their gold could be good against combo decks, and taking their ship could win the game for you next turn.
I'm not sure this is really amazing, but seems decent enough. We've seen some nice dredge support for Paladin, which might make this good.
Yep, I'd say Murloc Warlock is now a real deck. And we have Bloodscent Vilefin so we don't even need to spend mana to play the sunken token.
Multiple minion tribes is called menagerie, what is multiple spell schools? This looks pretty good in whatever that deck is called. It also gives fuel to Wrathspine Enchanter, if you need it.
The sunken token looks a lot weaker than other sunken cards to me. Maybe Beast Hunter would still like it, but this looks like a normal card, not something you should need to fish out from the bottom of your deck.
I don't believe we've seen any dredge cards for Warrior. There are a couple of Neutral options though. We'll still have to see what Dredge options Warrior gets to know how good this will be. The sunken token looks pretty powerful of course.
Dormant makes it so that the opponent can't just immediately kill it before it gets a chance to do anything. Which is pretty nice.
Could be good if Shaman has a good deck that uses those spell schools. You'd probably want them to be big spells.
When has mana cost reduction ever been bad? Well, this might be bad on big expensive body. There is a reason Ancient Brewmaster was never played.
This looks interesting. Closest card I can see to compare it to would be Hellfire, and that one hits everything and is twice the mana cost. This one is a bit delayed since the chosen minion has to die first. I could see this being used to disincentivize your opponent from attacking a certain minion.
So now we have a giant for mana spent on spells. A bit like Arcane Giant, except that one counted the number of individual spells casted. I'm sure this will nearly always be played for free.
I guess this is okay. It might prevent your opponent from playing something they'd like to see live on their next turn, since it can kill most turn 6 minions and not get hurt while doing so. 4 health is pretty easy to deal with at that point, so it might not be doing that more than once.
Is this too good for 3 mana? Is that why it needs the dormant penalty? Might be better to play this late to remove a single late game threat. As long as it doesn't have divine shield, or you have something else to pop the shield.
Seems like a decent 1-drop. Pretty much anything your opponent can play will die immediately once this awakens, so they might wait until they can ping it, which might slow them down slightly.
6/18 worth of taunts for 6 mana is pretty good, and I don't think you'll have trouble meeting the condition. Attack is a bit low though.
How many weapons does Warrior usually run in a deck? Though I guess this would be pretty good even if the answer is two copies of two different weapons.
Synergy with three different spell schools in one card. I'd think this would go best in a deck that uses all three. Not sure what that is right now.
This doesn't look too bad. You get 8/7 worth of stats for 7 mana, this lets you look at the bottom of your deck each time it attacks, and with divine shield it might let you do that twice, and the claw draws you a card. The one you just dredged if you are even slightly smart about the order you attack in.
Until there's a way for Paladin to put several mechs at the bottom of its deck, this card is useless. If that does happen, 2 mana draw 5 is insane, and this hypothetical future card probably won't put that many mechs at the bottom.
This looks like it could be good at keeping your opponent's boards clear. Even if it doesn't kill what it attacks in one hit, it won't lose any health, so you can just keep playing spells.
Looks like Pirate Rogue is coming back. This card is entirely dependent on how good that deck will be, so we'll have to see. I'd probably take their supplies most times, but taking their gold could be good against combo decks, and taking their ship could win the game for you next turn.