7 attack should kill most things, and the next time around it will have 10. I'm not sure how much it will kill before the health total is worn down to 0 though.
Requires some build around, but still very nice. Expensive, so there's more risk of having drawn your cards already, so you may want to put 3-4 of each. Not a lot of Divine Shield options outside of Paladin though.
Druid doesn't have a lot of targeted spells in standard, so there isn't that big a risk of randomly buffing an enemy minion. I think most spells will be pretty good to be cast when drawn, but the more expensive that better, with it getting really nice at 5 mana and up.
I wonder how this will change what choice you make from the Discover. Generally I tend to pick something I can play sooner rather than later when I play a discover card, so I guess that won't change much, since if I can't afford to play the card the same turn, the spell won't trigger the Deathrattle.
I really like how the full power of the spell doesn't get wasted if you don't play it on an empty board. In fact it gets more powerful the fuller your board is, assuming you have space in your hand. It does nothing the turn you play it, but several 5/5s is probably a decent swing turn, and Animated Broomstick is still in standard.
Whether or not the target benefits from Rush, +4/+2 is pretty big, and you summon another Rush when the target dies, which can be used to trade into something else. This seems pretty good.
Get perfect curve for 8 turns, play reward on 9, survive long enough to draw spell, win. Yay. I wonder if this will be easier to pull of than Mecha'thun.
Deal 2 damage and heal for 4 seems like a lot for 1 mana. Sure it has to kill the target for the healing, but maybe you have to trade first or something to get a minion's health in range. I'm not seeing it as a huge problem.
If you can time this with the completion of the Warlock questline, this should be all the healing that deck needs to survive. No ideas about the other 2 options, but 12 is a lot of damage, and I'm sure you can play some spell damage while you wait. Though not too early, otherwise it will just be removed.
I guess we are getting quests every other year, only this time they've been upgraded to multi-stage questlines to keep it interesting. You might be crippling your deck a bit to have enough cards for each school to complete all the stages, but the payoff should really be worth it.
Not sure there are that many 5 mana minions that would still be good with 2/2 stats. Something with a good deathrattle, maybe.
Tradeable makes this much nicer. If you get it in your opening hand, you don't have a dead card for 6 turns. Good defensive stats, too.
I'm guessing overloading a lot in one turn is going to become a lot more popular because of this card.
7 attack should kill most things, and the next time around it will have 10. I'm not sure how much it will kill before the health total is worn down to 0 though.
Requires some build around, but still very nice. Expensive, so there's more risk of having drawn your cards already, so you may want to put 3-4 of each. Not a lot of Divine Shield options outside of Paladin though.
2 Voidwalkers would be 2 mana, then deal 3 damage for 2 mana sounds about right. So not a very exciting card, really.
Druid doesn't have a lot of targeted spells in standard, so there isn't that big a risk of randomly buffing an enemy minion. I think most spells will be pretty good to be cast when drawn, but the more expensive that better, with it getting really nice at 5 mana and up.
I wonder how this will change what choice you make from the Discover. Generally I tend to pick something I can play sooner rather than later when I play a discover card, so I guess that won't change much, since if I can't afford to play the card the same turn, the spell won't trigger the Deathrattle.
This looks like it would be pretty annoying in swarmy decks. Probably goes well with Rats of Extraordinary Size.
I really like how the full power of the spell doesn't get wasted if you don't play it on an empty board. In fact it gets more powerful the fuller your board is, assuming you have space in your hand. It does nothing the turn you play it, but several 5/5s is probably a decent swing turn, and Animated Broomstick is still in standard.
Whether or not the target benefits from Rush, +4/+2 is pretty big, and you summon another Rush when the target dies, which can be used to trade into something else. This seems pretty good.
Get perfect curve for 8 turns, play reward on 9, survive long enough to draw spell, win. Yay. I wonder if this will be easier to pull of than Mecha'thun.
Deal 2 damage and heal for 4 seems like a lot for 1 mana. Sure it has to kill the target for the healing, but maybe you have to trade first or something to get a minion's health in range. I'm not seeing it as a huge problem.
If you can time this with the completion of the Warlock questline, this should be all the healing that deck needs to survive. No ideas about the other 2 options, but 12 is a lot of damage, and I'm sure you can play some spell damage while you wait. Though not too early, otherwise it will just be removed.
Your deck might need to be half self-damage / half healing in order to pull this off and survive. If you have any leftover self-damage, well then.
I guess we are getting quests every other year, only this time they've been upgraded to multi-stage questlines to keep it interesting. You might be crippling your deck a bit to have enough cards for each school to complete all the stages, but the payoff should really be worth it.
This should be pretty good in any deck that tends to have large hand sizes. Warlock come to mind. Perhaps Shadow Priest.
This might be pretty good in combination with Day at the Faire and Balloon Merchant. Of course, that's a lot of mana, so maybe not.
I don't think this will be drawing very many cards. Maybe if you can play it on turn 1.
I don't really get why you would want to throw away any chance at discovering extra copies of spells you did include.