This should be good if all the enemy minions have 3 or less health (and no divine shield). Maybe you need to do a trade or 2 first. I just hope the overload doesn't repeat.
This might be good in some deck that doesn't rely heavily on minions. It has enough health to kill 2, maybe even 3, things before it dies. I'm not sure how often you could get the poisonous active without crippling yourself.
You'll need to draw cheap minions in order to give them both stealth. Maybe it will be worth it if you play this and a 3-cost minion on turn 6. Rogue certainly doesn't need any more card draw.
Well, I LOLed at the name. The question is, how many odd attack minions will your opponent have one the board, and how many of yours will dodge the spell?
This might be too easy to play around by simply attacking with a cheap minion. Or your opponent might not have anything like that available, but really needs to get rid of some of your minions.
I'm getting the feeling Blizzard is trying to add more freeze support to Mage. All you need is 3 frozen minions to reduce the cost of this to 0, and all that will take is one Cone of Cold. Assuming they all have more than 1 health left.
I was thinking this could go good on a cheap charge or rush beast, but there doesn't seem to be a lot of options on that front. Maybe with Wound Prey this would be good.
So this is the sigil cards they were talking about. I'm not sure how much just 3 will help with the achievement, and of course if they print more sigils in the future the achievement won't give XP at that point anyway. 4/4 stats with taunt for 2 mana is good, so there's that.
They clearly intended this to go along with Whetstone Hatchet. That card doesn't look great, so neither does this.
It costs 1 mana, so it has that going for it. You still only get +1 attack to a random minion in your hand per turn, so it seems fairly slow.
Seems pretty good. 8 armor is quite a lot to gain with one card, even if a 2-attack weapon with no other effect is pretty weak.
So, a reverse Piercing Shot, only much cheaper. Still, I'm not sure this is necessary.
Shaman has plenty of options for cheap elementals. That means it won't be that hard to get this to 3, perhaps 4, attack.
This should be good if all the enemy minions have 3 or less health (and no divine shield). Maybe you need to do a trade or 2 first. I just hope the overload doesn't repeat.
This might be good in some deck that doesn't rely heavily on minions. It has enough health to kill 2, maybe even 3, things before it dies. I'm not sure how often you could get the poisonous active without crippling yourself.
You'll need to draw cheap minions in order to give them both stealth. Maybe it will be worth it if you play this and a 3-cost minion on turn 6. Rogue certainly doesn't need any more card draw.
Given Priest's hero power, I can't see anybody having trouble activating this card.
Well, I LOLed at the name. The question is, how many odd attack minions will your opponent have one the board, and how many of yours will dodge the spell?
This might be too easy to play around by simply attacking with a cheap minion. Or your opponent might not have anything like that available, but really needs to get rid of some of your minions.
I'm questioning how often you'll have a decent board when you proc the deathrattle. It would probably be OP as a battlecry.
I'm getting the feeling Blizzard is trying to add more freeze support to Mage. All you need is 3 frozen minions to reduce the cost of this to 0, and all that will take is one Cone of Cold. Assuming they all have more than 1 health left.
Not a whole lot of aoe freezes in standard. Maybe this plus Flurry (Rank 3) would work.
I was thinking this could go good on a cheap charge or rush beast, but there doesn't seem to be a lot of options on that front. Maybe with Wound Prey this would be good.
I'm fairly certain Hunter has better ways to destroy 2 minions.
This looks good. It could probably clear a lot of early game boards.
So this is the sigil cards they were talking about. I'm not sure how much just 3 will help with the achievement, and of course if they print more sigils in the future the achievement won't give XP at that point anyway. 4/4 stats with taunt for 2 mana is good, so there's that.
Strong effect. Could be summoned early with Fel Summoner.
I'm fairly sure cards like this have never been good.