This card is really strong, but maybe not as broken as Skull of Gul'dan. Drawing 2 cards for 2 mana is great, especially since aggressive decks tend to run out of steam very fast.
This card combines card draw with mana cheating, which are two of the strongest mechanics in Hearthstone. Incredibly strong card, probably close to broken.
This is definitely a 5-star card. The effect is similar to Reno the Relicologist, but you can run two copieds of this card and it doesn't have the 'no duplicates' restriction.
This is basically Assassin's Blade, but with an additional effect. Looks rather weak, but might be put in aggro decks just because it's a weapon. This card has a nice synnergy with the DH hero power, though.
This card has a similar effect as Dragonhatcher, which only saw little play in control druid, but DH doesn't have enough cards to build a control deck right now. 9 mana is also way to expensive for aggro decks, which usually want to close out games around turn 6-8.
10 burn damage for 7 mana is a good deal. Compared to Leeroy Jenkins, this damage can't be stopped by taunts. Aggro DH will definitely be a thing, let's hope we get some neutral heal cards to counter face decks.
This is an excelent card for Pirate Warrior. Maybe, this card will also find a place in the wild version of the deck. And this card is way more balanced than pre-nerf Patches the Pirate.
This card is very strong in mech decks, since a 4/4 with rush on turn 3 is simply good. This card will definitely see play in Mech Hunter, and maybe also in Mech-Highlander Paladin.
A relatively weak card. If this minion gains +3 attack, it has vanilla stats. I don't think that this card will see competetive play, and most likely it is also a bad arena card.
This card is interesting. While you give your opponent some information about your hand, this card can easily become a 6/5 for 4 mana, or even stronger. This card will most likely see play in heavy dragon decks.
The combination of Rush and Taunt is weird and the stats are rather weak. I don't think that this card will see a lot of play, neither in constructed nor in the arena.
This card is really strong, but maybe not as broken as Skull of Gul'dan. Drawing 2 cards for 2 mana is great, especially since aggressive decks tend to run out of steam very fast.
Even without the buff, a 3/2 for 2 mana is good. If the battlecry triggers, this card is very strong.
This card combines card draw with mana cheating, which are two of the strongest mechanics in Hearthstone. Incredibly strong card, probably close to broken.
This is definitely a 5-star card. The effect is similar to Reno the Relicologist, but you can run two copieds of this card and it doesn't have the 'no duplicates' restriction.
This is basically Assassin's Blade, but with an additional effect. Looks rather weak, but might be put in aggro decks just because it's a weapon. This card has a nice synnergy with the DH hero power, though.
This card has a similar effect as Dragonhatcher, which only saw little play in control druid, but DH doesn't have enough cards to build a control deck right now. 9 mana is also way to expensive for aggro decks, which usually want to close out games around turn 6-8.
10 burn damage for 7 mana is a good deal. Compared to Leeroy Jenkins, this damage can't be stopped by taunts. Aggro DH will definitely be a thing, let's hope we get some neutral heal cards to counter face decks.
Favoriten 2019 moment:
The Hunterace vs Viper match in the finals of the HCT World Championship. Probably the most exciting match in the history of Hearthstone.
Looking forward to in 2020:
Edwin nerf...?!
This card might be played in Zoo or Token decks. It is also a decent 1 drop in the arena.
This is a good 1 drop, but there are better 1 drops available in constructed. A decent arena card, though.
This is an excelent card for Pirate Warrior. Maybe, this card will also find a place in the wild version of the deck. And this card is way more balanced than pre-nerf Patches the Pirate.
I don't think that this card fits into dragon decks, but this card might be run in murloc decks that also uses Nightmare Amalgam.
Nice arena card, since it is immune to ping effects. Apparently, this card won't see play in constructed.
This is an interesting effect. While it probably won't see much play in constructed, it is nice to have access to such a tech card.
This card is very strong in mech decks, since a 4/4 with rush on turn 3 is simply good. This card will definitely see play in Mech Hunter, and maybe also in Mech-Highlander Paladin.
A relatively weak card. If this minion gains +3 attack, it has vanilla stats. I don't think that this card will see competetive play, and most likely it is also a bad arena card.
A SI:7 Agent, but with a dragon synergy. This card might see some play in dragon decks.
This card is interesting. While you give your opponent some information about your hand, this card can easily become a 6/5 for 4 mana, or even stronger. This card will most likely see play in heavy dragon decks.
This is a nice arena card, since Bomb Lobber was also a decent arena card. It won't see play in constructed, though.
The combination of Rush and Taunt is weird and the stats are rather weak. I don't think that this card will see a lot of play, neither in constructed nor in the arena.