1 drops with decent effect seem to see play, at least in the experimentation phase post-release, so I wouldn't be surprised if this one gets to be tampered with. Might be useful and make the rest of your minion-base deck a stickier feel.
I'd feel the same way if it wasn't for the fact that DH are notorious for drawing and cycling quickly through their deck. "Losing" 2 cards isn't really a lost, as it'll probably take just as much for your opponent to deal with. Effectively, it is a (2) mana 4/4 that must be dealt with, early on.
I had to check the actual token - Kidnapper's Sack - to know how the card would work, but the more I think about it, the better it is, especially because it returns said minions to their hand.
I think this is a solid card for priest, I mean, that effect alone used to be the combine effort of 2-3 cards. With this into play, you really only have to worry about setting your lethal combo!
If I had a nickel for every time a Hunter Legendary minion in Castle Nathria summoned three different companions, I'd have two nickels - which isn't a lot, but it's weird that it happened twice.
The statline sure isn't impressive, but the double effect that triggers on Battlecry - Nature's spell tutor and mana gain - is pretty useful. I don't see why Druid would sleep on this
So, a more limited Shadowjeweler Hanar. Kind of gimmicky for Standard. Wild it's a cool concept but not nearly enough to bring a Tempo List like Secret Mage back from it's grave.
On the contrary, in Wild, Secret Mage is still a viable option - Tier 2 or 3, sure, but still - and this is exactly the type of addition to the main list that could make a difference; scaling up with every secret(s) triggered and casting an other secret to keep the ball rolling. Think this should see (Wild) play
Seems good on paper, maybe not as consistent in reality, as most Rogue's secrets are meant to trigger on your next opponent's turn. I really like the design and already think it is bullshit to kill this minion more than once per game ..!
Love the design and versatility this card brings to your deck. Interesting and powerful, without being completely game braking. Looking forward to experiment with this and various weaponry buffs!
1 drops with decent effect seem to see play, at least in the experimentation phase post-release, so I wouldn't be surprised if this one gets to be tampered with. Might be useful and make the rest of your minion-base deck a stickier feel.
I'd feel the same way if it wasn't for the fact that DH are notorious for drawing and cycling quickly through their deck.
"Losing" 2 cards isn't really a lost, as it'll probably take just as much for your opponent to deal with. Effectively, it is a (2) mana 4/4 that must be dealt with, early on.
Damn, is this enough to make Deathrattle Rogue viable?
Seems Hella BIG (read slow)
I kinda like how now even Druid will be playing some randomized Casino Mage.
I also kinda don't
Oh felt the same way - like the effect th
Business is slow since the anima shortage began. Things just don't get stained like they used to!
I had to check the actual token - Kidnapper's Sack - to know how the card would work, but the more I think about it, the better it is, especially because it returns said minions to their hand.
I think this is a solid card for priest, I mean, that effect alone used to be the combine effort of 2-3 cards. With this into play, you really only have to worry about setting your lethal combo!
For 5 mana, all that dormant statline is nut!
If I had a nickel for every time a Hunter Legendary minion in Castle Nathria summoned three different companions, I'd have two nickels - which isn't a lot, but it's weird that it happened twice.
I'm looking forward to experiment with DH's Relic.
Plus, that silly flavor text killed me :
"The anticipation to use this relic is killing me! Though, it will more likely kill you."
Is there really only a single new secret to Rogue's arsenal?
Thats ... quite predictable ?
Pretty good secret, decent effect and good stat for that token.
"Now this is what I'd call..." "...just shut up."
The statline sure isn't impressive, but the double effect that triggers on Battlecry - Nature's spell tutor and mana gain - is pretty useful. I don't see why Druid would sleep on this
Summoning 2 decent minions for (3) mana is a steal, cheating their dormant state to go faster seems like a pretty cool perk!
The wildseeds aren't nearly as bad as I was expecting!
" Stag! Your it"
On the contrary, in Wild, Secret Mage is still a viable option - Tier 2 or 3, sure, but still - and this is exactly the type of addition to the main list that could make a difference; scaling up with every secret(s) triggered and casting an other secret to keep the ball rolling. Think this should see (Wild) play
Seems good on paper, maybe not as consistent in reality, as most Rogue's secrets are meant to trigger on your next opponent's turn. I really like the design and already think it is bullshit to kill this minion more than once per game ..!
It's the return of the 4 mana 7/7...!
But with quite the draw back
Seems pretty interesting, at least if it is properly infused.
He loves all his Gargons equally. (Hecutis is his favorite and it's not close.)
Love the design and versatility this card brings to your deck. Interesting and powerful, without being completely game braking. Looking forward to experiment with this and various weaponry buffs!