Ew... like seriously ew. This, needed to cost (8) mana. Controlling the board right, you would be able to just annihilate your opponent's board, carry over to the face hard, and then swing with whatever you got. If this was any cheaper, not only would it be a menace, but would be autoinclude on every deck
I want to like this, but I am hesitant based on not knowing how other Hunter deck variants will work with this. On one hand, you get 4 minions for the price of one and one of them will give you a decent weapon to swing with at your opponent. The other part of me thinks about all the real estate your dormant minions are going to take up on the board waiting to be summoned each turn.
I think it will be run, but I am not sold on it being so good that it will be run in Hunter decks everywhere.
This gave me hives thinking about Hadronox Druid. Yeah it's pricey for a non-controlled tutor, but with ramping so readily available in Druid, you could drop this minions SUPER quick and you tutored for a minion that works with your deathrattle theme.
Suck it taunters vs mini-minion aggro. I like that this will suit the class with those rush illidari minions you can create. Too bad you can't Provoke as well with this card.
Well, this is going to get Nerfed almost immediately on launch. We have learned that DH doesn't need "free" spells especially ones that bump their attack or shoot troublesome minions out of the way. Yeah. there is the argument that the shuffling of a card in hand is bad, but DH draws better than Warlock... and with Trade still in Standard, there are a number of ways to overcome that part.
I'm predicting that they will nerf this to either be (1) or you HAVE to shuffle a card into your library.
Shuffling, even on the digital format, is something that card players love when they are dealing with the characteristics of this class. Being able to shift your library around to mix up the things you put on the bottom, Ambassador Faelin is a perfect example, is an amazing ability.
I want to like this minion, and flavor-wise I really do. In actual play though, I think it will be an arbitrary minion on the board and not a kill condition and certainly not something the deck is built around.
Undoubtedly there will be some kind of wacky achievement associated with it like... resurrect this minion X times in a single game.
Sayge, Seer of Darkmoon was a sleeper of a card and really only showed up in Secret Mage. There really needs to be a better secret pool for this to be viable. In Wild, it has a giant target on it... which with the number and types of cards in Wild means it's not a threat. The benefit of Sayge is that it has it's benefit as a battlecry, which can only be stopped currently by Blademaster Okani. Whereas this minion requires someone to trigger your secrets while it's on the board. It may see play, but I doubt that it will do much
Solid card I have to say. With a wildseed package, if you run all of them, you would probably only need one copy of this since it could coagulate your board set up and prevent you from playing other viable minions.
It's not a choose one, so it's automatically better. Although a T3/4 drop with those stats is less than good... grabbing a spell and a mana crystal is pretty solid.
IF it has Stealth and not Stealth for a turn, then this is pretty damned good. The idea of The Coin helping you drop this first turn leaves a 3/4 for your opponent to deal with. Late game, not the best value ... but still at least worth something.
The only things I am not a fan of with this minion is that there isn't a larger pool of secrets and there isn't a different pay off for deck thinning. If there was something like what Warlock had with Blood Shard Bristleback. The secrets that are in standard don't really play into that mentality either. I'm hopeful that something will come out to help this.
Priest decks with a number of tossable minions to the Infuse is going to be the difficult part for this. Most Aggro Priest decks only really worry about spot removal to enable their own minions to get it... making this card not the best choice. For control decks, getting enough minions on the board without sacrificing the integrity of your deck strategy JUST to fuel this Infuse isn't a good option.
What I am curious on this is how it will Discover. Will it give you 2 random cards and you select one? Or will you be given two different Discovery 3-cards to choose from for Minion or Spell?
If it is the latter, this cards has a LOT of potential to give you lots of stuff. If it's the first, not so good.
I'm wondering how many times this will be played in a game before actually reaching T10. I have played ramp druid for years, and since Guff came around, it has become a wonderland of HAHA moments. Granted the pool of spells for Druid is pretty harsh. There are just so many, that this card may not be as good we'd like it to be.
I am seeing only pros with this. Will there be times that you play this and it will make your Mortal Coil reduce? Sure. But there are dozens of other cards that it can hit that will make people cringe. Having someone drop a Twisting Nether that's been discounted by this and that damn weapon is enough to validate using this for me.
Ew... like seriously ew. This, needed to cost (8) mana. Controlling the board right, you would be able to just annihilate your opponent's board, carry over to the face hard, and then swing with whatever you got. If this was any cheaper, not only would it be a menace, but would be autoinclude on every deck
I want to like this, but I am hesitant based on not knowing how other Hunter deck variants will work with this. On one hand, you get 4 minions for the price of one and one of them will give you a decent weapon to swing with at your opponent. The other part of me thinks about all the real estate your dormant minions are going to take up on the board waiting to be summoned each turn.
I think it will be run, but I am not sold on it being so good that it will be run in Hunter decks everywhere.
This gave me hives thinking about Hadronox Druid. Yeah it's pricey for a non-controlled tutor, but with ramping so readily available in Druid, you could drop this minions SUPER quick and you tutored for a minion that works with your deathrattle theme.
Suck it taunters vs mini-minion aggro. I like that this will suit the class with those rush illidari minions you can create. Too bad you can't Provoke as well with this card.
Well, this is going to get Nerfed almost immediately on launch. We have learned that DH doesn't need "free" spells especially ones that bump their attack or shoot troublesome minions out of the way. Yeah. there is the argument that the shuffling of a card in hand is bad, but DH draws better than Warlock... and with Trade still in Standard, there are a number of ways to overcome that part.
I'm predicting that they will nerf this to either be (1) or you HAVE to shuffle a card into your library.
Shuffling, even on the digital format, is something that card players love when they are dealing with the characteristics of this class. Being able to shift your library around to mix up the things you put on the bottom, Ambassador Faelin is a perfect example, is an amazing ability.
I want to like this minion, and flavor-wise I really do. In actual play though, I think it will be an arbitrary minion on the board and not a kill condition and certainly not something the deck is built around.
Undoubtedly there will be some kind of wacky achievement associated with it like... resurrect this minion X times in a single game.
Sayge, Seer of Darkmoon was a sleeper of a card and really only showed up in Secret Mage. There really needs to be a better secret pool for this to be viable. In Wild, it has a giant target on it... which with the number and types of cards in Wild means it's not a threat. The benefit of Sayge is that it has it's benefit as a battlecry, which can only be stopped currently by Blademaster Okani. Whereas this minion requires someone to trigger your secrets while it's on the board. It may see play, but I doubt that it will do much
This will totally be a part of Questline Hunter since it's DD, but could also give you something else to run into your opponent.
Solid card I have to say. With a wildseed package, if you run all of them, you would probably only need one copy of this since it could coagulate your board set up and prevent you from playing other viable minions.
It's not a choose one, so it's automatically better. Although a T3/4 drop with those stats is less than good... grabbing a spell and a mana crystal is pretty solid.
IF it has Stealth and not Stealth for a turn, then this is pretty damned good. The idea of The Coin helping you drop this first turn leaves a 3/4 for your opponent to deal with. Late game, not the best value ... but still at least worth something.
The only things I am not a fan of with this minion is that there isn't a larger pool of secrets and there isn't a different pay off for deck thinning. If there was something like what Warlock had with Blood Shard Bristleback. The secrets that are in standard don't really play into that mentality either. I'm hopeful that something will come out to help this.
This is truly hilarious. It can get passed those damned illusive minions.
This is going to be amazing... All the "cast when drawn" cards that are available, it just feels that this card was meant to sucker punch Warlock
I'm giving this 4 stars because it is going to be more irritating that Mutanis was/is/continue to be.
Priest decks with a number of tossable minions to the Infuse is going to be the difficult part for this. Most Aggro Priest decks only really worry about spot removal to enable their own minions to get it... making this card not the best choice. For control decks, getting enough minions on the board without sacrificing the integrity of your deck strategy JUST to fuel this Infuse isn't a good option.
What I am curious on this is how it will Discover. Will it give you 2 random cards and you select one? Or will you be given two different Discovery 3-cards to choose from for Minion or Spell?
If it is the latter, this cards has a LOT of potential to give you lots of stuff. If it's the first, not so good.
I'm wondering how many times this will be played in a game before actually reaching T10. I have played ramp druid for years, and since Guff came around, it has become a wonderland of HAHA moments. Granted the pool of spells for Druid is pretty harsh. There are just so many, that this card may not be as good we'd like it to be.
If we can see more stuff like Vessina or Bloodlust, then this will be a staple. In and of itself, it's a good middle ground card
I am seeing only pros with this. Will there be times that you play this and it will make your Mortal Coil reduce? Sure. But there are dozens of other cards that it can hit that will make people cringe. Having someone drop a Twisting Nether that's been discounted by this and that damn weapon is enough to validate using this for me.