Hard to protect and the payoff is a 1 mana card. Bad card.
Like the other caravan cards, I don't like this.
Might have more survivability for priest though will all the health buffs.
Bad card for me.
The start of turn effect sucks since it means this needs to survive a turn to get a single proc off. I don't think this will see play.
Feels like a tribute card to an oldie. Meme card.
Frenzy is a much weaker effect then the old text and this cost 1 mana more. Unlikely to see play.
I dislike this card (and the caravan cards in general).
The start of turn effect really hurts this. To me this looks like a vanilla 2 mana 1/3/
This looks like fair card for hunter.
Board control with no damage wasted on overkill.
Good zoo card.
As long as you always have a minion on board (not too difficult with zoo), you get 5/5 worth of stats for 3 mana.
Poor man's Reno the Relicologist
At the cost of being more spell heavy, you get a 2 off card on smaller body.
Solid anti-aggro card.
Also great counter to 1 health stealth minions.
As others have mentioned, enables the effect is enabled by Barov. Board clear + armor.
For me this feels like a better Holy Nova (though not strictly better).
Not a bad card, condition-less evis at 10 mana lol.
Slower rogue decks need to be a thing for this to see play.
Niche effect for a deck that summons minions or pulls minions from deck to avoid the battlecry.
Will see play in those decks.
2 activators in 1 card.
Pretty certain this would see play see play especially now that Risky Skipper is rotating.
Slow-ish and conditional removal (target minion must have 4 or less attack) but not bad. Will prolly see play in mid-rangy to control warrior decks as a cycle card.
Bonkers card.
Potentially 3 draws, 9 damage across 3 swings, all for 4 mana. Auto incude.
Anti-aggro tech card.
Might see play in an aggro meta.
Core card in any elemental based deck.
You are essentially banking 1 mana for a future turn while developing a 1/2 minion for free. Very good for what it aims to do.
Looks like a weaker version of Rat Trap.
The trigger seems too niche and the payoff isn't as good.
I like this card as you can fish for answers.
Reminds me of Arcane Breath for more mana but without the condition.
Card feels weird. How can rogue consistently trigger this?
Hard to protect and the payoff is a 1 mana card. Bad card.
Like the other caravan cards, I don't like this.
Might have more survivability for priest though will all the health buffs.
Bad card for me.
The start of turn effect sucks since it means this needs to survive a turn to get a single proc off. I don't think this will see play.
Feels like a tribute card to an oldie. Meme card.
Frenzy is a much weaker effect then the old text and this cost 1 mana more. Unlikely to see play.
I dislike this card (and the caravan cards in general).
The start of turn effect really hurts this. To me this looks like a vanilla 2 mana 1/3/
This looks like fair card for hunter.
Board control with no damage wasted on overkill.
Good zoo card.
As long as you always have a minion on board (not too difficult with zoo), you get 5/5 worth of stats for 3 mana.
Poor man's Reno the Relicologist
At the cost of being more spell heavy, you get a 2 off card on smaller body.
Solid anti-aggro card.
Also great counter to 1 health stealth minions.
As others have mentioned, enables the effect is enabled by Barov. Board clear + armor.
For me this feels like a better Holy Nova (though not strictly better).
Not a bad card, condition-less evis at 10 mana lol.
Slower rogue decks need to be a thing for this to see play.
Niche effect for a deck that summons minions or pulls minions from deck to avoid the battlecry.
Will see play in those decks.
2 activators in 1 card.
Pretty certain this would see play see play especially now that Risky Skipper is rotating.
Slow-ish and conditional removal (target minion must have 4 or less attack) but not bad. Will prolly see play in mid-rangy to control warrior decks as a cycle card.
Bonkers card.
Potentially 3 draws, 9 damage across 3 swings, all for 4 mana. Auto incude.
Anti-aggro tech card.
Might see play in an aggro meta.
Core card in any elemental based deck.
You are essentially banking 1 mana for a future turn while developing a 1/2 minion for free. Very good for what it aims to do.
Looks like a weaker version of Rat Trap.
The trigger seems too niche and the payoff isn't as good.
I like this card as you can fish for answers.
Reminds me of Arcane Breath for more mana but without the condition.
Card feels weird. How can rogue consistently trigger this?