KANSAS
LV.16Old God Fanatic
Comments
2,877 totalIt is very hard to deal 4 or more damage from a single source on turn 2. This cost reduction feels a bit unnecessary given how many cards a rogue is able to play in one turn already, also it …
Jeez this is strong. Rogues already draw the most cards, and now we have this and [card]field contact[/card] to give them even more fuel. I imagine rogues might need to be nerfed at some point after the expansion launches.
This is half the price of [card]gadgetzan auctioneer[/card] with a very similar effect. Granted, spells are easier to chain than minions, but in conjunction with Mr. Cutterbutter, this could draw you a ton of cards.
Not bad. Removal like this is nice since it can be used to clear tall boards or wide boards, and the healing makes this very efficient.
This is a strong card, but I don't see it being played much. If you are running too many spells, then you won't have a target to cast this on, and you are probably not worried about getting a beefy …
2 mana 1/3 is far below the average, and historically start of turn effects have been very bad since there is no guarantee they will every trigger. And getting a random card from your opponents deck isn't really enough to …
I imagine this will see a lot of play. Board clears like this are very nice since they can answer tall boards or wide boards. [card]Dark skies[/card] is a very strong card, and this is one-sided. I also don't thin …
Holy moly, this is a cheaper [card]novice engineer[/card] that tutors a specific card. Why can't any of my favorite classes get draw this good.
If you have enough cards that want you to have a secret in play, this could be good since it is hard to trigger. If nothing else I think this will see play just because rogues are a thing and …
2 mana 1/3 is very sub-par, and historically start of turn effects are bad since there is no guarantee that they will ever trigger. However, the effect is very powerful, so if you can reliably secure the board in the …
I think paladin should have enough secrets in standard for this to be played. A 3 mana 3/4 that draws a card is very strong. I am sure this will be played a lot.
Nobody ever really played [card]frostbolt[/card] for the freezing anyway. This deals -1 damage but it gives you a whole new spell to cast, which is huge.
Not bad. It is cheaper than water elemental at the cost of possibly having to wait a turn to get it on board. Just the fact that it is a secret makes it stronger than it initially appears.
This is absolutely nuts. You can throw this in pretty much any mage deck and get enough discounts to justify running this over arcane intellect. But in dedicated spell decks, this is better and more reliable than [card]cutting class[/card].
I don't get why they would keep [card]violet teacher[/card] in the core set then proceed to print like four cards that do the same thing but better.
I just . . . can't get my head around why they would nerf [card]shadowform[/card], and then give mage the exact same card without the nerf. I get it, different classes have different strengths, and mage gets more hero power …
I always liked [card]layline manipulator[/card] in my casino mage, this looks a lot better and more playable in real decks. This combos very well with [card]evocation[/card], and if you happen to have a lot of resource generation anyways this can …
This is very strong. It deals the same damage as [card]springpaw[/card] for half the price, t is a direct upgrade from [card]on the hunt[/card] and [card]elven archer[/card], it deals the same damage as [card]arcane shot[/card] only it is more flexible. …
This may see play simply due to the fact that hunters don't have a lot of draw, so a 3-drop that replaces itself in your hand isn't bad. Discovering secrets is good if you want to be defensive, and discovering …
A more reliable [card]explosive runes[/card]. Explosive Runes does see a fair amount of play, but it is really only played in secret decks since secrets can be tutored, played for 0 mana, help you summon beefier minions, and gives you …