KANSAS
Lv.16Old God Fanatic
Comments
It 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 feels a bit weird to see a common card straight up reduce the cost of everything in your hand.
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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 minion anyways. If, however, you are running a lot of minions and are concerned with getting a beefy dude, then …
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 justify running this card.
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 priests should have a hard time keeping a lot of spells in their hand.
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 they tend to play roughly 50+ cards a turn.
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 early game, I could see you playing this.
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 support than other classes. But if the nerf to shadowform was problematic, how can you justify doing the exact same …
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 easily save you mana. Though I am not sure if any deck that has enough resource generation to reliably take …
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 is basically better than any other card you could compare it to. I am sure this will be played …
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 weapons is good if you want to push for damage, so I could see this being flexible enough to be …
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 more burn damage from [card]cloud prince[/card] and [card]medivh's valet[/card]. This doesn't do any of those things for you. I don't …