I think Alliestrasza judged this card correctly. It seems like it will see play in Warrior, for similar reasons to Quartermaster seeing play in Paladin.
This doesn't seem like a good card, at least in Wild. Usually you want to trigger "when a friendly minion dies" effects on your own turn, but taunt minions are rarely dying on your own turn, and even when they can, you rarely want to kill them off on your own turn.
A fine card in Taunt druid. Also functions like Seance in a druid deck that wants to play a specific taunt card multiple times. Strong combo with Strongman.
Will see play. Even hero power + this is a 7 mana 8/8 taunt, which is perfectly fine. Add 0- and 1-cost healing spells into the mix and you've got a powerful card.
Seems good, similar to Tour Guide, which sees lots of play. I wonder how it works in Duels; can you discover any of the hero powers available in Duels or do you discover basic hero powers only?
So, is this affected by any weapon buff with the word "Poison" in its name? If so, this seems like a great card in Wild. There are good number of poisons by now. For 3 mana, I suspect it will also be a powerhouse in Duels.
If you choose your Frenzy cards carefully, playing this could be a powerful turn. This wins the award for most confusing wording on a "Forged in the Barrens" card so far, though. It sounds like it won't damage the Frenzy minions, but I would be willing to bet that it does.
I think this will see play if there is a control DH deck. You would want to play it on turn 2 so that you can stop your opponent from developing for a turn and then play into an empty board on turn 3, much like Doomsayer.
Conceptually and thematically, the watch posts are very cool. I also don't think it's much of a problem that they can't attack, because their effects make them priority kill targets for most decks. I also wouldn't be surprised to see a card that lets them "shoot", kind of like Blackhowl Gunspire. This one seems like the weaker of the two so far.
Conceptually and thematically, the watch posts are very cool. I also don't think it's much of a problem that they can't attack, because their effects make them priority kill targets for most decks. I also wouldn't be surprised to see a card that lets them "shoot", kind of like Blackhowl Gunspire.
Ok, this seems like it could be good. Run it in a deck with at least 6 deathrattle minions that cost 4 or 5 and no cheaper ones, and it will be a powerful turn all by itself. Even if it's not good, though, it will be run in fun decks. Death Speaker Blackthorn + Stalagg + Feugen? Streamer gold.
Man, I would LOVE to see more "if your deck contains 10 or fewer cards" effects, but I would prefer them to be powerful effects that help close out the game. This one seems like it will more frequently draw the game out longer. This will see play in Duels, at least.
This doesn't seem terrible, but in Wild, I don't think it will replace anything in the decks that currently run the likes of Risky Skipper and Bloodboil Brute due to the lack of Rush or draw.
I think Alliestrasza judged this card correctly. It seems like it will see play in Warrior, for similar reasons to Quartermaster seeing play in Paladin.
If you've summoned 4 watch posts, this is a 7 mana 25/25. Seems fine.
If deathrattle DH becomes a thing, this is excellent value.
This doesn't seem like a good card, at least in Wild. Usually you want to trigger "when a friendly minion dies" effects on your own turn, but taunt minions are rarely dying on your own turn, and even when they can, you rarely want to kill them off on your own turn.
A fine card in Taunt druid. Also functions like Seance in a druid deck that wants to play a specific taunt card multiple times. Strong combo with Strongman.
The effect isn't very powerful, but 0-mana cards almost always see play. Putting these here for reference:
Flurry (Rank 1)
Flurry (Rank 2)
Flurry (Rank 3)
Will see play. Even hero power + this is a 7 mana 8/8 taunt, which is perfectly fine. Add 0- and 1-cost healing spells into the mix and you've got a powerful card.
Seems good, similar to Tour Guide, which sees lots of play. I wonder how it works in Duels; can you discover any of the hero powers available in Duels or do you discover basic hero powers only?
Reno Jackson + Xyrella = great comeback.
So, is this affected by any weapon buff with the word "Poison" in its name? If so, this seems like a great card in Wild. There are good number of poisons by now. For 3 mana, I suspect it will also be a powerhouse in Duels.
This is a great card, with a great name. Pay 4 for a 3/3 and a 6 mana discount? Clearly good tempo.
If you choose your Frenzy cards carefully, playing this could be a powerful turn. This wins the award for most confusing wording on a "Forged in the Barrens" card so far, though. It sounds like it won't damage the Frenzy minions, but I would be willing to bet that it does.
I think this will see play if there is a control DH deck. You would want to play it on turn 2 so that you can stop your opponent from developing for a turn and then play into an empty board on turn 3, much like Doomsayer.
Conceptually and thematically, the watch posts are very cool. I also don't think it's much of a problem that they can't attack, because their effects make them priority kill targets for most decks. I also wouldn't be surprised to see a card that lets them "shoot", kind of like Blackhowl Gunspire. This one seems like the weaker of the two so far.
Conceptually and thematically, the watch posts are very cool. I also don't think it's much of a problem that they can't attack, because their effects make them priority kill targets for most decks. I also wouldn't be surprised to see a card that lets them "shoot", kind of like Blackhowl Gunspire.
Ok, this seems like it could be good. Run it in a deck with at least 6 deathrattle minions that cost 4 or 5 and no cheaper ones, and it will be a powerful turn all by itself. Even if it's not good, though, it will be run in fun decks. Death Speaker Blackthorn + Stalagg + Feugen? Streamer gold.
Man, I would LOVE to see more "if your deck contains 10 or fewer cards" effects, but I would prefer them to be powerful effects that help close out the game. This one seems like it will more frequently draw the game out longer. This will see play in Duels, at least.
Fine arena card. Probably won't see sustained use in constructed play.
If this doesn't become a one-of in some popular variant of Kingsbane Rogue, then I'm bad at judging cards.
This doesn't seem terrible, but in Wild, I don't think it will replace anything in the decks that currently run the likes of Risky Skipper and Bloodboil Brute due to the lack of Rush or draw.