The one taunt synergy card released this expansion. Don't think it will see play at all though, just to slow and susceptible to hard removal or silence.
Good stats for the cost, but if you run it in aggro your muliganning away a card that you may want to play alongside another, so you won't use mana as efficiently. I think it's alright, but kind of a noob trap card. There's better options for aggro classes.
I think it's just not good enough. Even a 5 mana 6-6 or 7-7 is just not worth holding onto all those spells for because that means you're not playing them in earlier turns to help survive.
Will be run for the next 4 months until the lightforged package is gone, but then probably won't see much play after. I still think it will be super strong these next 4 months arelats.
Good in control v.s. control, and I like the concept, but I still feel like just holding onto a card until the late game where your opponent could just run hard removal for it anyways it pretty weak.
Could be a good Revolve target, but otherwise not to great. Maybe quest shaman, but I feel like there might be better cards to run than some extra 3-2's
Pro Tip: Handbuff just for the sake of handbuff is pretty bad. Honestly, it could buff all minions in your hand and still be really weak. Nice 100 dust for me.
While I still think that Eye-sor is pretty weak, I think some people may be underestimating it. If your opponent does not kill this minion after one turn, your totems are going to be HUGE, especially if you can follow up with a splitting axe or totemic reflection.
Seems like an alright arena pick, maybe could be run in an aggro package. Still seems to weak, would have been better if it gave health because rush minions generally have more attack than health anyways.
Seems like it would be something run in a quest druid, but then having it corrupt into basically the same effect is kind of weird. Maybe if treant druid comes back it could be run in that.
Feels too inconsistent to be a card that can be reliably run. Plus, it is the only payoff card for playing a deck with only large minions that I can think of. Might get better as future sets come out with more support.
Feels like an actual carnival game, with some skill but a lot of luck. I think it will be run. Deck trackers are gonna help a TON with this card though because then you know what's in your deck.
Odd dude paladin card. Poor wild.
The one taunt synergy card released this expansion. Don't think it will see play at all though, just to slow and susceptible to hard removal or silence.
Tutored draw, easy corruption, handbuff. Rush warrior will want to use this ALOT.
Good stats for the cost, but if you run it in aggro your muliganning away a card that you may want to play alongside another, so you won't use mana as efficiently. I think it's alright, but kind of a noob trap card. There's better options for aggro classes.
I think it's just not good enough. Even a 5 mana 6-6 or 7-7 is just not worth holding onto all those spells for because that means you're not playing them in earlier turns to help survive.
Solid, cheap support for sectret hunter. Could even be seen in aggro imo because they could run out of cards and this helps alot.
So how about you just... run a 4 drop then? Not bad off of random, but you wont see people just putting this in their deck.
Will be run for the next 4 months until the lightforged package is gone, but then probably won't see much play after. I still think it will be super strong these next 4 months arelats.
Good in control v.s. control, and I like the concept, but I still feel like just holding onto a card until the late game where your opponent could just run hard removal for it anyways it pretty weak.
Could be a good Revolve target, but otherwise not to great. Maybe quest shaman, but I feel like there might be better cards to run than some extra 3-2's
Pro Tip: Handbuff just for the sake of handbuff is pretty bad. Honestly, it could buff all minions in your hand and still be really weak. Nice 100 dust for me.
While I still think that Eye-sor is pretty weak, I think some people may be underestimating it. If your opponent does not kill this minion after one turn, your totems are going to be HUGE, especially if you can follow up with a splitting axe or totemic reflection.
Seems like an alright arena pick, maybe could be run in an aggro package. Still seems to weak, would have been better if it gave health because rush minions generally have more attack than health anyways.
Seems like it would be something run in a quest druid, but then having it corrupt into basically the same effect is kind of weird. Maybe if treant druid comes back it could be run in that.
Worse bite. Not put into decks, but could be worth off of discover options.
Not a build-around card, but seems strong because of Druid's love of spell-slinging. 0 mana cards are always worth looking at.
Cool design; helps support the secret package that's going on here. Pirate Hunter Kappa (might be worth trying with secrets and weapons).
Feels too inconsistent to be a card that can be reliably run. Plus, it is the only payoff card for playing a deck with only large minions that I can think of. Might get better as future sets come out with more support.
Good with new N'Zoth, but otherwise won't be run. Arena Breaker Though
Feels like an actual carnival game, with some skill but a lot of luck. I think it will be run. Deck trackers are gonna help a TON with this card though because then you know what's in your deck.