madcat
LV.7Planeswalker
Comments
286 totalAll of this Dragon synergy, and out of nowhere card draw support for Pirate Warrior. Seems like a card without a deck in Standard, but better in Wild potentially. In Arena it looks ok.
[card]Volcanic Potion[/card] without dragons, and almost [card]Consecration[/card] for one mana less with dragons. Seems solid.
Well, it *is* a 3/4 3-drop with a useful tribe, so it is fine in Arena. But compared with the OP stuff we're seeing so far, definitely meh otherwise.
Potentially very powerful, and if you get to equip the stolen weapon directly can be a very strong tempo swing. Also deactivates the powerful Deathrattles from weapons ([card]Frostmourne[/card], [card]Kingsbane[/card], [card]Val'anyr[/card], [card]Waggle Pick[/card]). Note that most of these are Wild only, …
[card]Snapjaw Shellfighter[/card]?
Wow, 6 mana [card]Assassinate[/card] with a 4/4 body is nuts enough in any format, but getting rid of all copies "wherever they are" sounds amazing. Probably should count any copies the player has as well.
Obvious potential buff in a Cyclone deck or other Elemental Mage (in Wild probably). Could definitely see play. Kinda meh for Arena.
[card]River Crocolisk[/card] in Arena, potentially much better in Constructed, although to get full value you need to play it late.
Seems better in Wild than Standard, with anti-Rez potential and Recruit shennanigans. In Arena it feels like this is net 3/4.5 Taunt, so kinda meh.
Reasonable without the battlecry, with a [card]Doppelgangster[/card] effect in a Dragon deck, so it copies buffs. This could be nuts!
Edit: I should have said Galakrond. Posting before my morning tea...
anchorm4n got it, including the reasoning. You're up!
Short and probably too easy:
I come to replace that which removes without killing.
Beware! For I bring death!
Seems a bit weak compared to say [card]Mechano-Egg[/card]. Even if you get a better dragon from Discover, you then have to proc it without the advantage of being a Mech (and magnetize). Seems too hard to make worthwhile.
[card]The Skeleton Knight[/card]?
Seems really good. Just the threat of a 2-cost [card]Fen Creeper[/card] can force some suboptimal plays. Feels playable in any deck that would normally run [card]Time Out![/card], or even aggro Pally as has been pointed out. And it seems like …
If it is played on turn one, it is probably at least as good as [card]Dire Mole[/card] in Arena, since 1/2s tend to live until turn two at least. Maybe later on as well, since you won't always have exactly …
Conditional [card]Abyssal Enforcer[/card] costing two less for -1/-1 or a 5/5 5-drop with conditional [card]Hellfire[/card]. Any way you slice it it sounds good.
Doesn't feel great for Constructed or Wild. Seems playable in Arena, where the reward of a flexible 6 damage for 3 mana might just be good enough reward for 1 mana do nothing. We'll see...
Too slow for Face Hunter, too weak for Deathrattle Hunter. Looks like dusting material unless there is a way to stack a lot of hero powers. It doesn't even seem decent for Arena.
Looks good with [card]Springpaw[/card] or [card]Desert Spear[/card]. In any event it seems better than [card]Toxic Reinforcements[/card], which is admittedly not saying much.