Potentially acts like a pre-nerf Leper Gnome, letting aggro decks chip in damage right out the starting gate. However the lack of a tribal synergy means it might lose its shine compared to 1-cost Murlocs or Beasts or Mechs.
It’s good. Really, really good. Comes out as a free 2/2, it’s a Pirate with all the synergies that involves, and as it gets summoned it will trigger Skybarge and Ship’s Cannon.
Like Skyfin, this seems to be trying to support a Menagerie style deck that aims to play murlocs for the early game and transition into Dragons for midgame meat and lategame power. I doubt it will be successful however without at least a few more cards in support.
…I’m not even going to…So yeah the Poisonous makes this quite threatening. Probably secures one favorable trade before it dies, but probably like Stubborn Gastropod is more suited to arena than ladder. Notably it does have the Beast tag, so it has implications for Deathstalker Rexxar.
Extremely strong card, reminiscent of Tinkertown Technician in terms of stats but benefits from Rush. Only reason I can see for why it would not be played is because Magnetic effects make it so that any Mechs on board act like Charge and can go face immediately.
Potentially a really scary card. It probably comes out as a 3 mana 5/3 at least, putting it in Hench-Clan Thug levels of threatening. The only thing that might hold it back is the fact that 3 health is vulnerable to a lot of removal tools, be they weapons or spells or AoE.
A single dragon will bring this up to vanilla, Chillwind Yeti stats. Having two or more makes this a frightening bruiser. Definitely worth running in a Dragon deck.
I’m convinced Blizzard is trolling us honestly with this naming scheme. Big Mama Faerie Dragon is here. Unlike Faerie Dragon however, this one might actually be good enough to see play. In a similar vein to Bearshark, it has reasonable stats for its cost and those stats are aggressively distributed. The fact that it is a Dragon brings Dragon synergies too, filling in the midrange slots with something other than Twilight Drake.
A 4 mana 2/2 is probably too weak to be played, even with Rush and even with the Invoke effect attached. I’m struggling to imagine what this could even kill amongst the 2- and 3-cost minions that would be played leading up to turn 4.
Okay stats, defensively distributed, has Taunt so it can’t just be ignored. Like Big Ol’ Whelp is for dragon decks, Shield of Galakrond will be for Galakrond decks. Unspectatular but solid. A workhorse card.
A very vanilla card. The combination of Taunt and “can’t be targeted” (seriously, why is Evasive/Elusive not a keyword yet?) is potentially a very strong roadblock. I’d be a bit more optimistic about this card if we didn’t get Dragonmaw Poacher in literally the same expansion. The 4 mana 8/8 with Rush will murder Evasive Drakonid and survive with 1 health, and leave your opponent with 3 to 4 mana to play something else.
Too expensive and too slow. The stealth will be largely irrelevant since if you have a wide board of mechs you are trying to protect, your opponent will probably resort to AoE to deal with them.
Probably too expensive and too poorly statted to see play. Lots of these new cards have 5 attack or 5 health, making trades unfavorable. Might be good in Arena for mopping up 2 minions in one turn.
The Switcheroo nerf is for standard, whereas in Wild the card is going to be flat-out banned it seems.
Potentially acts like a pre-nerf Leper Gnome, letting aggro decks chip in damage right out the starting gate. However the lack of a tribal synergy means it might lose its shine compared to 1-cost Murlocs or Beasts or Mechs.
Probably too fragile to be worth running and there are better, stickier 1-mana mechs nowadays.
It’s good. Really, really good. Comes out as a free 2/2, it’s a Pirate with all the synergies that involves, and as it gets summoned it will trigger Skybarge and Ship’s Cannon.
Like Skyfin, this seems to be trying to support a Menagerie style deck that aims to play murlocs for the early game and transition into Dragons for midgame meat and lategame power. I doubt it will be successful however without at least a few more cards in support.
…I’m not even going to…So yeah the Poisonous makes this quite threatening. Probably secures one favorable trade before it dies, but probably like Stubborn Gastropod is more suited to arena than ladder. Notably it does have the Beast tag, so it has implications for Deathstalker Rexxar.
Weirdly specific tech. I would say it has value as a 3/4 elemental if Nightmare Amalgam hadn’t already cornered that market.
Extremely strong card, reminiscent of Tinkertown Technician in terms of stats but benefits from Rush. Only reason I can see for why it would not be played is because Magnetic effects make it so that any Mechs on board act like Charge and can go face immediately.
Potentially a really scary card. It probably comes out as a 3 mana 5/3 at least, putting it in Hench-Clan Thug levels of threatening. The only thing that might hold it back is the fact that 3 health is vulnerable to a lot of removal tools, be they weapons or spells or AoE.
Another workhorse style card, synergizing with Dragons and contesting the early game very nicely.
A single dragon will bring this up to vanilla, Chillwind Yeti stats. Having two or more makes this a frightening bruiser. Definitely worth running in a Dragon deck.
Literally a scaled-down Bomb Lobber, 1-mana less for 1 damage less. Another Arena card.
Attack is probably too small to trade well. Feels like an Arena card more than anything.
I’m convinced Blizzard is trolling us honestly with this naming scheme. Big Mama Faerie Dragon is here. Unlike Faerie Dragon however, this one might actually be good enough to see play. In a similar vein to Bearshark, it has reasonable stats for its cost and those stats are aggressively distributed. The fact that it is a Dragon brings Dragon synergies too, filling in the midrange slots with something other than Twilight Drake.
A 4 mana 2/2 is probably too weak to be played, even with Rush and even with the Invoke effect attached. I’m struggling to imagine what this could even kill amongst the 2- and 3-cost minions that would be played leading up to turn 4.
Okay stats, defensively distributed, has Taunt so it can’t just be ignored. Like Big Ol’ Whelp is for dragon decks, Shield of Galakrond will be for Galakrond decks. Unspectatular but solid. A workhorse card.
Probably too slow and too unpredictable for ladder play. Almost certainly going to be the bane Arena instead.
A very vanilla card. The combination of Taunt and “can’t be targeted” (seriously, why is Evasive/Elusive not a keyword yet?) is potentially a very strong roadblock. I’d be a bit more optimistic about this card if we didn’t get Dragonmaw Poacher in literally the same expansion. The 4 mana 8/8 with Rush will murder Evasive Drakonid and survive with 1 health, and leave your opponent with 3 to 4 mana to play something else.
Too expensive and too slow. The stealth will be largely irrelevant since if you have a wide board of mechs you are trying to protect, your opponent will probably resort to AoE to deal with them.
Probably too expensive and too poorly statted to see play. Lots of these new cards have 5 attack or 5 health, making trades unfavorable. Might be good in Arena for mopping up 2 minions in one turn.