Oddly enough, this might be one of the worst Soul Fragment cards. You probably need to trigger this with at least two Soul Fragments in your deck to make a reasonable play, but I think you really want three or four.
Warlock and Demon Hunter both have access to up to three distinct fragment generation cards, so if you're all in on the strategy then you're looking at drawing one generator every five cards in your deck. You should have drawn at least 10 cards by the time Soulciologist Malicia drops, so you can reasonably expect to have played two generators. Every other payoff card destroys a fragment, and if you draw them they'll be destroyed too (and both classes have tons of card draw), so there's very little room for error if you're hoping to use the fragments and still make her worth it.
Maybe there's a world where you delay playing your Soul Fragment generators so you have more in the deck when she finally drops. It's possible, but given how tempo-oriented most of the cards are, it also seems foolish.
This is basically a delayed heal version of Truesilver Champion, which is already very reasonable card. Add in the upside of powerful synergies and this should see lots of play if Soul Fragment Demon Hunter is good.
There aren't a ton of cheap ways to generate Soul Fragments, so this may not go off on curve. That said, Duskbreaker is a 4-drop and it's great, so this doesn't need to go off exactly on curve to be really effective.
If we set aside the fact that you have to attack with your face, this compares pretty reasonably to Cumulo-Maximus and Apexis Blast, both of which are very powerful cards. As a 5-drop, this curves out well with Soul Fragment generation tools, especially Marrowslicer.
This seems very easy to trigger thanks to being a 5-drop, so most of the time this Earth Elemental with no downside. Great card, staple for the archetype.
Shadowlight Scholar is clearly good when it triggers, but I'm skeptical of how easy it will be to trigger on curve, which I think will be particularly important for a tempo deck (which seems to be what the Warlock Soul Fragment deck wants to be). That's not a bad thing, but Warlock has really strong alternatives like Darkglare competing for that mana slot.
Volcanic Potion with an upside. Even if you didn't want to play any of the synergies, this is good enough for a control deck that wants the extra healing and the AOE.
This is a nearly vanilla minion that generates both a 1 mana card whose value will often exceed 1 mana, and also tells you what your opponent just drew. Also pretty neat with Glide if you can get the opportunity to play it. All in all, great card for a control mirror, so I expect this will see some play.
In Rogue there's a clear synergy with Bamboozle, but it's hard to imagine anything about that play would be secret - if your opponent sees you have a secret up, they'll assume Bamboozle, and depending on what 5-drops you get, may very easily determine which is the one that dies instantly (e.g. you're probably not going to make Earth Elemental the vulnerable one). So, it may be too easy to play around this even with support.
In Mage the case for this seems harder to make. There's no synergy with Spells Only Mages, where minion generation is particularly valuable, and currently there are no secrets like Duplicate and Splitting Image which would better support this the way Bamboozle does in Rogue.
All that said, I don't think this is a bad card. Obviously it's very vulnerable to any cheap AOE, but if result is that your opponent spends a card and you're left with a random 5-drop (albeit injured), that's a decent trade. And if your opponent doesn't have any AOE, they may be stuck attacking into what is admittedly a lot of tempo for the price, potentially making bad trades as they go to test for "instant death." And in cases where you get a particularly good deathrattle (e.g. Convincing Infiltrator, Waxadred, Totem Goliath, or Scrap Golem, etc.), the "instant death" downside may be easily mitigated.
In Rogue there's a clear synergy with Bamboozle, but it's hard to imagine anything about that play would be secret - if your opponent sees you have a secret up, they'll assume Bamboozle, and depending on what 5-drops you get, may very easily determine which is the one that dies instantly (e.g. you're probably not going to make Earth Elemental the vulnerable one). So, it may be too easy to play around this even with support.
In Mage the case for this seems harder to make. There's no synergy with Spells Only Mages, where minion generation is particularly valuable, and currently there are no secrets like Duplicate and Splitting Image which would better support this the way Bamboozle does in Rogue.
All that said, I don't think this is a bad card. Obviously it's very vulnerable to any cheap AOE, but if result is that your opponent spends a card and you're left with a random 5-drop (albeit injured), that's a decent trade. And if your opponent doesn't have any AOE, they may be stuck attacking into what is admittedly a lot of tempo for the price, potentially making bad trades as they go to test for "instant death." And in cases where you get a particularly good deathrattle (e.g. Convincing Infiltrator, Waxadred, Totem Goliath, or Scrap Golem, etc.), the "instant death" downside may be easily mitigated.
The case for Shaman seems pretty clear - there's a lot of board wide buffing available, but not a ton of swarm generation. Typically Shaman has to build its board from turn one, and the only access to swarm generation they get is cards like [Hearthstone Card (Soul of the Murlocs) Not Found], which are really more like swarm insurance. As such, this could be a very important reload card for Shaman aggro decks. The fact that it's a six mana card that can provide rush could be relevant for synergies like Splitting Axe or Totemic Reflection if you're trying to use this as a last ditch push for an aggro win in the late game where you need to break through some enemy taunts. Maybe not a two-of, but I see value in running one of these.
The case for Druid is a little less clear since they have so much swarm potential, but I think it could work. Presumably Treant Totems count as both treants and totems, so there are some pretty important synergies like Goru the Mightree and Aeroponics that make this valuable. The big question is, is it good enough to unseat Force of Nature, which has the advantage of coming down a turn earlier. I think the answer to that has to be yes - the extra 2/2 for 1 mana is really good, but the addition of rush as a way to immediately generate value from your treants (especially if they're 3/3s from Goru) mean the potential impact of this is much higher than the one extra mana on top of Force of Nature, and Force of Nature has seen lots of play in Treant Druid.
There are some very clear archetypes this card might fit in (Token Druid and Quest Hunter are two examples) but Fire Fly this is not, as the most important thing about Fire Fly was your ability to play it on turn 1. There are cards like Scavenging Hyena or Helboar that might benefit from you having easy access to cheap beasts, and maybe if they print more cards that want you to play beasts or have beasts get killed this could be interesting, but right now I doubt we'll see a lot of it.
Should be at least playable. This is not exactly comparable to Unidentified Elixir (divine shield on two minions is not exactly +2/+2, sometimes its better, sometimes the buff is more important), but the 1/1 copy ability was often one of the better outcomes, and the shield on both seems great, so this should be playable.
Seems really powerful in Priest thanks to the Sethekk Veilweaver and Dragonmaw Overseer, both of which you want lots of copies on board and both of which are vulnerable. This is probably good in a lot of Paladin decks too - there are a few good deathrattles and loads of taunts for this if you're playing for value, and there's stuff like Sky Claw for aggro.
On its face, this is a bit to expensive, but you only need to attack a twice before it's awesome. I honestly think this could be very good in a Libram deck where you have some free buffs in hand by the time this guy comes down. They would make him very hard to remove, and he'd have a soft taunt thanks to his ability to kill anything on the board.
It doesn't have a soft taunt on it. As an aggro player I would gladly go face than trade with this minion, even as midrange I would gladly do the same. In fact, I'd argue that a standard 8/8 for 8 with rush would be a scarier dude than this card.
Yeah, I guess the "soft taunt" status is going to depend on the match-up, but if this ends up being a tech card for control mirrors (where I expect it does have that "soft taunt" status since it can so easily destroy any large, slow threat your opponent might play), I think that's fine. There are plenty of tools in Libram Paladin to wall up with taunts in the midgame and then use [Hearthstone Card (Professor Turalyon) Not Found] along with cheap buffs to suppress any future threats while you develop your late game.
It's also worth pointing out here that while your example of aggro players ignoring this card is entirely valid, it's also common for aggro decks to try to close the game out as early as turn 6. So this is probably never going to be something you're happy to see in that match-up just on the merits of its cost.
On its face, this is a bit to expensive, but you only need to attack a twice before it's awesome. I honestly think this could be very good in a Libram deck where you have some free buffs in hand by the time this guy comes down. They would make him very hard to remove, and he'd have a soft taunt thanks to his ability to kill anything on the board.
Slightly better than vanilla in terms of stats and a cool effect that can definitely make for some combo shenanigans. All in all, seems like a sweet card.
Seems like a pretty strong card even independent of the Soul Fragment synergies.
Oddly enough, this might be one of the worst Soul Fragment cards. You probably need to trigger this with at least two Soul Fragments in your deck to make a reasonable play, but I think you really want three or four.
Warlock and Demon Hunter both have access to up to three distinct fragment generation cards, so if you're all in on the strategy then you're looking at drawing one generator every five cards in your deck. You should have drawn at least 10 cards by the time Soulciologist Malicia drops, so you can reasonably expect to have played two generators. Every other payoff card destroys a fragment, and if you draw them they'll be destroyed too (and both classes have tons of card draw), so there's very little room for error if you're hoping to use the fragments and still make her worth it.
Maybe there's a world where you delay playing your Soul Fragment generators so you have more in the deck when she finally drops. It's possible, but given how tempo-oriented most of the cards are, it also seems foolish.
This is basically a delayed heal version of Truesilver Champion, which is already very reasonable card. Add in the upside of powerful synergies and this should see lots of play if Soul Fragment Demon Hunter is good.
There aren't a ton of cheap ways to generate Soul Fragments, so this may not go off on curve. That said, Duskbreaker is a 4-drop and it's great, so this doesn't need to go off exactly on curve to be really effective.
If we set aside the fact that you have to attack with your face, this compares pretty reasonably to Cumulo-Maximus and Apexis Blast, both of which are very powerful cards. As a 5-drop, this curves out well with Soul Fragment generation tools, especially Marrowslicer.
This seems very easy to trigger thanks to being a 5-drop, so most of the time this Earth Elemental with no downside. Great card, staple for the archetype.
Shadowlight Scholar is clearly good when it triggers, but I'm skeptical of how easy it will be to trigger on curve, which I think will be particularly important for a tempo deck (which seems to be what the Warlock Soul Fragment deck wants to be). That's not a bad thing, but Warlock has really strong alternatives like Darkglare competing for that mana slot.
Volcanic Potion with an upside. Even if you didn't want to play any of the synergies, this is good enough for a control deck that wants the extra healing and the AOE.
Clearly crazy powerful in Paladin, but probably quite solid in Priest as well for any midrange deck
This is a nearly vanilla minion that generates both a 1 mana card whose value will often exceed 1 mana, and also tells you what your opponent just drew. Also pretty neat with Glide if you can get the opportunity to play it. All in all, great card for a control mirror, so I expect this will see some play.
Yeah, that's true, I guess I was imaging something you could set up for early, rather than a late game combo play, but these combos are totally valid.
In Rogue there's a clear synergy with Bamboozle, but it's hard to imagine anything about that play would be secret - if your opponent sees you have a secret up, they'll assume Bamboozle, and depending on what 5-drops you get, may very easily determine which is the one that dies instantly (e.g. you're probably not going to make Earth Elemental the vulnerable one). So, it may be too easy to play around this even with support.
In Mage the case for this seems harder to make. There's no synergy with Spells Only Mages, where minion generation is particularly valuable, and currently there are no secrets like Duplicate and Splitting Image which would better support this the way Bamboozle does in Rogue.
All that said, I don't think this is a bad card. Obviously it's very vulnerable to any cheap AOE, but if result is that your opponent spends a card and you're left with a random 5-drop (albeit injured), that's a decent trade. And if your opponent doesn't have any AOE, they may be stuck attacking into what is admittedly a lot of tempo for the price, potentially making bad trades as they go to test for "instant death." And in cases where you get a particularly good deathrattle (e.g. Convincing Infiltrator, Waxadred, Totem Goliath, or Scrap Golem, etc.), the "instant death" downside may be easily mitigated.
In Rogue there's a clear synergy with Bamboozle, but it's hard to imagine anything about that play would be secret - if your opponent sees you have a secret up, they'll assume Bamboozle, and depending on what 5-drops you get, may very easily determine which is the one that dies instantly (e.g. you're probably not going to make Earth Elemental the vulnerable one). So, it may be too easy to play around this even with support.
In Mage the case for this seems harder to make. There's no synergy with Spells Only Mages, where minion generation is particularly valuable, and currently there are no secrets like Duplicate and Splitting Image which would better support this the way Bamboozle does in Rogue.
All that said, I don't think this is a bad card. Obviously it's very vulnerable to any cheap AOE, but if result is that your opponent spends a card and you're left with a random 5-drop (albeit injured), that's a decent trade. And if your opponent doesn't have any AOE, they may be stuck attacking into what is admittedly a lot of tempo for the price, potentially making bad trades as they go to test for "instant death." And in cases where you get a particularly good deathrattle (e.g. Convincing Infiltrator, Waxadred, Totem Goliath, or Scrap Golem, etc.), the "instant death" downside may be easily mitigated.
The case for Shaman seems pretty clear - there's a lot of board wide buffing available, but not a ton of swarm generation. Typically Shaman has to build its board from turn one, and the only access to swarm generation they get is cards like [Hearthstone Card (Soul of the Murlocs) Not Found], which are really more like swarm insurance. As such, this could be a very important reload card for Shaman aggro decks. The fact that it's a six mana card that can provide rush could be relevant for synergies like Splitting Axe or Totemic Reflection if you're trying to use this as a last ditch push for an aggro win in the late game where you need to break through some enemy taunts. Maybe not a two-of, but I see value in running one of these.
The case for Druid is a little less clear since they have so much swarm potential, but I think it could work. Presumably Treant Totems count as both treants and totems, so there are some pretty important synergies like Goru the Mightree and Aeroponics that make this valuable. The big question is, is it good enough to unseat Force of Nature, which has the advantage of coming down a turn earlier. I think the answer to that has to be yes - the extra 2/2 for 1 mana is really good, but the addition of rush as a way to immediately generate value from your treants (especially if they're 3/3s from Goru) mean the potential impact of this is much higher than the one extra mana on top of Force of Nature, and Force of Nature has seen lots of play in Treant Druid.
Solid 1-drop for any Mage deck that cares about spell damage synergies or burning the opponent out.
There are some very clear archetypes this card might fit in (Token Druid and Quest Hunter are two examples) but Fire Fly this is not, as the most important thing about Fire Fly was your ability to play it on turn 1. There are cards like Scavenging Hyena or Helboar that might benefit from you having easy access to cheap beasts, and maybe if they print more cards that want you to play beasts or have beasts get killed this could be interesting, but right now I doubt we'll see a lot of it.
Should be at least playable. This is not exactly comparable to Unidentified Elixir (divine shield on two minions is not exactly +2/+2, sometimes its better, sometimes the buff is more important), but the 1/1 copy ability was often one of the better outcomes, and the shield on both seems great, so this should be playable.
Seems really powerful in Priest thanks to the Sethekk Veilweaver and Dragonmaw Overseer, both of which you want lots of copies on board and both of which are vulnerable. This is probably good in a lot of Paladin decks too - there are a few good deathrattles and loads of taunts for this if you're playing for value, and there's stuff like Sky Claw for aggro.
Yeah, I guess the "soft taunt" status is going to depend on the match-up, but if this ends up being a tech card for control mirrors (where I expect it does have that "soft taunt" status since it can so easily destroy any large, slow threat your opponent might play), I think that's fine. There are plenty of tools in Libram Paladin to wall up with taunts in the midgame and then use [Hearthstone Card (Professor Turalyon) Not Found] along with cheap buffs to suppress any future threats while you develop your late game.
It's also worth pointing out here that while your example of aggro players ignoring this card is entirely valid, it's also common for aggro decks to try to close the game out as early as turn 6. So this is probably never going to be something you're happy to see in that match-up just on the merits of its cost.
On its face, this is a bit to expensive, but you only need to attack a twice before it's awesome. I honestly think this could be very good in a Libram deck where you have some free buffs in hand by the time this guy comes down. They would make him very hard to remove, and he'd have a soft taunt thanks to his ability to kill anything on the board.
Slightly better than vanilla in terms of stats and a cool effect that can definitely make for some combo shenanigans. All in all, seems like a sweet card.