Comments
1,192 total1 mana cycling is fair, and the synergy with [card]Cheaty Snobold[/card] and [card]Bearon Gla'shear[/card] makes this extra compelling.
Effectively a 3-mana 3/2 that freezes a minion and draws a card (and powers up your [card]Bearon Gla'shear[/card]). Ridiculously strong.
4 mana to summon 9/12 in stats, all of which has great synergy with [card]Cheaty Snobold[/card]. This is an amazing card.
Certainly this is the least exciting Frost spell Shaman got, but it's not bad because the 8-drop pool is very limited in Standard (only 11 cards for the Shaman 8-drop discover pool). Two of those have taunt ([card]Al'Akir the Windlord[/card] …
This is probably great after two discounts, which should be pretty easy thanks to [card]Reconnaissance[/card] and [card]Swashburglar[/card]. Toss in the fact that sometimes you draw this in the mid/late game and it's now a zero cost minion that makes comboing …
This is a lot of tempo for turn 3, and should be fairly easy to proc thanks to [card]Reconnaissance[/card] and [card]Swashburglar[/card]
Between [card]Cera'thine Fleetrunner[/card] and [card]Reconnaissance[/card] this could easily summon a full board for cheap, and getting that twice is amazing. You'd probably want to limit the number of spells from another class that you cast to avoid mistargets or low …
[card]Stormpike Aid Station[/card] seems a bit too weak. The effect clearly wants to be in a deck that cares about winning the board, and including it means you're not running a [card]Darkbishop Benedictus[/card] Shadow deck (which gives you a very …
Very strong with [card]Gift of the Naaru[/card]. Ultimately this feels like something you don't really want to play on curve. Rather, you'd probably want to control the board in the early/midgame, then drop [card]Luminous Geode[/card] + [card]Gift of the Naaru[/card] …
Comparing [card]Gift of the Naaru[/card] to [card]Renew[/card], each costs 1, heals you for 3, and this one has a stronger guarantee of getting you something relevant (since cards in your deck should, on average, be better than discovers). I doubt …
Arguably a better [card]Inner Fire[/card]. This is exactly the kind of card that could make a Silence Priest viable - [card]Humongous Razorleaf[/card] on 3 into [card]Focused Will[/card] + [card]Bless[/card] gives you a 13/13 on turn 4. That's the kind of …
Most decks don't care about this effect. Maybe if [card]Bless[/card] Priest is good, this will be good?
Cool tech card in against spell-heavy decks. Might see some play if Questline Mage keeps being a powerful deck.
Clear applications in Shaman, Mage, and Warrior, and this could even be an interesting support for Control Hunter that uses [card]Freezing Trap[/card] and [card]Ice Trap[/card]. It's a really cool card that I think will see play in standard.
This seems like it could be very easily abused in the right aggro deck. Definitely should keep an eye on it.
Awesome control card, really excellent design.
This seems like a solid card that could have some pretty neat Deathrattle synergies in classes that care about that, and at worst could be a card that makes it really hard for your opponent to make good trades.
If you trigger this on curve, it's amazing. [card]Lightbringer's Hammer[/card] and [card]Truesilver Champion[/card] are both ways to do that on curve, but even that may not be enough redundancy to make this work.
Solid Big Paladin support, but honestly probably kind of weak. The deathrattle is honestly not that bad - compare this to [card]Sigil of Reckoning[/card] and it looks pretty similar - so long as you swing with it on turns 5 …
If Big Minion Paladin is a thing, this card is incredible. More likely, though, this see very little play because Paladin already has other decent "Draw 1" effects, and healing is a zero tempo action.