Comments
2,268 totalI like that they are making this change, but I'm pissd that it's needed. They keep doing things like this, and will probably point to it and say, "Look, we listened to the players and made QoL adjustments based on …
I think both of these nerfs are fantastic, particularly Brann. They nerfed the whole Highlander package so that Warriors couldn't "cheat" the effect by hyper-drawing through their deck, and it made almost no differance at all. They have so many …
I can't imagine a scenario where you can afford to take this much damage just to draw through your deck. It technically staves off fatigue, but at what cost?
Great concept, and a decent potential board clear. It does not specify "enemy," but I don't think you would want to hit your own minions, as this is not a Warrior card. I bet it will have a cool animation!
I wish I knew if this means maximum health or not. If you can still heal past 15, it's awesome. If not, still probably good. I'm guessing it's not technically damage, so will not interact with the harp.
Its combination of abilities makes it good. Rush would make it even better, but this should still be pretty impactful.
Pretty sweet! Great for minions that have Lifesteal or strong Deathrattles. Also a cheap way to just remove an 8/8 or similar.
This is such a strong counterplay card. Unless your opponent can get rid of it, like with Reno, they will have to second guess playing any valuable minion while it's on the board.
This could be a really good draw engine for Druid, but Druid already has tons of draw, so I doubt this will be that good. Maybe it brings Treant Druid back a little?
This doesn't seem that good. The delay is going to be too much. We should review the 8 or more cost minions currently in Standard, though.
Really good card, and Neutral, so lots of decks might use it! Cheap enough that you can immediately play a tutor effect, or even just regular draw, and get immediate value.
Ok, that's a lot of stats for not a lot of mana, plus Taunt and Elusive. Is this card good? Not really. There are too many ways to kill or steal large minions, regardless of them being Elusive. It will …
No minion Mage hasn't been performing super well, as far as I have seen, but it does have some strong plays. This card might be enough to kick it up a notch.
This is pretty nice overall. It won't likely last very long, even with Elusive, but you could have some fun casting a bunch of cheap spells.
Love the flavor, but this card is bad! As someone pointed out elsewhere, if you draw, the cards just sit in your hand until your next turn, while if your opponent draws, they get to use them right away. And …
This is pretty good, but not super. After all, you can only have 5 Secrets up at a time, so if you've had more than that triggered, you won't get them all. Plus, your opponent will know which ones they …
This is good! 2 mana draw 2, plus making your opponent have to guess around it!
Basically [card]Reverberations[/card] over again. While making the enemy minion easy to kill is nice, that card is mostly great because it gets you a copy, which this also does. Being Frozen is a significant drawback, but this will still be …
Sure, this will be really sweet every now and then, but very rarely will you get game-changing stuff off it. Is there currently a way to pull Beasts from hand to board in Standard? If so, this would be better.
I love the concept of this, and it seems like a pretty strong effect. The cost, in both mana and rune limitation, is considerable, though. When you can guarantee the buff hits a desirable minion, this will be great.