I suppose there are some non elemental shaman decks out there running some nature spells that might like cost reduction. Maybe you throw it out a turn before you want to pop off your nature spells in hand. I think Druids would want to just use Lady Anacondra instead.
I don't think this will be much of card. That hand size restriction is just tough to work around. I suppose you could silence it yourself, but that feels like it would come back to bite you at some point.
Pretty good for the stickiness of having minions on board. I think there is even an achievement for rolling a legendary out of his drop. I think it sees some play here and there but won't be too overpowered.
I think this becomes a common tech card. The tradable aspect makes it so that you don't have to feel bad about having it in a useless situation. Considering some of the effects being introduced in this set, I think silence becomes a valuable thing.
I don't see many decks want to play this for the spell damage. Using the dormant phoenix gives you a better chance as you can set up for future plays and be assured that spell damage buff will be on board when you have the mana to play your desired spells.
I think this will work out in a control deck. Often around this turn aggro starts ignoring minions to make a last set up for lethal. Not only does this put a taunt on board but the stat buff can help make value trades with any minions you may have on board.
The base stats and cost are pretty decent. If you are facing a deck where turn 5 needs the taunt, those extra stats will be nice and you will probably hit the health requirement. Pretty good card to include in controlling decks.
I don't know how much this helps. The zero attack minions only push the damage to next turn, they don't even help with trading options. You still face the same minions plus the new turn's worth. I guess if you are desperate to draw a board clear it might help.
Pretty solid play for late game. It should help with lasting another turn. Not only does it eat up 8 damage to clear but it also gives the 8 armor. I think any deck looking for long game play will run this guy.
I see this as the top end of an aggro deck. You can set it up for the most advantageous double face hits. If you are really clever you can even use it for wide boards to do double duty as hitting face and trading. Even running it in a deck that only gets one or two big minions out can get some good value off this card. I think it will see play in several styles.
This is an interesting card to consider. Full value demands that you don't keep this in your mulligan, but can you count on drawing it turn 1 or turn 2? I know there are some beast tutor cards, but the classes with those want to aggro out, not taunt up. Maybe Hunter can try to draw this with one of its tutor/buff cards for extra stats. I think it will see play somewhere.
I don't like this much. Just make it a 5 cost card and be done with it. If you don't reliably have a large hand in the late game, this card is going to be trash.
Is there a way to reliably play this on two or three and still proc the awaken effect? If not and you have to wait for a full turn of mana to wake it up, it essentially plays as a two turn dormant. I guess in aggro it could go better and have an early threat on board.
I think it could be ok. You run the obvious risk of losing the cards to silence effects, but you should be able to safely squeeze out a card or two. I presume any deck that runs this will have better silence targets available. You run this as a control deck, not a combo one. Losing a card or two isn't much worse than the original Tracking effect. Don't try to get greedy with it so that you avoid burning cards and I think this is a good inclusion.
I'm not sure this sees play in Standard. Are there still value Reno decks that want some kind of extra card generation? Maybe it finds a place in wild quest mage, but even then, I think the ways to generate spells are already good enough. It might be an OK arena card.
I guess another copy of a card in hand will be OK. Maybe the best use in standard will be for handlock to try to keep up on board while still maintaining hand size. I just think the random nature of it will leave a lot to be desired.
I suppose there are some non elemental shaman decks out there running some nature spells that might like cost reduction. Maybe you throw it out a turn before you want to pop off your nature spells in hand. I think Druids would want to just use Lady Anacondra instead.
Without having done my homework on what mechs are currently in standard, I don't see this being very impactful. Seems like some filler material.
Looks pretty good for a zoo deck. Two minions on board and you've got yourself a 3 mana yeti. Maybe just arena bait though.
I don't think this will be much of card. That hand size restriction is just tough to work around. I suppose you could silence it yourself, but that feels like it would come back to bite you at some point.
Pretty good for the stickiness of having minions on board. I think there is even an achievement for rolling a legendary out of his drop. I think it sees some play here and there but won't be too overpowered.
I think this becomes a common tech card. The tradable aspect makes it so that you don't have to feel bad about having it in a useless situation. Considering some of the effects being introduced in this set, I think silence becomes a valuable thing.
I don't see many decks want to play this for the spell damage. Using the dormant phoenix gives you a better chance as you can set up for future plays and be assured that spell damage buff will be on board when you have the mana to play your desired spells.
I think this will work out in a control deck. Often around this turn aggro starts ignoring minions to make a last set up for lethal. Not only does this put a taunt on board but the stat buff can help make value trades with any minions you may have on board.
The base stats and cost are pretty decent. If you are facing a deck where turn 5 needs the taunt, those extra stats will be nice and you will probably hit the health requirement. Pretty good card to include in controlling decks.
I don't know how much this helps. The zero attack minions only push the damage to next turn, they don't even help with trading options. You still face the same minions plus the new turn's worth. I guess if you are desperate to draw a board clear it might help.
Pretty solid play for late game. It should help with lasting another turn. Not only does it eat up 8 damage to clear but it also gives the 8 armor. I think any deck looking for long game play will run this guy.
I see this as the top end of an aggro deck. You can set it up for the most advantageous double face hits. If you are really clever you can even use it for wide boards to do double duty as hitting face and trading. Even running it in a deck that only gets one or two big minions out can get some good value off this card. I think it will see play in several styles.
This is an interesting card to consider. Full value demands that you don't keep this in your mulligan, but can you count on drawing it turn 1 or turn 2? I know there are some beast tutor cards, but the classes with those want to aggro out, not taunt up. Maybe Hunter can try to draw this with one of its tutor/buff cards for extra stats. I think it will see play somewhere.
Obviously strong in the spell based questlines. Possibly useful in some of the others as well. I think it sees limited play.
I don't like this much. Just make it a 5 cost card and be done with it. If you don't reliably have a large hand in the late game, this card is going to be trash.
Is there a way to reliably play this on two or three and still proc the awaken effect? If not and you have to wait for a full turn of mana to wake it up, it essentially plays as a two turn dormant. I guess in aggro it could go better and have an early threat on board.
I think it could be ok. You run the obvious risk of losing the cards to silence effects, but you should be able to safely squeeze out a card or two. I presume any deck that runs this will have better silence targets available. You run this as a control deck, not a combo one. Losing a card or two isn't much worse than the original Tracking effect. Don't try to get greedy with it so that you avoid burning cards and I think this is a good inclusion.
I'm not sure this sees play in Standard. Are there still value Reno decks that want some kind of extra card generation? Maybe it finds a place in wild quest mage, but even then, I think the ways to generate spells are already good enough. It might be an OK arena card.
I guess another copy of a card in hand will be OK. Maybe the best use in standard will be for handlock to try to keep up on board while still maintaining hand size. I just think the random nature of it will leave a lot to be desired.
Solid card for advancing the quest. Not really much else to say about this one. If the quest ends up being good, this will be a staple in the deck.