This is how you race your opponent with damage. It will feel bad if you come up short on your turn and bring yourself down into burst range. I guess those are the risks you have to take.
I'm not sure how this will work out. It could be helpful for to clear out aggro boards while you are focusing on your main game plan. I don't see Priest wanting this on a consistent basis though.
I always underestimate the impact of +1/+1 to a large group. Does this come out on curve for only 3-4 minions at best or do you hold it for later turns in hopes of increasing your hand size to get more buffs?
Nice multi-purpose card, similar to War Cache? I presume most of the time you go with the divine shield minion. I think there will be a limited enough pool that you can count on some of the good ones.
If handbuff works, this will just further Paladin's annoying heal cards. Otherwise, this is just small pings and heals. Playing this for tempo will not feel good.
This is more handbuffing. Sure, it is big numbers, but the handbuff mechanic remains unproven. I'm skeptical until I see it work on a consistent basis.
Spell damage instead of weapon buff, but the comparisons to Twin Slice are obvious. We all know how well that card worked, so this should be a pretty good card.
This will be nice to help draw cards. If you target a fire spell deck for the new Antonidas, this could help with the consistency of being able to draw your spells to play.
I'm not sure about this one. Big spell mage isn't much of thing, there are too many good small spells. I would hate to have the discount go on a 2 or 3 mana card.
Not a super reliable finisher, but when it happens it will be better than a Ragnaros snipe. You will either need to have a good number of fire spells to start chaining in hopes of drawing or be satisfied with a three turn set up.
I'm guessing this will be randomly targeted so you need to make sure it casts spells that specify enemies to get the best use. I think it can be good, but will need a bit of a set up to be most effective.
I suppose the goal is for mage to be drawn out and playing the long game. This will at least reduce the number of fire spells that you have to run to make the quest work. There is even the new minion that helps draw fire spells, so this can get big in a hurry.
Nice healing options for Shadow Priests. The fact that it is damage to anywhere on top of the healing makes it very good for them.
This is how you race your opponent with damage. It will feel bad if you come up short on your turn and bring yourself down into burst range. I guess those are the risks you have to take.
I'm not sure how this will work out. It could be helpful for to clear out aggro boards while you are focusing on your main game plan. I don't see Priest wanting this on a consistent basis though.
This will be auto includes for the non-shadow priest variants, especially if hand buff Paladin and deathrattle Demon Hunter take off.
Nice tutored draw. This will just help shadow priest to be able to accelerate their game plan.
I like the support for an aggressive priest deck. I'm guessing this isn't the best turn one play. It will absolutely be bonkers in wild Raza Priest.
Nice control card vs aggro decks. How often do you hold it in the mirror match to ping off divine shields?
I always underestimate the impact of +1/+1 to a large group. Does this come out on curve for only 3-4 minions at best or do you hold it for later turns in hopes of increasing your hand size to get more buffs?
Nice multi-purpose card, similar to War Cache? I presume most of the time you go with the divine shield minion. I think there will be a limited enough pool that you can count on some of the good ones.
Multiple levels of divine shield frustration, but not terrible to work around. Secondary buffs are obviously the big problem on this.
If handbuff works, this will just further Paladin's annoying heal cards. Otherwise, this is just small pings and heals. Playing this for tempo will not feel good.
This is more handbuffing. Sure, it is big numbers, but the handbuff mechanic remains unproven. I'm skeptical until I see it work on a consistent basis.
Spell discounts are scary. We see what druids can do with the eclipses. This could be really interesting how it works out.
Nice that it isn't a 'this turn' effect. This can help to set up for some big turns and makes the tempo play a little more palatable.
Spell damage instead of weapon buff, but the comparisons to Twin Slice are obvious. We all know how well that card worked, so this should be a pretty good card.
This will be nice to help draw cards. If you target a fire spell deck for the new Antonidas, this could help with the consistency of being able to draw your spells to play.
I'm not sure about this one. Big spell mage isn't much of thing, there are too many good small spells. I would hate to have the discount go on a 2 or 3 mana card.
Not a super reliable finisher, but when it happens it will be better than a Ragnaros snipe. You will either need to have a good number of fire spells to start chaining in hopes of drawing or be satisfied with a three turn set up.
I'm guessing this will be randomly targeted so you need to make sure it casts spells that specify enemies to get the best use. I think it can be good, but will need a bit of a set up to be most effective.
I suppose the goal is for mage to be drawn out and playing the long game. This will at least reduce the number of fire spells that you have to run to make the quest work. There is even the new minion that helps draw fire spells, so this can get big in a hurry.