I like the idea here. It looks like it can be a decent late game board clear that still leaves an ok body on the field. A hero power and a cheap spell or two gets to a respectable amount of healing/clearing and still leaves plenty of mana to play this.
This can be really scary in combination with the right cards. Any rez or summon effects make it really good. The Priest spell that restores to full health at the end of the turn is also nice.
I like it in the spell token druid package. I think we saw this card's full potential in the reveal stream. If you manage to get this and Arbor up on consecutive turns, that can pretty much seal the deal.
I think this is a good mid game minion to play out. Once you start running low on cards in hand you will want this to put the extra resources in. Hopefully you will have enough on board at the time to make your opponent have to choose between bigger threats and this smaller card draw.
This is going to be a frustrating caravan to play against. You have to keep Paladin off the board to avoid the buffs and that might be tough at 2 mana against three health.
Nice early game play but I think it falls off in later turns. Unless you just need to go wide it doesn't enable too much more in the higher mana turns.
That is an interesting take on steal mechanics. Sure you get something interesting from your opponent. But they also draw it. I'm trying to decide if there is anything that you would want to force draw.
It looks troublesome on the surface, but I think it isn't enough for an aggro DH to use. Yes, it is ultimately cheaper than Twin Slice, but you have to wait until turn 10 to realize that.
More early removal options for Priest, but I don't know if it works well. If you are using some of your small spells to get to the 4 mana turn, you might only have 1-2 spells in hand by that time. It feels like it will be inconsistent.
This card will require a well tuned deck to utilize properly. I suppose you would need some ramp to get there and then some card draw to make sure you draw enough of your now discounted cards to make them useful. Do you include early game removal as well or just go with the ramp package?
I initially rated this 4 stars, but now I'm rethinking. It is at least limited to enemy minions, so you can count on it being effective for early board control. I guess the important part will be to be aware of frenzy potential.
It gives you the tutoring of the pieces for deathrattle DH. Now to see if the pieces are any good and fit together well enough to be competitive.
The fact that this goes face is nuts. I think it gets nerfed in the damage scaling, which will make it unplayable.
I like the idea here. It looks like it can be a decent late game board clear that still leaves an ok body on the field. A hero power and a cheap spell or two gets to a respectable amount of healing/clearing and still leaves plenty of mana to play this.
I like this in any version of deathrattle Hunter, but I feel like it was printed to be used in the DH archetype that is being pushed.
This can be really scary in combination with the right cards. Any rez or summon effects make it really good. The Priest spell that restores to full health at the end of the turn is also nice.
More Casino Mage options. I think it will see play.
I'm excited to play hero power mage. This could be all kinds of fun. A little bit of build your own Odd Mage, without the deck restrictions.
I like it in the spell token druid package. I think we saw this card's full potential in the reveal stream. If you manage to get this and Arbor up on consecutive turns, that can pretty much seal the deal.
Decent resource generation with some good flexibility. Does it fit into the Hunter game plan? I would like to see a mid-range Hunter be playable.
I think this is a good mid game minion to play out. Once you start running low on cards in hand you will want this to put the extra resources in. Hopefully you will have enough on board at the time to make your opponent have to choose between bigger threats and this smaller card draw.
This is going to be a frustrating caravan to play against. You have to keep Paladin off the board to avoid the buffs and that might be tough at 2 mana against three health.
Nice early game play but I think it falls off in later turns. Unless you just need to go wide it doesn't enable too much more in the higher mana turns.
This is one of the poisons that I see working well with the weapon. It just keeps the card drawing coming for Rogue.
This could be fun with the casino mage archetype. More burst from Mozaki?
That is an interesting take on steal mechanics. Sure you get something interesting from your opponent. But they also draw it. I'm trying to decide if there is anything that you would want to force draw.
It looks troublesome on the surface, but I think it isn't enough for an aggro DH to use. Yes, it is ultimately cheaper than Twin Slice, but you have to wait until turn 10 to realize that.
More early removal options for Priest, but I don't know if it works well. If you are using some of your small spells to get to the 4 mana turn, you might only have 1-2 spells in hand by that time. It feels like it will be inconsistent.
This card will require a well tuned deck to utilize properly. I suppose you would need some ramp to get there and then some card draw to make sure you draw enough of your now discounted cards to make them useful. Do you include early game removal as well or just go with the ramp package?
I initially rated this 4 stars, but now I'm rethinking. It is at least limited to enemy minions, so you can count on it being effective for early board control. I guess the important part will be to be aware of frenzy potential.
Decent utility card. An understatted body with an extra attach token ping.