As everyone has said, this just makes Kingsbane in wild even more flexible. It looks strong in standard, but I don't know how often you are using your weapon on removal in standard.
This could be interesting. Is your hand going to be big enough to make a significant play? I know with Scargill you'll be able to play out your hand but I don't think you will have any hand generation in standard to support more than one medium sized play to the board. I like the effect but think it will be more of a wild deck component.
I love the theory crafting of the outlandish chains that one can pull off with this. The biggest problem is obviously to make sure that you have the lower cost beasts still in deck to pull when the bigger ones get played and attack.
I have no clue how to rate this card. I've never been able to get a handle on playing warlock anyway. I think I'm just risk averse and the prospect of trading health or cards (tapping and discards) for a power spike is hard for me to learn how to use. We'll see how this one turns out.
I think the spell discover is more valuable than the poisonous key word here. It will be a good card to slot in to help tune a deck against your opponent.
This is a nice reactionary tool and decent for late game get back on the board plays. I like Hunter and would love to have something other than a face deck to try out. Hopefully this will help out in that aspect.
That is a nice stall for Priest. Obvious value in the taunt but the board wide heal is where it will really shine. If you already have some value trades set up, this guy will just make the value even better.
I think this is too much tech for standard but could help get Secret Mage under control in wild. Great concept to help you plan your play if the opponent is secret heavy.
I really like the concept of sigils. Kind of like dormant spells. This might make Demon Hunter a class worth looking into. I didn't like the previous mechanics but feel like this one could add some game play that I enjoy.
I like this card. Pretty simple to meet the conditional requirement. I guess the only real question is to the existence of a deck that is trying to do what this card helps accomplish.
Plus one star for the great wordplay. This one will be an interesting fin-isher. Do you run a hybrid totem murloc deck? Pure murlocs with the quest in wild might be fun.
It feels like it should be good, but there have been other effects similar to this one that didn't get played. Mistcaller was similar (same mana cost?) and wasn't really viable. I hope this one doesn't make the cut.
I already am tired of the constant healing available to paladins, this will just make it even more spammy and hard to overcome. Looks like Libram Paladin isn't going anywhere.
Cost reduction is always good. This will get one attack in, but doesn't really have the durability to go past that. So, how many spells do you need to have in hand to make it worth. There will obviously be emergencies that require playing with nothing in hand to benefit, but what should your goal be? Just one feels bad. Is two the baseline? Three is definitely worth it.
I'm going back and forth on what I think this might accomplish. It feels like each rank is just underpowered for when it is available, but on the other hand, if it were bumped up by one each rank I think it would be overpowered. I guess we will just have to see how it plays out.
Fun and cool effect. The biggest problem is why you would want to do it. I guess if you dagger up or have a weapon with 2+ durability equipped this gives you a chance to still do something with a hero power in the next few turns. We'll see what the better deck builders come up with.
Are we bringing back freeze mage? This also looks to be more fodder for that Mozaki Mage deck that is running around being stealthily good/frustrating.
As everyone has said, this just makes Kingsbane in wild even more flexible. It looks strong in standard, but I don't know how often you are using your weapon on removal in standard.
This could be interesting. Is your hand going to be big enough to make a significant play? I know with Scargill you'll be able to play out your hand but I don't think you will have any hand generation in standard to support more than one medium sized play to the board. I like the effect but think it will be more of a wild deck component.
I love the theory crafting of the outlandish chains that one can pull off with this. The biggest problem is obviously to make sure that you have the lower cost beasts still in deck to pull when the bigger ones get played and attack.
More freeze tools. I guess freeze mage really is coming back. Do I need to invest in Mozaki now?
I have no clue how to rate this card. I've never been able to get a handle on playing warlock anyway. I think I'm just risk averse and the prospect of trading health or cards (tapping and discards) for a power spike is hard for me to learn how to use. We'll see how this one turns out.
I think the spell discover is more valuable than the poisonous key word here. It will be a good card to slot in to help tune a deck against your opponent.
This is a nice reactionary tool and decent for late game get back on the board plays. I like Hunter and would love to have something other than a face deck to try out. Hopefully this will help out in that aspect.
That is a nice stall for Priest. Obvious value in the taunt but the board wide heal is where it will really shine. If you already have some value trades set up, this guy will just make the value even better.
I think this is too much tech for standard but could help get Secret Mage under control in wild. Great concept to help you plan your play if the opponent is secret heavy.
I really like the concept of sigils. Kind of like dormant spells. This might make Demon Hunter a class worth looking into. I didn't like the previous mechanics but feel like this one could add some game play that I enjoy.
I like this card. Pretty simple to meet the conditional requirement. I guess the only real question is to the existence of a deck that is trying to do what this card helps accomplish.
I'm getting the vibe that spell hunter may be getting a push. Would you need some kind of area beast buff to make it worthwhile?
Plus one star for the great wordplay. This one will be an interesting fin-isher. Do you run a hybrid totem murloc deck? Pure murlocs with the quest in wild might be fun.
It feels like it should be good, but there have been other effects similar to this one that didn't get played. Mistcaller was similar (same mana cost?) and wasn't really viable. I hope this one doesn't make the cut.
I already am tired of the constant healing available to paladins, this will just make it even more spammy and hard to overcome. Looks like Libram Paladin isn't going anywhere.
Cost reduction is always good. This will get one attack in, but doesn't really have the durability to go past that. So, how many spells do you need to have in hand to make it worth. There will obviously be emergencies that require playing with nothing in hand to benefit, but what should your goal be? Just one feels bad. Is two the baseline? Three is definitely worth it.
I'm going back and forth on what I think this might accomplish. It feels like each rank is just underpowered for when it is available, but on the other hand, if it were bumped up by one each rank I think it would be overpowered. I guess we will just have to see how it plays out.
This will be a decent burst damage card for Rogue. Use this with shadow step and it turns into a 6 mana deal 6 or 8 damage to face.
Fun and cool effect. The biggest problem is why you would want to do it. I guess if you dagger up or have a weapon with 2+ durability equipped this gives you a chance to still do something with a hero power in the next few turns. We'll see what the better deck builders come up with.
Are we bringing back freeze mage? This also looks to be more fodder for that Mozaki Mage deck that is running around being stealthily good/frustrating.