I like that there is at least one option to play in standard for potentially countering Polkelt decks. Does this card ever get played uncorrupted? It says remove the cards, not discard them so it won't even fit into any mechanics if is played vanilla.
True Yoggsanity. Two options that seem good for consistent board control, one option that hearkens back to the original card, two options that leave your hand or the board full of randomness, and one option that will absolutely end the game that turn. What's not to love?
I hope this card is too slow to be played consistently. Does priest have any current means to cheat out copies of minions in standard? This seems like it could be a pain if it sticks more than one turn.
I like the approach to C'thun this go around. You see the pieces being played and have an idea of how much longer you have to try and finish the game. It is kind of a slow inevitibility to the card.
Interesting choice both as a high roll for casino mage and a tech against bombs or bloods (in wild). The fact that it can get any class spell seems to me that it won't be a very consistent game plan.
I got this one from level one on the reward track. Maybe this will get me to play my first game as Demon Hunter. You only need to have lifesteal of at least half the enemy life total and one swing to face. I've seen plenty of 7-10 damage swings with the lifesteal weapon. If a demon hunter can't get their opponent down in the 14-20 range, they won't be winning that match anyway.
We've already seen some of what this card can do with wild armor warrior. I've been snookered a few times in standard as well by having a big finisher rotated away from me.
I just don't see this one having a place in Demon Hunter right now. It would require some serious hand manipulation to be able to target what you want to copy and that would often mess up your outcast targets.
Since this puts cards back on the field instead of in hand, the previous version was used almost entirely defensively. I expect this one to follow the same suit. This will probably become a control deck staple to bring back defensive minions. Now to try and figure out what those minions should be...
This looks like it has good potential. How many corrupt cards do you need to get reasonable value? Would you care if some of them don't get played this turn?
I initially rated this card highly in the hopes that there would be more secret support for Paladin. Now that we have the whole list, I don't see that support. I'll try some nonsense in casual with it, but don't expect it to be widely played.
Decently flexible card for multiple deck types. The problem would be if you need it for healing and it is already corrupted, you are out of luck. I think it would fit best in a midrange style. Aggro decks probably wouldn't run cards high enough mana to corrupt this.
This one looks like it has some good finisher potential. Several other posters have noted some fun combos that could come off this. I wouldn't mind having this to play around with.
On one hand this seems like a decent card and effect, but I'm not sure about the consistency. Most 10 mana cards that would be used to corrupt this card would be used as some kind of finisher. Myabe some high value control decks would use this to prepare against some Old God shenanigans.
An aggressive taunt minion? And it has token deathrattles? Definitely doesn't fit the normal pattern. I don't know if this see's play.
Decent token support, even without the corrupt effect. I think it will see play in an aggro style swarm deck.
I'm skeptical on this one. Is token shaman going to be a thing? I think I'll be pretty upset if I pull this as one of my epics.
I like that there is at least one option to play in standard for potentially countering Polkelt decks. Does this card ever get played uncorrupted? It says remove the cards, not discard them so it won't even fit into any mechanics if is played vanilla.
True Yoggsanity. Two options that seem good for consistent board control, one option that hearkens back to the original card, two options that leave your hand or the board full of randomness, and one option that will absolutely end the game that turn. What's not to love?
This just looks cool. Silence, transform, or full board clears will be required for this card. It comes down soon enough to be a bother.
I hope this card is too slow to be played consistently. Does priest have any current means to cheat out copies of minions in standard? This seems like it could be a pain if it sticks more than one turn.
I like the approach to C'thun this go around. You see the pieces being played and have an idea of how much longer you have to try and finish the game. It is kind of a slow inevitibility to the card.
Interesting choice both as a high roll for casino mage and a tech against bombs or bloods (in wild). The fact that it can get any class spell seems to me that it won't be a very consistent game plan.
I got this one from level one on the reward track. Maybe this will get me to play my first game as Demon Hunter. You only need to have lifesteal of at least half the enemy life total and one swing to face. I've seen plenty of 7-10 damage swings with the lifesteal weapon. If a demon hunter can't get their opponent down in the 14-20 range, they won't be winning that match anyway.
We've already seen some of what this card can do with wild armor warrior. I've been snookered a few times in standard as well by having a big finisher rotated away from me.
I just don't see this one having a place in Demon Hunter right now. It would require some serious hand manipulation to be able to target what you want to copy and that would often mess up your outcast targets.
I'm so glad I don't have to play against wild totem shaman with this card in it. That has the potential to be really scary.
This seems odd for priest. I guess if you had some good healing effects set up to recoup that cost this can work out.
Since this puts cards back on the field instead of in hand, the previous version was used almost entirely defensively. I expect this one to follow the same suit. This will probably become a control deck staple to bring back defensive minions. Now to try and figure out what those minions should be...
This looks like it has good potential. How many corrupt cards do you need to get reasonable value? Would you care if some of them don't get played this turn?
I initially rated this card highly in the hopes that there would be more secret support for Paladin. Now that we have the whole list, I don't see that support. I'll try some nonsense in casual with it, but don't expect it to be widely played.
Decently flexible card for multiple deck types. The problem would be if you need it for healing and it is already corrupted, you are out of luck. I think it would fit best in a midrange style. Aggro decks probably wouldn't run cards high enough mana to corrupt this.
This one looks like it has some good finisher potential. Several other posters have noted some fun combos that could come off this. I wouldn't mind having this to play around with.
On one hand this seems like a decent card and effect, but I'm not sure about the consistency. Most 10 mana cards that would be used to corrupt this card would be used as some kind of finisher. Myabe some high value control decks would use this to prepare against some Old God shenanigans.