This also seems to indicate that big beasts hunter can be a thing. You obviously have to survive and get something big played. This will be good to really get the big guys flooding the board.
First off, I love this art. I wanted it to be a tauntaun from the Star Wars universe at first glance. I like the mana banking effect that it gives you. This could help enable a big beast hunter deck.
Very nice. Running a specific secret package usually works out and being able to put two out at once will make them much more effective. I like the idea of secret hunter being a thing.
I guess this is supposed to go in midrange hunter? Standard aggro minions wont have a high enough attack to make multiple triggers happen. Maybe you work it in Big Hunter so that you can pull lots of high impact minions on the same turn. I'm interested to see how it plays out.
5 stars just for the memes. I presume that the honorable kill trigger doesn't activate on your turn, just like Overkill didn't. That would mean as long as you control when he dies you will always get him back. I love it.
I think this can be very interesting. The bump in mana cost for the hero power makes me wonder how much it can help. You lose the face damage, and for me at least, it isn't always Huffer. I do like the secret archetype and hope it does work out. The improved secrets look pretty cool.
I love this card, Freezing Trap but for spells. For playing the card I like the ability to counter a spell and for this being played against me I like that you don't just lose the spell. It just gets delayed a little bit and you still get to try and work it in.
Not quite strong enough to be a finisher on its own, but good enough to give you a little more burst to get through taunts and such. I think it gets included just for ramping up damage.
Nice board buff for beast decks. If you can manage to put this on Moonfang he gets really tough to deal with outside transform effects. Maybe beast druid works, but I'm not expecting it to.
More support for the token (maybe mid-range) beast druid. I'm not sure this makes enough happen since it is a deathrattle and not a battle cry. I don't think it is fast or strong enough, which of course means that it will do just fine.
I suppose this is supposed to help with reducing the cost of Frostsaber Matriarch. It also just puts consistent minions on board for several consecutive turns. I kind of wish it wasn't end of turn as that loses you the chance to buff that minion.
I like this a lot. It allows you to get both effects at different times. It will play similar to the minion that draws a Choose One and splits it except this lets you save some mana on the bigger ones. Very solid.
More mana discounts that are not specific to the turn it is played. This is another strong card. Chaining it up with Nourish followed by Pathmaker makes for a really strong sequence of turns.
I really like the flexibility of this card. Tutor cards always find play and this one can tutor any card, not just a minion/spell/tribe etc. Add that it is flexible for a big card or a small card and this will be nice to have.
Do you pair this with the legendary for extra beasts? Beast druid has tried and muddled through for a bit. There are a few other beast support cards in this expansion so maybe this makes it in.
It seems ok, but that doesn't work for a legendary card. I guess it can help control against aggro. It just doesn't seem to fill a need that druid has right now. I'm planning to try to get every card for this expansion but I won't be planning what to do with this one.
This card leaves me with many questions. Like others have said, it feels very slow. The effects are bonkers, but how often will you get to that payoff? Will your mana keep increasing by one per turn after you hit 10? Or, do you have to hero power after hitting 10 mana to make the increase happen? I presume that regular ramp cards will get that for you but it is still 10 mana worth of ramping to get to the important stuff. This can enable some really crazy plays with both eclipses and Survival of the Fittest.
This is a fascinating DH weapon. On the one side its a one mana 1/3 for DH that just lets you go a little more aggro. One the other hand, it sort of discourages the outrageous weapon attack buffs to let you control the board and still damage face. I think it will take a little bit of thinking to play this one properly.
I don't know what the down votes are for. That was one of the better posts I've seen online in a while. I loved the linguistic and demogougic (I think I just made that word up) analysis. Bonus points for the use of the word 'assonance'. It serves the dual purpose of making the kiddies giggle and the word smiths nod their heads knowingly.
I think this one is solid. We have seen other token generators that see play and get annoying. As easy as it is for DH to attack, this will turn into a must remove target.
This also seems to indicate that big beasts hunter can be a thing. You obviously have to survive and get something big played. This will be good to really get the big guys flooding the board.
First off, I love this art. I wanted it to be a tauntaun from the Star Wars universe at first glance. I like the mana banking effect that it gives you. This could help enable a big beast hunter deck.
Very nice. Running a specific secret package usually works out and being able to put two out at once will make them much more effective. I like the idea of secret hunter being a thing.
I guess this is supposed to go in midrange hunter? Standard aggro minions wont have a high enough attack to make multiple triggers happen. Maybe you work it in Big Hunter so that you can pull lots of high impact minions on the same turn. I'm interested to see how it plays out.
5 stars just for the memes. I presume that the honorable kill trigger doesn't activate on your turn, just like Overkill didn't. That would mean as long as you control when he dies you will always get him back. I love it.
I think this can be very interesting. The bump in mana cost for the hero power makes me wonder how much it can help. You lose the face damage, and for me at least, it isn't always Huffer. I do like the secret archetype and hope it does work out. The improved secrets look pretty cool.
I love this card, Freezing Trap but for spells. For playing the card I like the ability to counter a spell and for this being played against me I like that you don't just lose the spell. It just gets delayed a little bit and you still get to try and work it in.
Not quite strong enough to be a finisher on its own, but good enough to give you a little more burst to get through taunts and such. I think it gets included just for ramping up damage.
Nice board buff for beast decks. If you can manage to put this on Moonfang he gets really tough to deal with outside transform effects. Maybe beast druid works, but I'm not expecting it to.
More support for the token (maybe mid-range) beast druid. I'm not sure this makes enough happen since it is a deathrattle and not a battle cry. I don't think it is fast or strong enough, which of course means that it will do just fine.
I suppose this is supposed to help with reducing the cost of Frostsaber Matriarch. It also just puts consistent minions on board for several consecutive turns. I kind of wish it wasn't end of turn as that loses you the chance to buff that minion.
I like this a lot. It allows you to get both effects at different times. It will play similar to the minion that draws a Choose One and splits it except this lets you save some mana on the bigger ones. Very solid.
More mana discounts that are not specific to the turn it is played. This is another strong card. Chaining it up with Nourish followed by Pathmaker makes for a really strong sequence of turns.
I really like the flexibility of this card. Tutor cards always find play and this one can tutor any card, not just a minion/spell/tribe etc. Add that it is flexible for a big card or a small card and this will be nice to have.
Do you pair this with the legendary for extra beasts? Beast druid has tried and muddled through for a bit. There are a few other beast support cards in this expansion so maybe this makes it in.
It seems ok, but that doesn't work for a legendary card. I guess it can help control against aggro. It just doesn't seem to fill a need that druid has right now. I'm planning to try to get every card for this expansion but I won't be planning what to do with this one.
This card leaves me with many questions. Like others have said, it feels very slow. The effects are bonkers, but how often will you get to that payoff? Will your mana keep increasing by one per turn after you hit 10? Or, do you have to hero power after hitting 10 mana to make the increase happen? I presume that regular ramp cards will get that for you but it is still 10 mana worth of ramping to get to the important stuff. This can enable some really crazy plays with both eclipses and Survival of the Fittest.
This is a fascinating DH weapon. On the one side its a one mana 1/3 for DH that just lets you go a little more aggro. One the other hand, it sort of discourages the outrageous weapon attack buffs to let you control the board and still damage face. I think it will take a little bit of thinking to play this one properly.
I don't know what the down votes are for. That was one of the better posts I've seen online in a while. I loved the linguistic and demogougic (I think I just made that word up) analysis. Bonus points for the use of the word 'assonance'. It serves the dual purpose of making the kiddies giggle and the word smiths nod their heads knowingly.
I think this one is solid. We have seen other token generators that see play and get annoying. As easy as it is for DH to attack, this will turn into a must remove target.