I'm not big on this, mainly because I think you'd rather be playing better aggressive cards than diluting your deck down a bit to make absolutely sure you can complete this. Yes, First Day of School completes an entire phase by itself, but having to rely on that seems sketchy.
Mage has been missing a midgame AoE lately, so this will help a lot against any Zoo/Token decks that are running around. Tradeable icing on top, as always.
Actually pretty easy to get at least 1 extra Attack on this guy. Would obviously be way better if it was an aura rather than a Battlecry, but even then this card seems really strong provided you're running at least a couple hand buffs.
Seems interesting in any deck that's looking to swarm. It being tradeable means that it isn't dead in the lategame either when your board has been cleared, unlike similar cards.
I've actually been enjoying using this in my Divine Shield buff deck as a means of making sure Varian enters with Rush. Buffing it up beyond a 3/3 also makes it infinitely more playable.
I love it! It's probably really bad, but I really like the idea behind the card - the duality of it. Obviously the 1/1s are pretty meh by themselves, but the tension of maximising how many 5/5s you can get seems neat.
I mean, if you're playing enough SI:7s then you play this. Vilespine Slayer was great, and this will be too if you can get at least a couple discounts on it reliably.
I don't see this making the cut. It's a Control card - both drawing and Armor gain are good against different match-ups - but I think I'd rather just play a better card than get the minor flexibility from this.
I guess it guarantees you can summon itself from the other one and could maybe work with the Death Speaker, but overall I'm not impressed. I'd rather run more interesting Deathrattles, I think.
I like the idea of this Questline, but it's a bit disappointing that the Reward doesn't seem to actively generate a win condition, just a lot of value. Unless there's a hidden combo with one of the gizmos I'm missing, this seems like a bit of a miss.
I'm liking the Divine Shield Handbuff archetype, and this seems like a strong player there. It can give you two activations of your Jewel Kit, which is neat, and can also be used on a Rush minion to protect it.
You can't really set it up that easily to discount anything specific, so I don't see it making the cut anywhere except potentially Questline Rogue. It's just not enough for any other decks. Maybe if you're playing your hand out for Voracious Reader this can help a little? I'm trying here...
I still have nightmares about old Pirate Warrior which makes me automatically hate this. I think it's quite good - decent enough body for a really targeted tutor, and an obvious inclusion for the Questline.
Handlock, but you play this early so you're lowering your hand size... for the potential to attack with it later? I'd rather just be clearing the board and dropping the impactful stuff later on.
It's fine. I don't think it'll see much play, since you can just play better draw cards. Unless there's a combo looking for specific pieces, this doesn't make the cut.
Cute reference, but a terrible card.
I'm not big on this, mainly because I think you'd rather be playing better aggressive cards than diluting your deck down a bit to make absolutely sure you can complete this. Yes, First Day of School completes an entire phase by itself, but having to rely on that seems sketchy.
Mage has been missing a midgame AoE lately, so this will help a lot against any Zoo/Token decks that are running around. Tradeable icing on top, as always.
Actually pretty easy to get at least 1 extra Attack on this guy. Would obviously be way better if it was an aura rather than a Battlecry, but even then this card seems really strong provided you're running at least a couple hand buffs.
Seems interesting in any deck that's looking to swarm. It being tradeable means that it isn't dead in the lategame either when your board has been cleared, unlike similar cards.
I've actually been enjoying using this in my Divine Shield buff deck as a means of making sure Varian enters with Rush. Buffing it up beyond a 3/3 also makes it infinitely more playable.
I love it! It's probably really bad, but I really like the idea behind the card - the duality of it. Obviously the 1/1s are pretty meh by themselves, but the tension of maximising how many 5/5s you can get seems neat.
You use it in the Questline deck, where it will perform fairly well. I don't think you bother anywhere else, because it's just stats.
I mean, if you're playing enough SI:7s then you play this. Vilespine Slayer was great, and this will be too if you can get at least a couple discounts on it reliably.
I don't see this making the cut. It's a Control card - both drawing and Armor gain are good against different match-ups - but I think I'd rather just play a better card than get the minor flexibility from this.
I guess it guarantees you can summon itself from the other one and could maybe work with the Death Speaker, but overall I'm not impressed. I'd rather run more interesting Deathrattles, I think.
I like the idea of this Questline, but it's a bit disappointing that the Reward doesn't seem to actively generate a win condition, just a lot of value. Unless there's a hidden combo with one of the gizmos I'm missing, this seems like a bit of a miss.
I'm liking the Divine Shield Handbuff archetype, and this seems like a strong player there. It can give you two activations of your Jewel Kit, which is neat, and can also be used on a Rush minion to protect it.
You can't really set it up that easily to discount anything specific, so I don't see it making the cut anywhere except potentially Questline Rogue. It's just not enough for any other decks. Maybe if you're playing your hand out for Voracious Reader this can help a little? I'm trying here...
I still have nightmares about old Pirate Warrior which makes me automatically hate this. I think it's quite good - decent enough body for a really targeted tutor, and an obvious inclusion for the Questline.
Run it for the Questline or not at all. Doesn't really fit into what Rogue wants to be doing otherwise.
Really good for Zoo but absolutely nutty in the new Questline. 5 Health is a lot so early on.
Handlock, but you play this early so you're lowering your hand size... for the potential to attack with it later? I'd rather just be clearing the board and dropping the impactful stuff later on.
Straight up Arena and maybe Duels card. It's not even a Mech itself so why would you run it in a Mech deck, the only deck that would want to run it?
It's fine. I don't think it'll see much play, since you can just play better draw cards. Unless there's a combo looking for specific pieces, this doesn't make the cut.