I like this. If it only buffed the hand and deck I'd call it dead, but letting you buff your board as well means you can get at least some value straight away instead of wasting a turn investing.
This seems pretty slow. I don't expect you'll ever see much value from this, as it just doesn't have much chance of surviving, especially if you don't get it on exactly turn 1 or 2.
Difficult to ascertain exactly how good this is without knowing the full list of Holy spells, but if there's at least a few good ones (like the Librams?) then this is a solid draw card.
Very strong card if you need to clear out Taunts with your big weapon. I don't think it's amazing, but then I'm not a huge Weapon Rogue player - maybe this pushes it over the edge.
Spell Hunter with Lock and Load? I don't see it myself, but the effect is so weird to see on a Hunter card that I almost feel challenged into making it work.
What an odd card. If played on Turn 2 then you'll likely get the effect off, as 4 Health is hard to drop in one go that early. On the other hand, dropping it early means you can't really combo it reliably, so you're just using it to potentially accelerate out a card a turn early sometimes. Seems... okay?
Probably not worth it in just any old deck with weapons, but if you're playing Pirates you're most likely playing this. Definitely in Rogue, maybe in Warrior.
Rogue already has a hell of a lot of ways to draw cards... but this does seem like a particularly good one in the right deck. Thank god we never saw this when they still had all their Lackeys to dump into it.
I like this kind of trigger, but I especially like that just like the Warlock legendary it doesn't just do nothing if you haven't added it to your hand that turn - it still at least does something. I expect to see this quite a bit.
Another card for that Wild Taunt Druid deck I occasionally try and build. Y'know, the kind that isn't streamlined at all but goes hard on a theme. This seems right up that alley.
If I grab this card I'm absolutely trying to fill a board with him in some ridiculous combo play. I don't necessarily think he's good, but he will be fun.
As others have said, good low-cost damage spell to replace the loss of something like Frostbolt in that slot. The Discover more than makes up for the lower damage in my opinion - but then I do love my random Mage cards.
Great addition to Standard as an anti-aggro option for classes that struggle with that. I guess we could also see this in DR Demon Hunter... not that I expect that deck to take off.
I'm not convinced by what we've seen that this Deathrattle Demon Hunter deck is actually going to be a thing. They still need a better critical mass of good Deathrattles, especially some class-specific ones, to make it matter.
Auto-include in No Minion Mage. Everywhere else... eh, I'll let other people figure out the break point for how many spells this needs to be good and just copy their homework.
Definitely part of my new favourite deck for the expansion. Even without the rest of the synergies, I think this card is just good in Mage where Shadowform failed in Priest, since it basically acts as a Justicar Trueheart with potential to go even further.
I like this. If it only buffed the hand and deck I'd call it dead, but letting you buff your board as well means you can get at least some value straight away instead of wasting a turn investing.
This seems pretty slow. I don't expect you'll ever see much value from this, as it just doesn't have much chance of surviving, especially if you don't get it on exactly turn 1 or 2.
Rat Trap being a 6/6 is way, way better than a 3/4 Taunt. Unless Paladin wants to throw every Secret they can in a deck, I don't see this working out.
Difficult to ascertain exactly how good this is without knowing the full list of Holy spells, but if there's at least a few good ones (like the Librams?) then this is a solid draw card.
Very strong card if you need to clear out Taunts with your big weapon. I don't think it's amazing, but then I'm not a huge Weapon Rogue player - maybe this pushes it over the edge.
Spell Hunter with Lock and Load? I don't see it myself, but the effect is so weird to see on a Hunter card that I almost feel challenged into making it work.
What an odd card. If played on Turn 2 then you'll likely get the effect off, as 4 Health is hard to drop in one go that early. On the other hand, dropping it early means you can't really combo it reliably, so you're just using it to potentially accelerate out a card a turn early sometimes. Seems... okay?
Probably not worth it in just any old deck with weapons, but if you're playing Pirates you're most likely playing this. Definitely in Rogue, maybe in Warrior.
Rogue already has a hell of a lot of ways to draw cards... but this does seem like a particularly good one in the right deck. Thank god we never saw this when they still had all their Lackeys to dump into it.
I like this kind of trigger, but I especially like that just like the Warlock legendary it doesn't just do nothing if you haven't added it to your hand that turn - it still at least does something. I expect to see this quite a bit.
Another card for that Wild Taunt Druid deck I occasionally try and build. Y'know, the kind that isn't streamlined at all but goes hard on a theme. This seems right up that alley.
If I grab this card I'm absolutely trying to fill a board with him in some ridiculous combo play. I don't necessarily think he's good, but he will be fun.
As others have said, good low-cost damage spell to replace the loss of something like Frostbolt in that slot. The Discover more than makes up for the lower damage in my opinion - but then I do love my random Mage cards.
Great addition to Standard as an anti-aggro option for classes that struggle with that. I guess we could also see this in DR Demon Hunter... not that I expect that deck to take off.
I'm not convinced by what we've seen that this Deathrattle Demon Hunter deck is actually going to be a thing. They still need a better critical mass of good Deathrattles, especially some class-specific ones, to make it matter.
Auto-include in No Minion Mage. Everywhere else... eh, I'll let other people figure out the break point for how many spells this needs to be good and just copy their homework.
A cute little callback to Grim Patron, but I seriously doubt this has any kind of chance. Maybe I'm not seeing some combo.
Definitely part of my new favourite deck for the expansion. Even without the rest of the synergies, I think this card is just good in Mage where Shadowform failed in Priest, since it basically acts as a Justicar Trueheart with potential to go even further.
Competition Theme: Cross-Pollination
Time to see if you can nurture some nature!
Link wants us to really flourish this week, so start digging for those ideas!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
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Competition Theme: Colourful Casting
For the second Season in a row, we've got a scholastic theme to start us out. Time to school those spells!
Wailor is looking for us to welcome in the new Season with a look at a brand new mechanic! There's a lot of room here, so get creative.
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.