Weave in some free damage if you were already planning on playing a spell that turn. Not exactly mind blowing, but something to help smooth early ramp turns perhaps?
Ah, the card I said would combo with Tenwu, like a fool. Obviously since this is a Deathrattle it has no applications there, but its still a very good card and I expect it to see play in midrange-y Tempo-y Rogue decks. Maybe not straight aggro, but who knows - you need something to Corrupt your Sweet Tooth.
I guess if you're running a Y'Shaarj Priest then this finds its way into it, but the sheer randomness of the card makes me doubt it'll see play anywhere else. It's especially terrible un-Corrupted, so you definitely need to be waiting on it, and at that point why aren't you just running a 6 or 7 drop?
This gets run regardless of whether or not the Whatley thing takes off. It's almost always at least a 4 mana 5/5 Rush with how many incidental Tribes you could be running, and when it gets even lower its pretty damn good.
For the longest time I thought this was a fucking frog. Like, the little tassels were its front legs raised in a gesture of mysticism, and it was standing on a sort of rock or something with the crystal ball in front of it. I glossed over the Mech tag and assumed it read Beast.
I don't know, I have nothing to say about the card, that's all I can think about.
Rogue has a lot of draw, but even still I think this is worth considering. It's a weird tutor, but I guess having some sort of idea of what you'll get is better than blind drawing (unless you know what you're looking for and this doesn't fetch it).
Maybe. Secret Passage is already so good for the aggressive decks, but maybe a slower list wants it.
A decent number of spells is fairly easy for Druid, especially if you're looking for a higher curve on your minions and you run mostly spells at the low end to ramp into it. I don't know that a 4/4 Rush is all that amazing though, even if you manage to get it down around Turn 3 or 4.
Love seeing a new idea like this. I have absolutely no idea how good this is - I feel like you'd just rather have a good card and a better planned-out curve than use this to fix your mistakes, but maybe I'm just not seeing some combo potential.
Another case of a free body if you were already planning on playing a Combo card, with I guess the added bonus that it itself could activate the Combo - for example, you could play this and SI:7 Agent on turn 3.
It's nothing special, but if you're running a decent number of Combo cards then maybe you run this too.
A cute showcase of the Corrupt mechanic, but most lists will cut this very quickly. I did make the initial mistake of thinking that it also increased in mana cost each time, which would've been truly horrendous, but even as a 2 drop that you can weave into a later turn I just don't really see it having much impact.
If all you care about is hitting the opponent in the face, this card is an easy pick. 4 damage is 4 damage. Of course, the vast majority of decks aren't that aggressive and won't look twice at this.
Another card that's making that Demon Zoo possible. Perfect for curving from Midway Maniac, since it lets you clear something out. Of course, the heal is better later in the game, but that's fine.
Giving your opponents cards is bad, so this card is probably bad. You would only ever see this in dedicated Murloc decks, and I think most classes that want to do that have far better options.
Even if the Shaman attacking thing doesn't take off, this is a strong weapon and the exact type of buffs that might actually be viable - unlike Ringmaster's Baton, which I want to work but know probably won't.
Strong weapon, +2/+2 in buffs and the buffs go straight to the board for potential use right away. I'm in.
My brain says it's bad, but my heart desperately wants it to be good, because handbuff is a fun idea - watching your minions grow and grow and using them to swarm over your opponent in the end.
I do have to say the flavour is a little weird - clearly just done to tick the boxes for Warriors most-used tribes - but ah well.
Decent enough Mech that has good options for corruption - might find a place in a deck with the new N'Zoth, since even just as a 5/5 Divine Shield that's pretty great to pull back from the dead.
Demon Zoo will want this guy, and with Fire Breather I think it might actually have some legs. That 1 Attack is disappointing, but there's plenty of ways to buff it up as needed if it sticks around, which it likely will.
Weave in some free damage if you were already planning on playing a spell that turn. Not exactly mind blowing, but something to help smooth early ramp turns perhaps?
Ah, the card I said would combo with Tenwu, like a fool. Obviously since this is a Deathrattle it has no applications there, but its still a very good card and I expect it to see play in midrange-y Tempo-y Rogue decks. Maybe not straight aggro, but who knows - you need something to Corrupt your Sweet Tooth.
The little leaked card! Definitely seeing play in aggro decks, that's for sure - that attack bump is no joke, and hidden behind Stealth? Easy.
I guess if you're running a Y'Shaarj Priest then this finds its way into it, but the sheer randomness of the card makes me doubt it'll see play anywhere else. It's especially terrible un-Corrupted, so you definitely need to be waiting on it, and at that point why aren't you just running a 6 or 7 drop?
This gets run regardless of whether or not the Whatley thing takes off. It's almost always at least a 4 mana 5/5 Rush with how many incidental Tribes you could be running, and when it gets even lower its pretty damn good.
For the longest time I thought this was a fucking frog. Like, the little tassels were its front legs raised in a gesture of mysticism, and it was standing on a sort of rock or something with the crystal ball in front of it. I glossed over the Mech tag and assumed it read Beast.
I don't know, I have nothing to say about the card, that's all I can think about.
Rogue has a lot of draw, but even still I think this is worth considering. It's a weird tutor, but I guess having some sort of idea of what you'll get is better than blind drawing (unless you know what you're looking for and this doesn't fetch it).
Maybe. Secret Passage is already so good for the aggressive decks, but maybe a slower list wants it.
A decent number of spells is fairly easy for Druid, especially if you're looking for a higher curve on your minions and you run mostly spells at the low end to ramp into it. I don't know that a 4/4 Rush is all that amazing though, even if you manage to get it down around Turn 3 or 4.
Love seeing a new idea like this. I have absolutely no idea how good this is - I feel like you'd just rather have a good card and a better planned-out curve than use this to fix your mistakes, but maybe I'm just not seeing some combo potential.
Another case of a free body if you were already planning on playing a Combo card, with I guess the added bonus that it itself could activate the Combo - for example, you could play this and SI:7 Agent on turn 3.
It's nothing special, but if you're running a decent number of Combo cards then maybe you run this too.
A cute showcase of the Corrupt mechanic, but most lists will cut this very quickly. I did make the initial mistake of thinking that it also increased in mana cost each time, which would've been truly horrendous, but even as a 2 drop that you can weave into a later turn I just don't really see it having much impact.
If all you care about is hitting the opponent in the face, this card is an easy pick. 4 damage is 4 damage. Of course, the vast majority of decks aren't that aggressive and won't look twice at this.
Another card that's making that Demon Zoo possible. Perfect for curving from Midway Maniac, since it lets you clear something out. Of course, the heal is better later in the game, but that's fine.
Reverse Midway Maniac also makes it into this expansion I guess.
I like the idea that this gets to be 2 mana because the Taunt is actually a downside, since you can't hide it behind other Taunts anymore =P
Giving your opponents cards is bad, so this card is probably bad. You would only ever see this in dedicated Murloc decks, and I think most classes that want to do that have far better options.
I will make this work with Maxima Blastenheimer, Nine Lives and Jewel of N'Zoth - why not, let's throw Oblivitron in there too.
I don't care if it's bad, it's one of my favourite types of Hunter deck (second only to Dragon Hunter) and I love getting more big support for it.
Even if the Shaman attacking thing doesn't take off, this is a strong weapon and the exact type of buffs that might actually be viable - unlike Ringmaster's Baton, which I want to work but know probably won't.
Strong weapon, +2/+2 in buffs and the buffs go straight to the board for potential use right away. I'm in.
My brain says it's bad, but my heart desperately wants it to be good, because handbuff is a fun idea - watching your minions grow and grow and using them to swarm over your opponent in the end.
I do have to say the flavour is a little weird - clearly just done to tick the boxes for Warriors most-used tribes - but ah well.
Decent enough Mech that has good options for corruption - might find a place in a deck with the new N'Zoth, since even just as a 5/5 Divine Shield that's pretty great to pull back from the dead.
Demon Zoo will want this guy, and with Fire Breather I think it might actually have some legs. That 1 Attack is disappointing, but there's plenty of ways to buff it up as needed if it sticks around, which it likely will.