This is gonna be nuts, I definitely think this is gonna see a nerf at some point. The effect is just... insanely good for any aggressive deck. Refill your hand to push through for that final finish? Sign me up.
Would see play for the statline + Spell Damage alone, but I eagerly await whatever silly combo 1 mana Spell Damage enables. Don't know that it'll ever be oppressive in Standard, and Wild has much better stuff, but I like it anyway.
This does so much for both Priest and Warlock. It helps with their health change theme, helps Warlock with any damage cards, helps Priest damage themselves to then be able to heal up, and lets you get back two minions - they could even be Flesh Giants that cost (0) by that point!
Another classic custom hearthstone mechanic finally realised in-game.
Obviously amazing for any deck that runs a good amount of damaging spells, but I don't know that you start running, say, Rapid Fire just because you have Slate unless you were already going to be running it.
I'm gonna call it random 5-drop pool nerfing garbage... but I'm always secretly worried that an effect like this will finally be good. Demon Hunter and Hunter both have ways to generate many tokens to feed this, after all.
I think it's adorable that the tokens are all anagrams of the original Animal Companions. Card's incredibly strong, too, so we'll be seeing them a fair bit.
I'm gonna be honest, I wasn't expecting a new Secret for Rogue. I love that they've decided to keep adding them - perhaps a hint to a rework of their Classic set in the future? Maybe Paladin can drop their Secrets too?
One of my favourite cards of the set. I love a good random value generator, and this has the opportunity to steal spells from your opponent too! I don't know that this will find its way into serious decks - perhaps some fatigue strategies - but I'll certainly be running it in plenty of my decks.
I love that this is a neutral weapon. I'm also very excited to see how it ends up playing out, because I have to be honest - I love the mechanic, but I don't know how useful it's going to be in Hearthstone. My instinct is to say it's amazing, but that might be the Magic player in me.
This feels so very pushed, and yet I don't hate it? I think because everything it does is just strong stats and protecting itself from damage - you can still interact, you can still play against it, it doesn't take anything out, it's just... good.
I love all these Studies, but I do have a soft spot for this one because it can go infinite, which is silly and ridiculous and makes me want to build a deck meant to take advantage of it. I suppose it makes sense with cards like Gibberling.
Fantastic reference and a great buff for the 2 mana slot. Wish it healed face for that perfect flavour connection, but honestly the effect it does have is way better than that would be, so I can't really complain.
This is one I'm gonna have to mess around with - can't wait to see how it handles buffs. My instinct is that you'll just get an 8/8, but who knows, maybe they went wild with it.
I love this little subtheme of 'ghost' minions - they're like a variation on Reborn or Twinspell and I think it's a really cute idea. Glad they didn't try to push it too hard because the cards aren't actually great, but a fun theme nonetheless.
It is actually quite interesting that this is the third 1-Cost 'random Demon' card for Warlock. Obviously two of them Discover making them significantly better, but it's still a strange little trend. I wonder if they'll keep escalating in power or if we'll start seeing worse versions of cards popping up in Standard to curate a meta.
Damn, I love this card. I think it's probably not going to destroy the meta or anything, but it's something I'll certainly be messing around with. Probably in Wild, where you can better take advantage of the effect.
This will see little to no play. It's a weak disruption tool at the very best, and while the stats are theoretically nice for the cost, the effect is so niche and targeted that the actual body doesn't really factor into the equation much, if at all. With Loatheb, you can be sure you're fucking over someone's turn - this you need to be far more calculated with.
This card is insanely good protection, but it just doesn't fit in most decks, unfortunately. I can see it making its way into some token or zoo lists, but spots are tight and you'd have to know that you're facing spells you don't want targeting you.
This is gonna be nuts, I definitely think this is gonna see a nerf at some point. The effect is just... insanely good for any aggressive deck. Refill your hand to push through for that final finish? Sign me up.
Would see play for the statline + Spell Damage alone, but I eagerly await whatever silly combo 1 mana Spell Damage enables. Don't know that it'll ever be oppressive in Standard, and Wild has much better stuff, but I like it anyway.
This does so much for both Priest and Warlock. It helps with their health change theme, helps Warlock with any damage cards, helps Priest damage themselves to then be able to heal up, and lets you get back two minions - they could even be Flesh Giants that cost (0) by that point!
Another classic custom hearthstone mechanic finally realised in-game.
Obviously amazing for any deck that runs a good amount of damaging spells, but I don't know that you start running, say, Rapid Fire just because you have Slate unless you were already going to be running it.
Ah, I miss when this was Fluffy. This'll see play in Zoo and Token probably, but that's about it.
I'm gonna call it random 5-drop pool nerfing garbage... but I'm always secretly worried that an effect like this will finally be good. Demon Hunter and Hunter both have ways to generate many tokens to feed this, after all.
But no. It's garbage. Surely.
I think it's adorable that the tokens are all anagrams of the original Animal Companions. Card's incredibly strong, too, so we'll be seeing them a fair bit.
I'm gonna be honest, I wasn't expecting a new Secret for Rogue. I love that they've decided to keep adding them - perhaps a hint to a rework of their Classic set in the future? Maybe Paladin can drop their Secrets too?
One of my favourite cards of the set. I love a good random value generator, and this has the opportunity to steal spells from your opponent too! I don't know that this will find its way into serious decks - perhaps some fatigue strategies - but I'll certainly be running it in plenty of my decks.
I love that this is a neutral weapon. I'm also very excited to see how it ends up playing out, because I have to be honest - I love the mechanic, but I don't know how useful it's going to be in Hearthstone. My instinct is to say it's amazing, but that might be the Magic player in me.
This feels so very pushed, and yet I don't hate it? I think because everything it does is just strong stats and protecting itself from damage - you can still interact, you can still play against it, it doesn't take anything out, it's just... good.
Plus, I mean, great name. 10/10
I'm going to love playing with this card. I'll probably use it terribly, but when I get to dump someone's combo piece, it'll all be worth it.
I love all these Studies, but I do have a soft spot for this one because it can go infinite, which is silly and ridiculous and makes me want to build a deck meant to take advantage of it. I suppose it makes sense with cards like Gibberling.
Fantastic reference and a great buff for the 2 mana slot. Wish it healed face for that perfect flavour connection, but honestly the effect it does have is way better than that would be, so I can't really complain.
This is one I'm gonna have to mess around with - can't wait to see how it handles buffs. My instinct is that you'll just get an 8/8, but who knows, maybe they went wild with it.
I love this little subtheme of 'ghost' minions - they're like a variation on Reborn or Twinspell and I think it's a really cute idea. Glad they didn't try to push it too hard because the cards aren't actually great, but a fun theme nonetheless.
It is actually quite interesting that this is the third 1-Cost 'random Demon' card for Warlock. Obviously two of them Discover making them significantly better, but it's still a strange little trend. I wonder if they'll keep escalating in power or if we'll start seeing worse versions of cards popping up in Standard to curate a meta.
Damn, I love this card. I think it's probably not going to destroy the meta or anything, but it's something I'll certainly be messing around with. Probably in Wild, where you can better take advantage of the effect.
This will see little to no play. It's a weak disruption tool at the very best, and while the stats are theoretically nice for the cost, the effect is so niche and targeted that the actual body doesn't really factor into the equation much, if at all. With Loatheb, you can be sure you're fucking over someone's turn - this you need to be far more calculated with.
This card is insanely good protection, but it just doesn't fit in most decks, unfortunately. I can see it making its way into some token or zoo lists, but spots are tight and you'd have to know that you're facing spells you don't want targeting you.