It's an interesting card, wanting the board to be equalized to effectively clear it. Or maybe not, if you have the higher-Health minions. I'm sure someone will find a way to utilize this card to the fullest.
It's garbage. Holy Smite is better, hell Arcane Shot is better. I'm not damaging my board to inflict three damage to an enemy minion; if I'm gonna remove stuff, I'm going to blow up everything like a Warlock should lol.
"Lowest Cost card" is preferable because you can get away with throwing out your trash leftovers; "Highest Cost" means you're threatening to lose something of actual value. As others have noted, this exists specifically because of Hand of Gul'dan.
Oh God, I hope this doesn't mean we're seeing more discolock cards later in the Year. I'm so tired of supporting that failed archetype; move on to something else, please. I hate discarding.
Too slow, plus you need to time it right to get the most out of the effect. Not as hard for the Warlock as other classes, given their draw potential, but still obnoxious.
I love the card: it combines a lot of things I like, with Taunt, Deathrattle, and respectable stats. Harder to utilize without mana-cheating, but a great revive target for Kanrethad Prime.
There are a lot of Imps in Standard right now, so I'm not really sold on its viability in getting bigger/cool stuff. It could be ANY Demon, though, and the Demon Hunter has a number of great Demons. Maybe you run this as a one-of in case you need the fuel.
Standard needs more Big Demons to really justify running him; what are you planning to revive otherwise, a Flame Imp? In Wild, though, I can definitely see a Big Demonlock happening with Bloodreaver Gul'dan as another way to revive all the threats.
The only Shaman card from this expansion I 100% like, it will see play for sure. No conditions or limiting factors; just a straight-forward spell that can get the job done. Flanking Strike was good, and this has the potential to match that.
Really hard to play on turn-3, so you'll have to wait until later to produce results. The potential is there; whether or not it can execute is another question entirely.
Another Shaman card that sounds fine in theory but won't work out in practice. I'm really not a fan of what the Shaman received this expansion, and I'm tired of Evolve mechanics.
Armorsmith turn-2 into this turn-3? Could be somethin'. I think the card is neat, but too impractical/clunky to see play.
It's an interesting card, wanting the board to be equalized to effectively clear it. Or maybe not, if you have the higher-Health minions. I'm sure someone will find a way to utilize this card to the fullest.
I feel as-though the negatives around this card outweigh the positives. Zephrys the Great can ruin your day, as can a simple Arcane Missiles.
Unless you plan to consistently win before turn 8, why would you not run this card? It's so good.
It's garbage. Holy Smite is better, hell Arcane Shot is better. I'm not damaging my board to inflict three damage to an enemy minion; if I'm gonna remove stuff, I'm going to blow up everything like a Warlock should lol.
"Lowest Cost card" is preferable because you can get away with throwing out your trash leftovers; "Highest Cost" means you're threatening to lose something of actual value. As others have noted, this exists specifically because of Hand of Gul'dan.
Oh God, I hope this doesn't mean we're seeing more discolock cards later in the Year. I'm so tired of supporting that failed archetype; move on to something else, please. I hate discarding.
Too slow, plus you need to time it right to get the most out of the effect. Not as hard for the Warlock as other classes, given their draw potential, but still obnoxious.
It's...okay, I guess. Tutoring a minion isn't the worst thing. I just don't see it being run in a deck I care about, so...yeah. *shrugs*
I love the card: it combines a lot of things I like, with Taunt, Deathrattle, and respectable stats. Harder to utilize without mana-cheating, but a great revive target for Kanrethad Prime.
There are a lot of Imps in Standard right now, so I'm not really sold on its viability in getting bigger/cool stuff. It could be ANY Demon, though, and the Demon Hunter has a number of great Demons. Maybe you run this as a one-of in case you need the fuel.
Pretty solid minion all-around. The Warlock likes to hurt himself, and this gives you a reward for doing so. There aren't enough of those.
Standard needs more Big Demons to really justify running him; what are you planning to revive otherwise, a Flame Imp? In Wild, though, I can definitely see a Big Demonlock happening with Bloodreaver Gul'dan as another way to revive all the threats.
I'm sure I'll be mad seeing this get top-decked, but I'll jump for joy when I do it myself.
I've been trying to do that this whole time; really should have been that way from the beginning.
Standard: Pure Libram Paladin, No-Minion Mage, Demon Hunter (something slower, preferably, like Big Demons).
Wild: Highlander The Last Kaleidosaur with Lady Liadrin and Libram of Wisdom. Quest Taunt Warrior like I always do.
What a waste of space. Could we not think of anything else to add to the Shaman's set?
The only Shaman card from this expansion I 100% like, it will see play for sure. No conditions or limiting factors; just a straight-forward spell that can get the job done. Flanking Strike was good, and this has the potential to match that.
Really hard to play on turn-3, so you'll have to wait until later to produce results. The potential is there; whether or not it can execute is another question entirely.
Another Shaman card that sounds fine in theory but won't work out in practice. I'm really not a fan of what the Shaman received this expansion, and I'm tired of Evolve mechanics.