This is the Aura that would most benefit from some variety of cost reduction, like from Holy Cowboy, because otherwise that's a lot of random for a bit too much Mana and most 6-Drops in Standard aren't the kind of minions that you want to summon randomly (or at the end of your turn).
Hand Buff Paladin is one of my weak spots, but for the most part the archetype has never been that powerful. A 2 Attack weapon that costs 4 is not going to bring handbuffs back.
Powerful location for Battlecry Shaman. I'd be interested in trying to use this to tutor specifically Shudder or Hagatha, and run otherwise only spells or minions that don't have Battlecries but that probably is getting a little too cute with a card that's just good.
I'm a lot lower on this card than those above me. If it's going to see play it'd be in a deck that has plenty of targets, and I don't think Warrior has enough to make that happen.
Rogue always has to have at least two cards that Cost 1 and draw cards in Standard, it's the law. I mean, even if you didn't have the second half of the card, drawing a minion for 1 Mana is still pretty good. I like Pirate Rogue, so I'll definitely try to see how powerful this card can get.
I really like this as a board clear for Dragon Priest, which is a deck I'm really excited for. I hope the deck is good, because the alternative is more Raza bull, which I am not at all thrilled to see.
This is a middling minion, although the Deathrattle does get you two Refreshes. If Nazmani Bloodweaver was in Standard I'd be a lot higher on this card.
Absolutely not. Why do we still have "for the rest of game" effects? Also, why doesn't this have any requirements? I don't have to build my deck a certain way or play a certain number of minions, I just have to put a 5 Mana 5/5 in my deck et voila! No thanks, Blizzard. Please send this one back.
You want to trigger that combo for this to be good, but you should be able to most of the time - os it's a good card. Two 3 Attack Rushers for 3 should help win the board back if you're on the back foot, and it might be a neat little on curve play from a toy boat.
A solid card, since Rogue has plenty of ways to summon Pirates. I'm a sucker for card draw, especially when it's attached to a minion that the opponent needs to answer before it spirals out of control.
I like Dragon decks. Dragon Priest has always been a little weird, the class usually needs a truly bonkers card like Drakonid OP to force it into the tribe, and this probably is good enough to be that card. It'll be interesting to see if it's used more to set up lethal turns, or if it's used to reset the board and prevent the opponent from killing you.
Yeah, this is great. If you're in a deck where Auras matter, or even if you're just running a few, getting an extra turn can be devastating. I know well the feeling of waiting for Deputization Aura to wear off, so getting two extra turns on that bugger thanks to a couple of these guys will be very, very powerful.
You gotta be able to put this into play with Mana reduction or some summoning effect; I can't imagine you're happy paying full price for it. On ten, if you have the Coin, you can play both halves for two 6/7s, which might be nice board control or a lethal burst of damage.
A slightly cheaper Volcano (nice nod, that) that also heals your Hero? Sounds great, sign me up. I can imagine that Reno Shaman runs a copy, and if there's any other slow Shaman decks around they'll use it too.
A fun little finisher for Mech-related synergies; and you don't even have to go all-in on the tribe since Dr. Boom is very selective in the company he keeps. maybe a tiny Mech subtheme in Reno Warrior so Brann can double the battlecry?
A solid card draw spell for Secrets - and you can save the Secret until you need it to cheaply activate some effect. I'm not sure how good Secret Mage will be in the new meta, but there's always hope (Objection, blessedly, is leaving us).
Sure. It's a lot of stats for less Mana, and there's always a chance you can target it with Summon effects to remove the downside. the 6/8 with Taunt is probably better in most cases, however. Unless you're running both...
This is the Aura that would most benefit from some variety of cost reduction, like from Holy Cowboy, because otherwise that's a lot of random for a bit too much Mana and most 6-Drops in Standard aren't the kind of minions that you want to summon randomly (or at the end of your turn).
Hand Buff Paladin is one of my weak spots, but for the most part the archetype has never been that powerful. A 2 Attack weapon that costs 4 is not going to bring handbuffs back.
Powerful location for Battlecry Shaman. I'd be interested in trying to use this to tutor specifically Shudder or Hagatha, and run otherwise only spells or minions that don't have Battlecries but that probably is getting a little too cute with a card that's just good.
I'm a lot lower on this card than those above me. If it's going to see play it'd be in a deck that has plenty of targets, and I don't think Warrior has enough to make that happen.
Rogue always has to have at least two cards that Cost 1 and draw cards in Standard, it's the law. I mean, even if you didn't have the second half of the card, drawing a minion for 1 Mana is still pretty good. I like Pirate Rogue, so I'll definitely try to see how powerful this card can get.
A solid Taunt minion for Dragon Priest, and that miniaturize is so good as extra value. I really want Dragon Priest to be good!
I really like this as a board clear for Dragon Priest, which is a deck I'm really excited for. I hope the deck is good, because the alternative is more Raza bull, which I am not at all thrilled to see.
This is a middling minion, although the Deathrattle does get you two Refreshes. If Nazmani Bloodweaver was in Standard I'd be a lot higher on this card.
Absolutely not. Why do we still have "for the rest of game" effects? Also, why doesn't this have any requirements? I don't have to build my deck a certain way or play a certain number of minions, I just have to put a 5 Mana 5/5 in my deck et voila! No thanks, Blizzard. Please send this one back.
You want to trigger that combo for this to be good, but you should be able to most of the time - os it's a good card. Two 3 Attack Rushers for 3 should help win the board back if you're on the back foot, and it might be a neat little on curve play from a toy boat.
A solid card, since Rogue has plenty of ways to summon Pirates. I'm a sucker for card draw, especially when it's attached to a minion that the opponent needs to answer before it spirals out of control.
I like Dragon decks. Dragon Priest has always been a little weird, the class usually needs a truly bonkers card like Drakonid OP to force it into the tribe, and this probably is good enough to be that card. It'll be interesting to see if it's used more to set up lethal turns, or if it's used to reset the board and prevent the opponent from killing you.
Hey, it's me! Good effect, nice card selection. I imagine Naga DH will need new Naga to play with, and this should be a great fit.
Yeah, this is great. If you're in a deck where Auras matter, or even if you're just running a few, getting an extra turn can be devastating. I know well the feeling of waiting for Deputization Aura to wear off, so getting two extra turns on that bugger thanks to a couple of these guys will be very, very powerful.
You gotta be able to put this into play with Mana reduction or some summoning effect; I can't imagine you're happy paying full price for it. On ten, if you have the Coin, you can play both halves for two 6/7s, which might be nice board control or a lethal burst of damage.
A slightly cheaper Volcano (nice nod, that) that also heals your Hero? Sounds great, sign me up. I can imagine that Reno Shaman runs a copy, and if there's any other slow Shaman decks around they'll use it too.
This Hero card has a devilish design
What deck will make the Horseman shine?
Control, or Aggro, or a Combo with Undead?
Find out quickly, before you draw his Head
A fun little finisher for Mech-related synergies; and you don't even have to go all-in on the tribe since Dr. Boom is very selective in the company he keeps. maybe a tiny Mech subtheme in Reno Warrior so Brann can double the battlecry?
A solid card draw spell for Secrets - and you can save the Secret until you need it to cheaply activate some effect. I'm not sure how good Secret Mage will be in the new meta, but there's always hope (Objection, blessedly, is leaving us).
Sure. It's a lot of stats for less Mana, and there's always a chance you can target it with Summon effects to remove the downside. the 6/8 with Taunt is probably better in most cases, however. Unless you're running both...