Good for Freeze decks, kind of good for Hero Power decks. If the meta allows it, maybe we'll see this in Hero Power Mage again. Other options: discounting Floecaster, enabling Freeze kill effects.
It's a 1 Mana 2/2 that effectively pays you back for the Mana you spent on it. This can go into any number of Mage decks- not just Big Spells, but really any Mage deck that runs spells. I think that's all Mage decks. We should get very used to seeing this minion.
This is a pretty good card. For 4 mana you can answer an 8 Health minion like Flesh Giant, which makes this spell very appealing in the current meta. I think there's a good chance we see this going into some Demon Hunter decks.
Very strong card draw for any type of Paladin deck that isn't big minions. I think we will see this card make its way into Libram Paladin or Handbuff Paladin.
I just think this card is too slow. Sure, getting extra Health on your minions is great but how many minions are you going to have in play over three turns? Feels very win-more, and not necessarily in a way that actually leads to winning the game.
So it's like Inner Fire, except they added a little bit when they increased the Cost. We're probably looking at something that enables an OTK or doesn't see play.
This could be really scary, especially in concert with cheap AoE heals. Does Aggro Token Priest have a chance? Probably not, but you can at least try the deck out.
Decent tempo, and a better Chillwind Yeti when the Combo goes off. Could see play in Tempo or aggressive Rogue decks that have enough cheap ways to activate the combo (Foxy Fraud, for instance). You have to at least try it if you're running a Tempo deck.
Contraband Stash is the big payoff for Thief Rogue: a little clunky but definitely worth running if you're playing that deck. From game to game you've got less of an idea of what kind of things oyu'll get for your stash, but I think there's a good chance it will usually be pretty good.
Cheaper Initiation, except you have to hit that HK to get the copy. It's cheap enough that you can find places to weave it in and get that trigger to go off, so I think this should be a pretty good card for whatever Priest decks decide to run it.
Very powerful 2-Drop for a variety of aggressive Demon Hunter decks. Tokens loves it, Aggro loves it, basically any deck that runs cheap weapons that it can play on turn 1 will love it.
Another good tempo piece for Thief Rogue, giving them a chance to fight on the board and keep their opponent from killing them. Should be really good for Thief Rogue and obviously isn't anything for any other archetype.
Pretty good tempo for Burgle Rogue, with enough 1 or 2 Cost thief cards that you have a good chance of activating this on curve. I like it a lot, and I'll definitely be playing Thief Rogue with two copies of it.
It's fine. We don't have a lot of Burgle stuff in Standard, so maybe this makes the deck by default. Its best feature is that you can't find Neutral deathrattles, which cuts the pool by quite a few terrible options. There's probably nothing that can be done with it consistently, but it should do fun stuff.
This is very likely going to draw a card, and the 3 Health restored is a nice bonus. Obviously a tool for slower Priest decks to stay alive against aggro while drawing cards. Probably going to see play.
Very strong for Big Paladin decks, giving them some life back while finding one of their big minions for Cavalry Horn. It might be just enough to stall an aggressive deck, but I'm thinking the deck is probably too slow.
Good for Big Paladin, giving them some initiative and removal while also enabling their expensive minions. This is obviously a staple for Big Paladin regardless of the deck's power level. The more aggressive the meta is, the less viable Big Paladin will be. My guess is that we're looking at a high Tier 3 deck.
Nice spell for defensive Paladin decks that need to protect their face while getting to their finishers. It's a bit slow, since you probably won't be able to get it on curve most of the time and will instead have to find ways to weave in a Heal spell.
Good for Freeze decks, kind of good for Hero Power decks. If the meta allows it, maybe we'll see this in Hero Power Mage again. Other options: discounting Floecaster, enabling Freeze kill effects.
It's a 1 Mana 2/2 that effectively pays you back for the Mana you spent on it. This can go into any number of Mage decks- not just Big Spells, but really any Mage deck that runs spells. I think that's all Mage decks. We should get very used to seeing this minion.
This is a pretty good card. For 4 mana you can answer an 8 Health minion like Flesh Giant, which makes this spell very appealing in the current meta. I think there's a good chance we see this going into some Demon Hunter decks.
Very strong card draw for any type of Paladin deck that isn't big minions. I think we will see this card make its way into Libram Paladin or Handbuff Paladin.
I just think this card is too slow. Sure, getting extra Health on your minions is great but how many minions are you going to have in play over three turns? Feels very win-more, and not necessarily in a way that actually leads to winning the game.
So it's like Inner Fire, except they added a little bit when they increased the Cost. We're probably looking at something that enables an OTK or doesn't see play.
This could be really scary, especially in concert with cheap AoE heals. Does Aggro Token Priest have a chance? Probably not, but you can at least try the deck out.
Very big, lots of stats, but probably too expensive for Hunter in Standard.
Decent tempo, and a better Chillwind Yeti when the Combo goes off. Could see play in Tempo or aggressive Rogue decks that have enough cheap ways to activate the combo (Foxy Fraud, for instance). You have to at least try it if you're running a Tempo deck.
Contraband Stash is the big payoff for Thief Rogue: a little clunky but definitely worth running if you're playing that deck. From game to game you've got less of an idea of what kind of things oyu'll get for your stash, but I think there's a good chance it will usually be pretty good.
Cheaper Initiation, except you have to hit that HK to get the copy. It's cheap enough that you can find places to weave it in and get that trigger to go off, so I think this should be a pretty good card for whatever Priest decks decide to run it.
Very powerful 2-Drop for a variety of aggressive Demon Hunter decks. Tokens loves it, Aggro loves it, basically any deck that runs cheap weapons that it can play on turn 1 will love it.
Another good tempo piece for Thief Rogue, giving them a chance to fight on the board and keep their opponent from killing them. Should be really good for Thief Rogue and obviously isn't anything for any other archetype.
Pretty good tempo for Burgle Rogue, with enough 1 or 2 Cost thief cards that you have a good chance of activating this on curve. I like it a lot, and I'll definitely be playing Thief Rogue with two copies of it.
It's fine. We don't have a lot of Burgle stuff in Standard, so maybe this makes the deck by default. Its best feature is that you can't find Neutral deathrattles, which cuts the pool by quite a few terrible options. There's probably nothing that can be done with it consistently, but it should do fun stuff.
This is very likely going to draw a card, and the 3 Health restored is a nice bonus. Obviously a tool for slower Priest decks to stay alive against aggro while drawing cards. Probably going to see play.
Very strong for Big Paladin decks, giving them some life back while finding one of their big minions for Cavalry Horn. It might be just enough to stall an aggressive deck, but I'm thinking the deck is probably too slow.
An OK buff spell, a bit too expensive but it might see play. More likely that it's good for Arena and not for Standard.
Good for Big Paladin, giving them some initiative and removal while also enabling their expensive minions. This is obviously a staple for Big Paladin regardless of the deck's power level. The more aggressive the meta is, the less viable Big Paladin will be. My guess is that we're looking at a high Tier 3 deck.
Nice spell for defensive Paladin decks that need to protect their face while getting to their finishers. It's a bit slow, since you probably won't be able to get it on curve most of the time and will instead have to find ways to weave in a Heal spell.