Very interesting effect. A little like Argent Braggart, except it makes something of your opponent's smaller. I think this could be very useful as pseudo-removal/tempo for Control Priest. Very cool card. Love the design.
Nice big boy for Healin' Priest. Good roadblock for aggro, and a good sized minion to force removal from slower decks. I think this has potential in Control decks.
This is an OK AoE. Not really a fan of its Rank 1 form. Can't imagine there are that many boards it can clear. Once it starts ranking up things get a little brighter, but not by much.
Very strong defensive minion. Might work nicely for a Control Priest in an aggressive meta. Also works to heal your other minions, so you can make better value trades.
INFINITE VALUE. It's a fun little fake Thoughtsteal that you do have to protect to get value from it, but there's potential for it. I think it's slightly too weak to see play.
Good weapon. Self-Sharpening Sword is better in most cases, but there's no rule saying that you can't run both in a Weapon deck. I like that there's enough Poisons to make one of these last for a very long time, which could be a big selling point on its behalf. You do have to run a lot of Poisons to make this worthwhile.
If you're really set on using your Hero Power in a weapon deck, maybe you're fine with running this. Otherwise, it seems like the effect is too weak to be taken seriously.
Good minion to chip in damage. Particularly devastating with Shadowstep and Secret Passage. It might find a way into OTK decks, but I think it's more likely that we see it as just another part of Tempo/Burn Rogue decks.
Good if you want to start using your weapon to control the board without sacrificing Health, instead of what Weapon Rogue currently does, which is hit face. I think this card is one of the weaker Poisons, mainly because most of what it does is irrelevant to current weapon decks.
Flurgl is a very good tool for Murlocs, giving them the ability to control an aggressive opponent's board while also chipping in extra face damage. As I see this, Murloc Shaman has very few weaknesses. It has strong, synergistic minions. It has a variety of ways to control the board. It has relevant card draw. It has powerful AoE buffs. This will be the deck to beat on day 1, and I think it will continue to be a force in the meta.
I really like that the addition of spell schools allowed Blizzard to do something as powerful as this. +3 Spell Damage is very good, and Shaman has a lot of Nature spells to take advantage of the extra damage. Maybe Burn Shaman is thing, or maybe this works in a slower Shaman deck to boost its removal abilities.
I think this is pretty good as early board control. The first rank alone can deal 4 damage to minions for 2 mana. Control Shaman, if that is even going to be a thing, will run this. I'll be interested to see if there are going to be any slower strategies for Shaman, or if they're all going to be Murlocs.
VERY good AoE buff for Murloc Shaman, which is definitely going to be a thing. The amount of stats you can add to the board is staggering, and Lightning Bloom is always lurking as a way to cheat this out before an opponent is ready to deal with it. Murloc Shaman is going to be absurdly powerful.
Could be nice to get additional value and removal tools in long games, or to stretch your AoE and removal against aggressive decks. I think she's a solid card with enough flexibility to be worth putting into a lot of different decks and supports a variety of play styles.
Decent removal and stabilization for Toss Warlock, if you get deep enough in your deck for the Battlecry to actually work. Otherwise it's a 3/3 with Lifesteal, which is OK. I'm not picking up what Tosslock is putting down, if you catch my meaning.
This card sucks. I am not a fan of summoning a couple of small bodies in the mid-game, even if you technically only had to spend 2 mana to do it. Deathmatch Pavilion doesn't see play, and I see no reason that this card does, either.
Could be a useful tool for Egg Zoo, but only if the meta is comparatively aggressive. Seems like the kind of card that's a meta call rather than something you plan on putting in your deck without knowing the meta.
Good stats for a Control or Midrange Warrior, with plenty of ways to curve a Weapon into playing him on 5. The new card-draw Weapon looks like it can play really well with this, and I think there's a really good chance that this makes the cut in a number of decks.
Push-Ups Warrior (as Flux has commanded it be called) looks fun, but not good. Handbuffs have never really been that powerful in most metas, and I don't think the coming one will be any exception.
Very interesting effect. A little like Argent Braggart, except it makes something of your opponent's smaller. I think this could be very useful as pseudo-removal/tempo for Control Priest. Very cool card. Love the design.
Nice big boy for Healin' Priest. Good roadblock for aggro, and a good sized minion to force removal from slower decks. I think this has potential in Control decks.
This is an OK AoE. Not really a fan of its Rank 1 form. Can't imagine there are that many boards it can clear. Once it starts ranking up things get a little brighter, but not by much.
Very strong defensive minion. Might work nicely for a Control Priest in an aggressive meta. Also works to heal your other minions, so you can make better value trades.
INFINITE VALUE. It's a fun little fake Thoughtsteal that you do have to protect to get value from it, but there's potential for it. I think it's slightly too weak to see play.
Nice combo with Xyrella against aggressive decks. I don't think this makes sense to play otherwise.
Good weapon. Self-Sharpening Sword is better in most cases, but there's no rule saying that you can't run both in a Weapon deck. I like that there's enough Poisons to make one of these last for a very long time, which could be a big selling point on its behalf. You do have to run a lot of Poisons to make this worthwhile.
If you're really set on using your Hero Power in a weapon deck, maybe you're fine with running this. Otherwise, it seems like the effect is too weak to be taken seriously.
Good minion to chip in damage. Particularly devastating with Shadowstep and Secret Passage. It might find a way into OTK decks, but I think it's more likely that we see it as just another part of Tempo/Burn Rogue decks.
Good if you want to start using your weapon to control the board without sacrificing Health, instead of what Weapon Rogue currently does, which is hit face. I think this card is one of the weaker Poisons, mainly because most of what it does is irrelevant to current weapon decks.
Brace yourselves...Murlocs are coming.
Flurgl is a very good tool for Murlocs, giving them the ability to control an aggressive opponent's board while also chipping in extra face damage. As I see this, Murloc Shaman has very few weaknesses. It has strong, synergistic minions. It has a variety of ways to control the board. It has relevant card draw. It has powerful AoE buffs. This will be the deck to beat on day 1, and I think it will continue to be a force in the meta.
I really like that the addition of spell schools allowed Blizzard to do something as powerful as this. +3 Spell Damage is very good, and Shaman has a lot of Nature spells to take advantage of the extra damage. Maybe Burn Shaman is thing, or maybe this works in a slower Shaman deck to boost its removal abilities.
I think this is pretty good as early board control. The first rank alone can deal 4 damage to minions for 2 mana. Control Shaman, if that is even going to be a thing, will run this. I'll be interested to see if there are going to be any slower strategies for Shaman, or if they're all going to be Murlocs.
VERY good AoE buff for Murloc Shaman, which is definitely going to be a thing. The amount of stats you can add to the board is staggering, and Lightning Bloom is always lurking as a way to cheat this out before an opponent is ready to deal with it. Murloc Shaman is going to be absurdly powerful.
Could be nice to get additional value and removal tools in long games, or to stretch your AoE and removal against aggressive decks. I think she's a solid card with enough flexibility to be worth putting into a lot of different decks and supports a variety of play styles.
Decent removal and stabilization for Toss Warlock, if you get deep enough in your deck for the Battlecry to actually work. Otherwise it's a 3/3 with Lifesteal, which is OK. I'm not picking up what Tosslock is putting down, if you catch my meaning.
This card sucks. I am not a fan of summoning a couple of small bodies in the mid-game, even if you technically only had to spend 2 mana to do it. Deathmatch Pavilion doesn't see play, and I see no reason that this card does, either.
Could be a useful tool for Egg Zoo, but only if the meta is comparatively aggressive. Seems like the kind of card that's a meta call rather than something you plan on putting in your deck without knowing the meta.
Good stats for a Control or Midrange Warrior, with plenty of ways to curve a Weapon into playing him on 5. The new card-draw Weapon looks like it can play really well with this, and I think there's a really good chance that this makes the cut in a number of decks.
Push-Ups Warrior (as Flux has commanded it be called) looks fun, but not good. Handbuffs have never really been that powerful in most metas, and I don't think the coming one will be any exception.