This is really expensive for a minion that seems to want to be an aggressive minion, and there are very few ways to cheat it out early (and most ways to cheat it out can cheat out much better Deathrattle minions).
Doomhammer without Overload, with the trade-off being it's easier for your opponent to get rid of (but the upside that it isn't limited by Durability). It's great for controlling the board, or finishing your opponent off with a few Attack buffs.
The weird weakness of Aggro Demon Hunter was the lack of very good 2-drops. This is a very good 2-drop, because at the very least it forces your opponent to kill it before it can get really big (even if you never get it to massive levels when it does go unanswered).
Is good card. Discover, and mana discount on a cheap spell for a class that already likes to play slow, spell-centric decks and have lots of spells in hand already.
It's better in Wild, where you have tempo-positive shufflers like Fal'dorei Strider that are just good and as a side effect make this cost less. You're not building a deck trying to make this cost less, you're running it because you already have good cards that also make it cost less. Standard is not quite there yet.
This is a decent Tempo play for a Dude Paladin deck that expects to be ahead on board more often than not. Just the threat of it makes each and every SHR a must-kill in most matchups. Dude Paladin will probably be all right, and this is unlikely to see play in any other archetype.
Fantastic. Even if you're not in an Attack-based Shaman deck, this gives you the ability to take care of two small minions relatively early in the game, which is very good news for slower Shaman decks. It's utterly amazing if you happen to have a Doomhammer equipped.
It's an OK finisher if you already have a reason to be playing a Tempo Elementals deck, but this kind of finisher is not solely the reason to play Elementals. Could be game-winning in the right matchups, and completely irrelevant in others.
I just don't see it. His effect wants you to play him in a tempo deck, but the payoff for building your deck around him (and he's only one card in a 30-card deck) is that you get some extra face damage to go along with the board control that you were already inherently receiving from your Rush minions. In what world do you NEED to push in some extra face damage if you're already controlling the board?
Compare this to Town Crier and remember how Tome of Intellect compares to Babbling Book. Lesson: Never expect from a spell the same playability as a minion that costs the same and does the same thing. Having a body attached to the effect is always better.
This card is terrible. You pay 4 for two semi-random Secrets which would normally combine to cost 4, and the weapon itself provides no offensive pressure or board control flexibility.
This is a fine card. It's in some ways a better Tar Creeper, but I think in this meta (and with how Demon Hunters play) that being a fine card may not be enough to make the cut. My collection is already cluttered with decently efficient Demon Hunter Taunts, and this will likely join them in obscurity, which is sad.
Comparable to Omega Devastator, but with more of a failsafe if you have to play it on curve. However, the stats are bad and the failsafe is weak, and I'm not sure that a deck that can count on Corrupting it will want to run it.
Feels really good, especially considering Demon Hunter already runs Pen Flinger (which synergizes like gangbusters with this), as a cheap way to remove your opponent's board. Obviously, a huge downside that you don't get it back if you don't kill the thing it hits but I am cautiously optimistic this card works its way into Souls builds.
This is some pretty bad stats for a 3-drop, but I'm a sucker for cards that put cards from your deck into play. It may not end up being very good but I know that I will be trying it out in as many places as I can. Probably at its best in Mage, but not terrible in Hunter or Rogue.
This is probably the least efficient way for Demon Hunter to give its Hero Attack for a turn. Likely would be at its best if you want to attack a large minion with Aldrachi Warblades. Pretty inflexible when compared to Twin Slice.
This is really expensive for a minion that seems to want to be an aggressive minion, and there are very few ways to cheat it out early (and most ways to cheat it out can cheat out much better Deathrattle minions).
Doomhammer without Overload, with the trade-off being it's easier for your opponent to get rid of (but the upside that it isn't limited by Durability). It's great for controlling the board, or finishing your opponent off with a few Attack buffs.
The weird weakness of Aggro Demon Hunter was the lack of very good 2-drops. This is a very good 2-drop, because at the very least it forces your opponent to kill it before it can get really big (even if you never get it to massive levels when it does go unanswered).
Is good card. Discover, and mana discount on a cheap spell for a class that already likes to play slow, spell-centric decks and have lots of spells in hand already.
It's better in Wild, where you have tempo-positive shufflers like Fal'dorei Strider that are just good and as a side effect make this cost less. You're not building a deck trying to make this cost less, you're running it because you already have good cards that also make it cost less. Standard is not quite there yet.
Random 8-drop for 8. So, no mana discount for the random effect, just 8 armor. Thanks, Natalie Seline, I guess I'll die now.
Some combo eventually breaks this, but otherwise I'm not feeling good about putting it into just any deck.
This is a decent Tempo play for a Dude Paladin deck that expects to be ahead on board more often than not. Just the threat of it makes each and every SHR a must-kill in most matchups. Dude Paladin will probably be all right, and this is unlikely to see play in any other archetype.
Cheap, flexible removal. Allows Druid a lot more versatility in answering minions while still progressing their Ramp agenda.
Fantastic. Even if you're not in an Attack-based Shaman deck, this gives you the ability to take care of two small minions relatively early in the game, which is very good news for slower Shaman decks. It's utterly amazing if you happen to have a Doomhammer equipped.
It's an OK finisher if you already have a reason to be playing a Tempo Elementals deck, but this kind of finisher is not solely the reason to play Elementals. Could be game-winning in the right matchups, and completely irrelevant in others.
Rogue gets a defensive tool? Awesome. This will be annoying to play against, but much less annoying than Ice Block or Time Out!. I like it.
I just don't see it. His effect wants you to play him in a tempo deck, but the payoff for building your deck around him (and he's only one card in a 30-card deck) is that you get some extra face damage to go along with the board control that you were already inherently receiving from your Rush minions. In what world do you NEED to push in some extra face damage if you're already controlling the board?
Compare this to Town Crier and remember how Tome of Intellect compares to Babbling Book. Lesson: Never expect from a spell the same playability as a minion that costs the same and does the same thing. Having a body attached to the effect is always better.
This card is terrible. You pay 4 for two semi-random Secrets which would normally combine to cost 4, and the weapon itself provides no offensive pressure or board control flexibility.
This is a fine card. It's in some ways a better Tar Creeper, but I think in this meta (and with how Demon Hunters play) that being a fine card may not be enough to make the cut. My collection is already cluttered with decently efficient Demon Hunter Taunts, and this will likely join them in obscurity, which is sad.
Comparable to Omega Devastator, but with more of a failsafe if you have to play it on curve. However, the stats are bad and the failsafe is weak, and I'm not sure that a deck that can count on Corrupting it will want to run it.
Feels really good, especially considering Demon Hunter already runs Pen Flinger (which synergizes like gangbusters with this), as a cheap way to remove your opponent's board. Obviously, a huge downside that you don't get it back if you don't kill the thing it hits but I am cautiously optimistic this card works its way into Souls builds.
This is some pretty bad stats for a 3-drop, but I'm a sucker for cards that put cards from your deck into play. It may not end up being very good but I know that I will be trying it out in as many places as I can. Probably at its best in Mage, but not terrible in Hunter or Rogue.
This is probably the least efficient way for Demon Hunter to give its Hero Attack for a turn. Likely would be at its best if you want to attack a large minion with Aldrachi Warblades. Pretty inflexible when compared to Twin Slice.