I expect this card to be everywhere on ladder. Unless Pure Paladin just can't find a foothold in the upcoming meta, it will be played on ladder and there will be no reason not to put Yrel in that deck. Solid payoff for doing something people were already doing.
Huge tempo swing potential, and the "blood" effect is permanent, which means you don't have to play those cards immediately (which might open up some combo possibilities that are otherwise impossible). It's a real good card.
Very powerful in the right deck. A 3-Cost 4/1 "draw a card" isn't overly displeasing, but it's obviously not what you put this into a deck for. Probably finds a home in a cheap-card oriented aggro Demon Hunter.
Cool payoff for Secrets. Might be best in a slower Mage deck that doesn't mind the poor Tempo of playing a 5/5 on 6 to draw some cards. If there was more burn in Standard he might work as a top-end for a faster Tempo Secrets deck using him to dig for finishers.
It's a decent card, but probably too expensive to get put into an actual deck. That said, I wouldn't be displeased to see this off of Lightforged Crusader.
Great for slower decks that play expensive spells, but it has to be in hand to take advantage. For all that, it's a free 6/6 Taunt which by the time you play an 8 or greater cost card could be easily dealt with by your opponent. Might be fun in a Survival of the Fittest deck, but those decks can already run Anubisath Defender and that card can be free in a lot more ways.
This is a very slow way to win a game of Hearthstone, and it requires you to play four 5 cost Spells (none of which you would willingly put into your deck on their own). It just takes too long to set up to be any fun to play, and it doesn't feel reliable enough to consistently win you games.
If you put this card in your deck it means you are expecting your opponent to have a very specific board state that you can answer with 14 1/1s. Demon Hunter has a vast array of better cards, and cheaper ways to answer those types of boards.
Not sure how much better this is than Arcane Intellect, but forcing your opponent to keep up a steady stream of damage or watch you draw three is a great way to win a Control matchup. It probably works best if you can keep up pressure on your opponent and their minions, so that damaging you or addressing your minions is actually a choice and not just something they can do at their leisure.
It's a good on-curve play for a Tempo Secret deck, but what else is Secret Mage doing in Standard? It doesn't really have the burn and there aren't any other powerful tempo plays that it can make. Maybe this sees play another Tempo Mage deck that happens to have enough Secrets to make it work.
At this point it feels like there are more spells in Warrior that buff Taunts than there are actual Taunts in Warrior. The only way this card could see less play is if it didn't exist.
Pretty good. Worse than the original N'Zoth at building a board that is hard for your opponent to deal with, but makes up for that with the ability to pick and choose the exact minions you get back. I don't expect this to summon a full board most of the time.
Good finisher, provides you with free copies of powerful cards that you already played this game. Probably the best of the four Old Gods from DMF at actually winning you the game.
It has OK stats, but the Deathrattle really needs you to have other minions on board or it's just a single 4/6 with Taunt for 5. Feels pretty inflexible, not likely to be a huge part of any of Druid's plans going forward.
It's a lot of stats just having one Secret up, and a huge punish for an opponent who doesn't want to risk triggering your Secrets. Not to mention the new Hunter Secret that your opponent just can't trigger if you don't want them to.
Cheaper Mirror Entity, except it's easier to play around and you have to get hit by the thing you copy first. The best thing this has going for it is that your opponent will always assume it's another Rogue Secret, because those ones are actually good.
This is a very good card. The only thing holding it back is the quality of Shaman's weapons.
This card is bad.
I expect this card to be everywhere on ladder. Unless Pure Paladin just can't find a foothold in the upcoming meta, it will be played on ladder and there will be no reason not to put Yrel in that deck. Solid payoff for doing something people were already doing.
Huge tempo swing potential, and the "blood" effect is permanent, which means you don't have to play those cards immediately (which might open up some combo possibilities that are otherwise impossible). It's a real good card.
Very powerful in the right deck. A 3-Cost 4/1 "draw a card" isn't overly displeasing, but it's obviously not what you put this into a deck for. Probably finds a home in a cheap-card oriented aggro Demon Hunter.
Cool payoff for Secrets. Might be best in a slower Mage deck that doesn't mind the poor Tempo of playing a 5/5 on 6 to draw some cards. If there was more burn in Standard he might work as a top-end for a faster Tempo Secrets deck using him to dig for finishers.
It's a decent card, but probably too expensive to get put into an actual deck. That said, I wouldn't be displeased to see this off of Lightforged Crusader.
Great for slower decks that play expensive spells, but it has to be in hand to take advantage. For all that, it's a free 6/6 Taunt which by the time you play an 8 or greater cost card could be easily dealt with by your opponent. Might be fun in a Survival of the Fittest deck, but those decks can already run Anubisath Defender and that card can be free in a lot more ways.
This is a mediocre Rush minion, but that Deathrattle is exceptional. Put them together and you get a card that is probably OK.
This is a very slow way to win a game of Hearthstone, and it requires you to play four 5 cost Spells (none of which you would willingly put into your deck on their own). It just takes too long to set up to be any fun to play, and it doesn't feel reliable enough to consistently win you games.
If you put this card in your deck it means you are expecting your opponent to have a very specific board state that you can answer with 14 1/1s. Demon Hunter has a vast array of better cards, and cheaper ways to answer those types of boards.
Not sure how much better this is than Arcane Intellect, but forcing your opponent to keep up a steady stream of damage or watch you draw three is a great way to win a Control matchup. It probably works best if you can keep up pressure on your opponent and their minions, so that damaging you or addressing your minions is actually a choice and not just something they can do at their leisure.
It's a good on-curve play for a Tempo Secret deck, but what else is Secret Mage doing in Standard? It doesn't really have the burn and there aren't any other powerful tempo plays that it can make. Maybe this sees play another Tempo Mage deck that happens to have enough Secrets to make it work.
At this point it feels like there are more spells in Warrior that buff Taunts than there are actual Taunts in Warrior. The only way this card could see less play is if it didn't exist.
Pretty good. Worse than the original N'Zoth at building a board that is hard for your opponent to deal with, but makes up for that with the ability to pick and choose the exact minions you get back. I don't expect this to summon a full board most of the time.
Good finisher, provides you with free copies of powerful cards that you already played this game. Probably the best of the four Old Gods from DMF at actually winning you the game.
It has OK stats, but the Deathrattle really needs you to have other minions on board or it's just a single 4/6 with Taunt for 5. Feels pretty inflexible, not likely to be a huge part of any of Druid's plans going forward.
It's a lot of stats just having one Secret up, and a huge punish for an opponent who doesn't want to risk triggering your Secrets. Not to mention the new Hunter Secret that your opponent just can't trigger if you don't want them to.
Cheaper Mirror Entity, except it's easier to play around and you have to get hit by the thing you copy first. The best thing this has going for it is that your opponent will always assume it's another Rogue Secret, because those ones are actually good.
Thanks, I don't want it.