This is pretty decent for Warlock and OK for Rogue. I think we might see this in slower Warlock decks because the pop-off potential with a Pop'Gar on board is tantalizing (Barrels deal one more damage for the same amount of Mana and can go face, but this is targeted for minion removal meaning it can deal with the biggest problem on board).
This feels like it exists solely to play with Darkmarrow; it's otherwise a 1/6 soft taunt for a deck (Zoolock) that's probably the fourth or fifth most powerful Warlock archetype right now.
Setting up a later turn combo with Darkmarrow is powerful, but I'm always wary of cards that only trigger if they kill a minion. Just a touch too restrictive to make me think this burns up the meta as printed. (Would it be that much more powerful if if didn't need to kill a minion to trigger? It is Fel, which means Pop'gar could be a factor)
A decent buff spell, but probably only going to see play in decks that want to damage their Hero (luckily, just such a deck exists right now and probably wants a buff spell). If it were Fel, this would be a 5 star thanks to Pop'gar, but I think it's worth the slot in Painlock.
This feels like it's a card specifically designed for Rogue tourists, but even in that scenario it feels really weird and random. Yeah cost reduction is nice, but I'd rather pay full price for cards I chose to put in my deck.
Yeah, Tourist cards are confusing. I don't think I'll understand fully how they work for another month at least.
A weird mish-mash of Gandling and Rivendare. Works a treat with Ourobos-infected minions and the new Imp and there's an amount of combo with Brittlebone Buccaneer if you want to do something with a lot of Mana. This feels really good, even if it's in a class that doesn't usually have much to do with Deathrattles.
8 damage is not that much for a dedicated Painlock by turn 6 - that's like 1 Flame Imp and a Malefic Rook, or a Geode, Spirit Bomb and a Hero Power. This is going to be active on curve 95% of the time if you're a dedicated Painlock, and 65% of the time if you're a bog standard Warlock. Getting 12/12 stats on turn 6 by itself is really good, and adding the potential for a few extra Ouroboses (I will be calling it Ourobouros most of the time, sometimes by accident) is just icing, really.
Probably not good enough, you have to combine playing a 7 cost weapon with a fairly substantial amount of card draw to get your Mana's worth but who cares because I want to talk about that name. I'd like to know who decided to go with Ryecleaver when Doughcleaver was RIGHT THERE! Maybe they were worried someone on the internet would argue semantics like, "oooh, it's not ackshally a dough cleaver because the bread is baked" but in my opinion superior wordplay trumps accuracy.
(upvote for Doughcleaver, downvote for Ryecleaver to help me prove (pun intended) that I'm right)
Cheap card generation, albeit random card generation. Unless you need those cheap spells for some grander purpose (activating Velarok or discounting Snatch and Grab), the random pool of spells might be too big to feel confident about getting anything useful.
Here's a weird idea: Pirate Paladin with Lynessa runs this as a 3/2 Pirate that makes their next Paladin card cost 2 less (so it's effectively a 1 cost 3/2) and it doesn't go away at end of turn, so you can curve this into a 6 drop or coin out Amitus? I don't know, it's really weird. I like cost reduction and this feels more impactful in Paladin than in Rogue...
A weapon for Wishing Well Rogue, but getting something after "this kills a minion" is almost always too weak. We've seen a variety of cards in the past few years get that particular text removed after a few months of disuse and I think we eventually see that here as Well.
Rogue is one of the best card draw classes in the game and this fits that identity to a T. At its best in a deck filled mostly with cheap stuff... I can see a world where Rogues are churning through their decks and burning through all activations in one turn (this is basically newer Edwin without the big body). I think Paladin with Lynessa is looking at this as well, since a variety of Paladin decks would love a Location that lets them draw through their decks more quickly. I think we see this, but more often in Paladin than in Rogue.
Unless someone cooks up a Tempo Thief Rogue deck, this card would most often be played to copy some high-value Minion (a Titan, maybe) or spell and at that point it feels a little too win-more for my taste.
I don't see the use of this in Rogue, since most premium Rogue weapons have their own way of stretching out their durability or are Weapons you actively want to destroy. It is a Pirate, so Raiding Party could be relevant. Maybe Handbuff Paladin will run Lynessa so they can include this for more swings from their weapon?
I mean, Mining Rogue does have access to various cheap cards from other classes (and Petty Theft will be this card's best friend), so it might not be that hard to make this cost a negligible amount of Mana. You'd need to get it to 2 or less Mana pretty regularly for it to be better than Dubious Purchase, which destroys half as many Minions but draws three cards.
Sounds like a fun card, and certainly it gives you access to powerful tools you might not otherwise have... but realistically you're completing the quest on turn 7 or 8 at the earliest (unless you have Dorian shenanigans) and that's probably not going to be fast enough for most Rogue decks.
I'm really only seeing this as an on-demand "switch classes" card for Thief Rogue to replay its bounce and evasion effects (mainly in Wild). You could do some memey things with Announce Darkness maybe but I'll leave it to the experts to figure out if there's anything worth using in Warlock's kit (but I'd think not).
You're running this to get more spells to discount Sea Shanty, and for likely no other reason. The good news is that, if you're going that route, Instrument Tech can tutor this. The bad news is that Handbuff Paladin is still a better weapon-centric Paladin deck.
This is some fantastic card draw. At the very least we're going to see this in Reno decks (and it can draw Reno, thanks to his most recent nerf [as of 29 June 2024]). A low-curve minion that draws two cards is pretty dang good in my book.
This is pretty decent for Warlock and OK for Rogue. I think we might see this in slower Warlock decks because the pop-off potential with a Pop'Gar on board is tantalizing (Barrels deal one more damage for the same amount of Mana and can go face, but this is targeted for minion removal meaning it can deal with the biggest problem on board).
This feels like it exists solely to play with Darkmarrow; it's otherwise a 1/6 soft taunt for a deck (Zoolock) that's probably the fourth or fifth most powerful Warlock archetype right now.
Setting up a later turn combo with Darkmarrow is powerful, but I'm always wary of cards that only trigger if they kill a minion. Just a touch too restrictive to make me think this burns up the meta as printed. (Would it be that much more powerful if if didn't need to kill a minion to trigger? It is Fel, which means Pop'gar could be a factor)
A decent buff spell, but probably only going to see play in decks that want to damage their Hero (luckily, just such a deck exists right now and probably wants a buff spell). If it were Fel, this would be a 5 star thanks to Pop'gar, but I think it's worth the slot in Painlock.
This feels like it's a card specifically designed for Rogue tourists, but even in that scenario it feels really weird and random. Yeah cost reduction is nice, but I'd rather pay full price for cards I chose to put in my deck.
Yeah, Tourist cards are confusing. I don't think I'll understand fully how they work for another month at least.
A weird mish-mash of Gandling and Rivendare. Works a treat with Ourobos-infected minions and the new Imp and there's an amount of combo with Brittlebone Buccaneer if you want to do something with a lot of Mana. This feels really good, even if it's in a class that doesn't usually have much to do with Deathrattles.
8 damage is not that much for a dedicated Painlock by turn 6 - that's like 1 Flame Imp and a Malefic Rook, or a Geode, Spirit Bomb and a Hero Power. This is going to be active on curve 95% of the time if you're a dedicated Painlock, and 65% of the time if you're a bog standard Warlock. Getting 12/12 stats on turn 6 by itself is really good, and adding the potential for a few extra Ouroboses (I will be calling it Ourobouros most of the time, sometimes by accident) is just icing, really.
Probably not good enough, you have to combine playing a 7 cost weapon with a fairly substantial amount of card draw to get your Mana's worth but who cares because I want to talk about that name. I'd like to know who decided to go with Ryecleaver when Doughcleaver was RIGHT THERE! Maybe they were worried someone on the internet would argue semantics like, "oooh, it's not ackshally a dough cleaver because the bread is baked" but in my opinion superior wordplay trumps accuracy.
(upvote for Doughcleaver, downvote for Ryecleaver to help me prove (pun intended) that I'm right)
Cheap card generation, albeit random card generation. Unless you need those cheap spells for some grander purpose (activating Velarok or discounting Snatch and Grab), the random pool of spells might be too big to feel confident about getting anything useful.
It's cheap, efficient. I think we see it from time to time. It feels like it was designed specifically for Paladins running Lynessa.
Here's a weird idea: Pirate Paladin with Lynessa runs this as a 3/2 Pirate that makes their next Paladin card cost 2 less (so it's effectively a 1 cost 3/2) and it doesn't go away at end of turn, so you can curve this into a 6 drop or coin out Amitus? I don't know, it's really weird. I like cost reduction and this feels more impactful in Paladin than in Rogue...
A weapon for Wishing Well Rogue, but getting something after "this kills a minion" is almost always too weak. We've seen a variety of cards in the past few years get that particular text removed after a few months of disuse and I think we eventually see that here as Well.
Rogue is one of the best card draw classes in the game and this fits that identity to a T. At its best in a deck filled mostly with cheap stuff... I can see a world where Rogues are churning through their decks and burning through all activations in one turn (this is basically newer Edwin without the big body). I think Paladin with Lynessa is looking at this as well, since a variety of Paladin decks would love a Location that lets them draw through their decks more quickly. I think we see this, but more often in Paladin than in Rogue.
Unless someone cooks up a Tempo Thief Rogue deck, this card would most often be played to copy some high-value Minion (a Titan, maybe) or spell and at that point it feels a little too win-more for my taste.
I don't see the use of this in Rogue, since most premium Rogue weapons have their own way of stretching out their durability or are Weapons you actively want to destroy. It is a Pirate, so Raiding Party could be relevant. Maybe Handbuff Paladin will run Lynessa so they can include this for more swings from their weapon?
I mean, Mining Rogue does have access to various cheap cards from other classes (and Petty Theft will be this card's best friend), so it might not be that hard to make this cost a negligible amount of Mana. You'd need to get it to 2 or less Mana pretty regularly for it to be better than Dubious Purchase, which destroys half as many Minions but draws three cards.
Sounds like a fun card, and certainly it gives you access to powerful tools you might not otherwise have... but realistically you're completing the quest on turn 7 or 8 at the earliest (unless you have Dorian shenanigans) and that's probably not going to be fast enough for most Rogue decks.
I'm really only seeing this as an on-demand "switch classes" card for Thief Rogue to replay its bounce and evasion effects (mainly in Wild). You could do some memey things with Announce Darkness maybe but I'll leave it to the experts to figure out if there's anything worth using in Warlock's kit (but I'd think not).
You're running this to get more spells to discount Sea Shanty, and for likely no other reason. The good news is that, if you're going that route, Instrument Tech can tutor this. The bad news is that Handbuff Paladin is still a better weapon-centric Paladin deck.
This is some fantastic card draw. At the very least we're going to see this in Reno decks (and it can draw Reno, thanks to his most recent nerf [as of 29 June 2024]). A low-curve minion that draws two cards is pretty dang good in my book.