This is just a nice cheap Amalgam with slight upside. I'm not convinced that Deathrattle is going to be super relevant unless you're finding ways to tutor it out of your deck (draw it with Mes'Adune the Fractured!), but it has plenty of play in all sorts of tribal decks. I'm thinking Mechs are most potent thanks to Magnetic, but Pirates shouldn't be overlooked and we shouldn't underestimate the potential of a cheap (and sorta unending) Naga for DH.
Love it. I'm not convinced this is going to see a ton of play, but I like the option for Control decks to get a slight respite from aggression in the early game and buy themselves a turn where they (hopefully) don't take any minion damage. It's nice to have options.
The Battlecry feels too ineffectual as a board wipe, and seeing as how the Deathrattle counterracts said Battlecry I'm thinking it's a bit too risky to run unless the meta is very specifically heavy on 1 Toughness creatures.
This is a really interesting card, but not because it's any good. I just really like that its Discover pool will change significantly with each expansion release. Will that ever give people a reason to run it in a serious deck? No. But it's a neat swiss army knife and maybe, you know, sometimes you just want to have fun.
Knee-jerk reaction is that this card is REALLY good for aggressive decks. A solid amount of stats for the Cost (if you count the Nerubian it leaves behind after it dies) and since it's a sticky body I like its chances against Control decks. Not going to be the engine, but it's nice support to keep the pressure on.
Cryostasis on a stick, but I don't see this doing anyone any favors. Anyone interested in Moorabi Shaman in Wild? Is there enough support for that yet, or do we need to wait six more years?
A slightly win-more card for Pirate-heavy decks (great for Patches DH if that's a thing) with just about no use in a non-tribal deck (which is fine). I think we see this, and I think Pirates are back in a big way, baby.
Pretty damn good Pirate, with some nice synergy for Patches in DH. It's obviously worse than Ship's Cannon for Pirate decks specifically but still has some utility and should be a good include for aggressive decks of all shapes and sizes.
Beast Hunter might want this as an option for summoning/resurrecting. It's a big body if you can get it out without triggering the Battlecry (which no one will ever convince me isn't a reference to "the incident" in Oregon in the '70s).
I would like some clarity about the phonies: do they not work at all, or are they slightly worse versions of the amulets? Because the first probably makes Griftah a 5-Star card whereas the second probably makes him a 3-Star card.
I feel like in most cases it's way too slow to get enough Location uses to turbo this out early enough to be worth the trouble of building around the synergy of a single 8/8 body but maybe somebody could find a combination of cheap Locations to make it happen.
I don't really know how to judge this card because there's not much of a reason to include it in a deck (unless you're somehow copying or resurrecting it, and those copies count as having not started in deck?) Seems like a weird OTK meme card and nothing more but the power of Charge on a Pirate is never to be fully underestimated.
I might be crazy, but I think this card is really good. Basically, we're looking at a 7-Mana board clear that can be run in any class and comes with a decent body to boot. Obvious downside if your opponent doesn't have a board that can kill the 8/8, but I think on turn 7 they probably do. It's a worse Tumbleweed, but any class can play it which makes it a lot more likely to find a home.
Dirty Rat synergy... and I can't really think of anything else that would make it worth your while to play this card. Seems a bit slow, but I wouldn't be surprised to see it find a home.
If you're really into the idea of running Seaside Giant maybe you use this to double up on Location triggers to turbo out the 8/8 body, otherwise I'm thinking we see this in greedy Priest lists to get more uses of Mirror or maybe Spell Damage Druid for even more Spell Damage.
I'm not sold that Scry 3 is going to be super useful in Hearthstone, but I'm not going to deny the utility of potentially finding the right card to draw in an important moment. I'm just not sold on the idea of intentionally putting this card in your deck to fix your next few draws when you can run a better card and draw that one instead.
Decent stats for a 3-Drop that's attached to cost reduction? Not extremely relevant for any class outside of Rogue and Priest, but it could end up being really important for those classes and maybe also Aviana Druid.
This is a good Elemental. I don't think that there are very many good Elemental decks, but if there were this would obviously be one of the better cards in them. I like Elemental Mage, but I don't see it being very good.
This is just a nice cheap Amalgam with slight upside. I'm not convinced that Deathrattle is going to be super relevant unless you're finding ways to tutor it out of your deck (draw it with Mes'Adune the Fractured!), but it has plenty of play in all sorts of tribal decks. I'm thinking Mechs are most potent thanks to Magnetic, but Pirates shouldn't be overlooked and we shouldn't underestimate the potential of a cheap (and sorta unending) Naga for DH.
Love it. I'm not convinced this is going to see a ton of play, but I like the option for Control decks to get a slight respite from aggression in the early game and buy themselves a turn where they (hopefully) don't take any minion damage. It's nice to have options.
The Battlecry feels too ineffectual as a board wipe, and seeing as how the Deathrattle counterracts said Battlecry I'm thinking it's a bit too risky to run unless the meta is very specifically heavy on 1 Toughness creatures.
This is a really interesting card, but not because it's any good. I just really like that its Discover pool will change significantly with each expansion release. Will that ever give people a reason to run it in a serious deck? No. But it's a neat swiss army knife and maybe, you know, sometimes you just want to have fun.
Knee-jerk reaction is that this card is REALLY good for aggressive decks. A solid amount of stats for the Cost (if you count the Nerubian it leaves behind after it dies) and since it's a sticky body I like its chances against Control decks. Not going to be the engine, but it's nice support to keep the pressure on.
Cryostasis on a stick, but I don't see this doing anyone any favors. Anyone interested in Moorabi Shaman in Wild? Is there enough support for that yet, or do we need to wait six more years?
A slightly win-more card for Pirate-heavy decks (great for Patches DH if that's a thing) with just about no use in a non-tribal deck (which is fine). I think we see this, and I think Pirates are back in a big way, baby.
Pretty damn good Pirate, with some nice synergy for Patches in DH. It's obviously worse than Ship's Cannon for Pirate decks specifically but still has some utility and should be a good include for aggressive decks of all shapes and sizes.
Beast Hunter might want this as an option for summoning/resurrecting. It's a big body if you can get it out without triggering the Battlecry (which no one will ever convince me isn't a reference to "the incident" in Oregon in the '70s).
I would like some clarity about the phonies: do they not work at all, or are they slightly worse versions of the amulets? Because the first probably makes Griftah a 5-Star card whereas the second probably makes him a 3-Star card.
I feel like in most cases it's way too slow to get enough Location uses to turbo this out early enough to be worth the trouble of building around the synergy of a single 8/8 body but maybe somebody could find a combination of cheap Locations to make it happen.
I don't really know how to judge this card because there's not much of a reason to include it in a deck (unless you're somehow copying or resurrecting it, and those copies count as having not started in deck?) Seems like a weird OTK meme card and nothing more but the power of Charge on a Pirate is never to be fully underestimated.
I might be crazy, but I think this card is really good. Basically, we're looking at a 7-Mana board clear that can be run in any class and comes with a decent body to boot. Obvious downside if your opponent doesn't have a board that can kill the 8/8, but I think on turn 7 they probably do. It's a worse Tumbleweed, but any class can play it which makes it a lot more likely to find a home.
Dirty Rat synergy... and I can't really think of anything else that would make it worth your while to play this card. Seems a bit slow, but I wouldn't be surprised to see it find a home.
If you're really into the idea of running Seaside Giant maybe you use this to double up on Location triggers to turbo out the 8/8 body, otherwise I'm thinking we see this in greedy Priest lists to get more uses of Mirror or maybe Spell Damage Druid for even more Spell Damage.
I'm not sold that Scry 3 is going to be super useful in Hearthstone, but I'm not going to deny the utility of potentially finding the right card to draw in an important moment. I'm just not sold on the idea of intentionally putting this card in your deck to fix your next few draws when you can run a better card and draw that one instead.
Decent stats for a 3-Drop that's attached to cost reduction? Not extremely relevant for any class outside of Rogue and Priest, but it could end up being really important for those classes and maybe also Aviana Druid.
Southsea Deckhand in Handbuff Paladin. We'll see how long it takes for some part of that deck to catch a nerf after PinP is released.
This is a good Elemental. I don't think that there are very many good Elemental decks, but if there were this would obviously be one of the better cards in them. I like Elemental Mage, but I don't see it being very good.
That Hiking Trail synergy sounds fun (Location Druid with Seaside Giant?) but otherwise I'm not seeing a lot of reasons to put this card in a deck.