Interesting. Taunt is one of those things you want to give to non-high value targets, but this clearly wants to give it to something that can gimmick a wall/win condition. Maybe taunting up moonfang?
Probably better rush minions to include. Being rush lends itself to minion based removal or board control. Tradeable is not really a relevant keyword here because you want this early game, and would likely never trade it away.
Currently 16 cards in standard have the mech tribe tag. Warrior has the deepest pool of mechs (5 class cards with the mech tribe).
4 Classes have a single mech offering (Paladin, Hunter, Priest, Rogue)
The rest will only have neutrals to pick from. The best neutral mechs being Claw Machine, Spider Tank, and Annoy-o-Tron. Hunters will realistically never run this. Priests's mech requires spell synergy to build around. And the rogue decks currently already use Octobot. This leaves the only class that would in "theory" want to discover another copy of it's mech being paladin (the card is : Carousel Gryphon, a corrupt card)
This is a great arena pick, but would only probably see play with Paladin or Control Warrior.
Wow, so spellbreaker is back. With flipped stats (3/4 instead of 4/3) and now it's tradeable. This could see play if buffs or specific cards get out of hand.
Healing is always good. This remains to be seen if it will be good enough. On average you generally only have 4-8 cards in hand, and this is a horrible card to top deck...
So this effectively will be 4 mana, summon a 3/2 and heal for 6. Is that good enough to include a spot (or two) in your deck?
Spell damage and tradable. And +2 at that. This could work well with the new paladin lifesteal aoe spell. Tradeable means if you draw it when you don't need it you can get a better draw. (like when you are ahead, since generally you only need spell damage for 2 things: clearing a board, or burn damage)
Good to mulligan for. If you are going first, by the time turn 4 rolls around if you haven't played any cards, this will cost 3 mana. This seems like handlock support, but will be decent for any midrange or control deck.
I think this is gonna be the stormwind version of Scorpid. Nearly included in every deck with careful planning.
You're the king? Well I didn't vote for you!
Interesting. Taunt is one of those things you want to give to non-high value targets, but this clearly wants to give it to something that can gimmick a wall/win condition. Maybe taunting up moonfang?
Interesting to see a neutral SI. Rogue support, but can also enable some interesting combos if RNG is in your favor.
Boar meme support.
May see play in arena or wide board hunter, but the old 5 cost 4/4 that gained 1/1 for each minion rarely ever saw play beyond vanilla hearthstone.
Probably better rush minions to include. Being rush lends itself to minion based removal or board control. Tradeable is not really a relevant keyword here because you want this early game, and would likely never trade it away.
Being tradeable lends itself value in matchups where you don't need the weapon removal.
Currently 16 cards in standard have the mech tribe tag. Warrior has the deepest pool of mechs (5 class cards with the mech tribe).
4 Classes have a single mech offering (Paladin, Hunter, Priest, Rogue)
The rest will only have neutrals to pick from. The best neutral mechs being Claw Machine, Spider Tank, and Annoy-o-Tron. Hunters will realistically never run this. Priests's mech requires spell synergy to build around. And the rogue decks currently already use Octobot. This leaves the only class that would in "theory" want to discover another copy of it's mech being paladin (the card is : Carousel Gryphon, a corrupt card)
This is a great arena pick, but would only probably see play with Paladin or Control Warrior.
Wow, so spellbreaker is back. With flipped stats (3/4 instead of 4/3) and now it's tradeable. This could see play if buffs or specific cards get out of hand.
Healing is always good. This remains to be seen if it will be good enough. On average you generally only have 4-8 cards in hand, and this is a horrible card to top deck...
So this effectively will be 4 mana, summon a 3/2 and heal for 6. Is that good enough to include a spot (or two) in your deck?
Spell damage and tradable. And +2 at that. This could work well with the new paladin lifesteal aoe spell. Tradeable means if you draw it when you don't need it you can get a better draw. (like when you are ahead, since generally you only need spell damage for 2 things: clearing a board, or burn damage)
This is like Shredder 2.0. Way better.
More handlock support. Outside of that will be dead draws.
This expansions arena fodder instant pick. Will win arena games hands down.
Seems like a good card if you can get multi buffs out, auras, or similar ways to make 0/5 minions actually do something.
It's like a reverse defender of argus almost.
Another decent neutral, could also be good in the battlecry shaman deck.
Windfury can be scary, could be useful. the question is can your deck afford to include this?
Good to mulligan for. If you are going first, by the time turn 4 rolls around if you haven't played any cards, this will cost 3 mana. This seems like handlock support, but will be decent for any midrange or control deck.