Draw two is nice, although demon hunter has a lot of draw already. Targeting minions is nice, and targeting deathrattles makes it even easier to build around. But after all of that, I still don't know that there are enough good demon hunter deathrattles to justify building a deck around them.
Another card that seems pretty good, but only if you make it to the late game. I feel like warlock doesn't really struggle finding good plays on later turns. Maybe if you're playing zoo-lock and you happen to go past turn 17, but by then you're likely to be struggling no matter what.
These sigils seem fun, but they're a little too easy to play around. Granted it might delay your opponent's play a turn, but other than that it seems like a secret that you can see coming and just choose to avoid.
Good value as far as cost. It establishes board presence, and offers some sustain through the lifesteal. I doesn't do much for you later in the gamr if your opponent is close to lethal, but as an early play it's not half bad.
I was really excited when I first saw this, thinking that this was a battlecry. When I actually read the card text and saw that its effect is a deathrattle I was rather disappointed. It's slow, but potentially powerful, especially in the right deck.
The first thing I want to do when the expansion drops is try this out in wild with Spiritsinger Umbra.
Simple, but effective. What's not to like? Played at the right time it can help with board control, and it should draw you a card most of the time. Is there a downside that I'm not seeing?
Good stats for the cost, but the battlecry is the definition of a catch 22. If you choose a good card then you give a good card to your opponent, but if you choose a bad card it might just be bad for you, since your opponent clearly had something in mind when they added it to their deck in the first place. It's definitely a risk either way.
I have no idea what's going on in this card art, but that's part of what makes it fun. The stats are pretty average for the cost, but having potentially two whirlwind effects is quite powerful, especially with the right deck build. It reminds me quite a bit of Blood Razor, which was a pretty decent card back in the day.
Everybody's talking about the 0 mana cost, but this is an easy card to play around, since you can see it coming a turn in advance. That being said, I dislike wasting a turn waiting for the effect to trigger, but the only times it really makes a difference are with buffs and deathrattles, both of which are already weak to silence.
I think we will have to see how slow the meta is to really know how these caravan cards are going to do. That being said, this is really slow. Didn't we already try hand buff hunter? Maybe this time it will work.
I enjoy seeing some fun control tools get printed. My first thought was to try to build around it. The problem with that is that if you include too many high cost spells then the early game suffers, but if you don't include enough then there is a chance you'll draw all the spells before you have a chance to play this. It's a risk either way, but it will be fun to see what ends up being the best build.
Move over TrumpSC, value town has a new mayor! With the right board this can be incredible, though with the wrong board it could be terrible. Maybe this is mostly a win-more card.
I was initially skeptical about these watch posts, but after seeing them in action on yesterday's streams, I'm starting to change my mind. Obviously don't go full watch post, but there's potential there. The part I don't like is that the value depends on what your opponent plays.
Strong carol, poisoned mind vibes coming from this, but ultimately I think it's slightly weaker since it requires you to have a weapon. Not that it's difficult to equip a weapon as rogue, but the additional requirement definitely slows it down a bit.
It's difficult to judge this in a vacuum. With a lot of spells this can be played at a significant discount, but that might mean you don't have a minion to play it on. Too many minions and obviously it's terrible.
Honestly, I'm not very excited about this. The lifesteal is nice, but mostly it just seems like a slightly stronger arcane missiles that costs three times as much and doesn't hit face. It just doesn't strike me as being all that great, unless you're facing murlocs or your opponent only has one minion, in which case it would be better to just deal 4 damage in one hit.
Again, a pretty decent card, but for a play style that I just don't see happening. At least not yet.
Draw two is nice, although demon hunter has a lot of draw already. Targeting minions is nice, and targeting deathrattles makes it even easier to build around. But after all of that, I still don't know that there are enough good demon hunter deathrattles to justify building a deck around them.
Another card that seems pretty good, but only if you make it to the late game. I feel like warlock doesn't really struggle finding good plays on later turns. Maybe if you're playing zoo-lock and you happen to go past turn 17, but by then you're likely to be struggling no matter what.
These sigils seem fun, but they're a little too easy to play around. Granted it might delay your opponent's play a turn, but other than that it seems like a secret that you can see coming and just choose to avoid.
Good value as far as cost. It establishes board presence, and offers some sustain through the lifesteal. I doesn't do much for you later in the gamr if your opponent is close to lethal, but as an early play it's not half bad.
I was really excited when I first saw this, thinking that this was a battlecry. When I actually read the card text and saw that its effect is a deathrattle I was rather disappointed. It's slow, but potentially powerful, especially in the right deck.
The first thing I want to do when the expansion drops is try this out in wild with Spiritsinger Umbra.
A neutral Vulgar Homunculus that does more damage to yourself and doesn't have taunt? Yeah, that's a hard pass for me.
Simple, but effective. What's not to like? Played at the right time it can help with board control, and it should draw you a card most of the time. Is there a downside that I'm not seeing?
Good stats for the cost, but the battlecry is the definition of a catch 22. If you choose a good card then you give a good card to your opponent, but if you choose a bad card it might just be bad for you, since your opponent clearly had something in mind when they added it to their deck in the first place. It's definitely a risk either way.
I have no idea what's going on in this card art, but that's part of what makes it fun. The stats are pretty average for the cost, but having potentially two whirlwind effects is quite powerful, especially with the right deck build. It reminds me quite a bit of Blood Razor, which was a pretty decent card back in the day.
Everybody's talking about the 0 mana cost, but this is an easy card to play around, since you can see it coming a turn in advance. That being said, I dislike wasting a turn waiting for the effect to trigger, but the only times it really makes a difference are with buffs and deathrattles, both of which are already weak to silence.
Kabal making a comeback? But why isn't this a warlock/priest/mage card? Regardless, I think this has a lot of potential in zoo-lock, if nowhere else.
I think we will have to see how slow the meta is to really know how these caravan cards are going to do. That being said, this is really slow. Didn't we already try hand buff hunter? Maybe this time it will work.
Kind of a situational Fireball. It's nice to see hunter getting more control cards. Remember when control hunter was just a meme?
I enjoy seeing some fun control tools get printed. My first thought was to try to build around it. The problem with that is that if you include too many high cost spells then the early game suffers, but if you don't include enough then there is a chance you'll draw all the spells before you have a chance to play this. It's a risk either way, but it will be fun to see what ends up being the best build.
Move over TrumpSC, value town has a new mayor! With the right board this can be incredible, though with the wrong board it could be terrible. Maybe this is mostly a win-more card.
I was initially skeptical about these watch posts, but after seeing them in action on yesterday's streams, I'm starting to change my mind. Obviously don't go full watch post, but there's potential there. The part I don't like is that the value depends on what your opponent plays.
Strong carol, poisoned mind vibes coming from this, but ultimately I think it's slightly weaker since it requires you to have a weapon. Not that it's difficult to equip a weapon as rogue, but the additional requirement definitely slows it down a bit.
It's difficult to judge this in a vacuum. With a lot of spells this can be played at a significant discount, but that might mean you don't have a minion to play it on. Too many minions and obviously it's terrible.
Honestly, I'm not very excited about this. The lifesteal is nice, but mostly it just seems like a slightly stronger arcane missiles that costs three times as much and doesn't hit face. It just doesn't strike me as being all that great, unless you're facing murlocs or your opponent only has one minion, in which case it would be better to just deal 4 damage in one hit.