Nah. 2-attack weapons are notoriously terrible and are significantly worse than 3/2s. Having 3 durability also means that it is much harder to activate while giving your opponent more time to prepare for it.
I'm almost certain this used to be a 3/2 before they realized how busted that would be.
If this actually becomes an issue then we need to start looking towards buffing other classes, because they'd have to be really shit to be outpaced by this.
Paying 3-mana for 2-damage a turn is a good way to give up all your tempo and guarantee that you won't have anything useful around to buff when you finally get there.
Mutanus is clearly op, Guff seems...interesting to say the least.
The Demon guy is just pointless. Sure, Siegebreaker was shit, but at least it doesn't actively try to make you play worse to get value off it. I guess it's supposed to be a temporary snowballer for Demons that you Soul Devour later on
Very slow but if you can get away with passing turn 3 then this could potentially be nuts.
Getting Ysera Awakens this early as a Control deck (or even just Druid) can be huge, as would be Dream. Nightmare is probably the weakest outcome whose usefulness will depend on what is in your deck, but at the very least it has synergy with Samuro, Apotheosis and Lake Thresher.
Drake and Sister are decent curve fillers, but I don't think playing a 4-mana 7/6 after dropping this recovers that much tempo.
At the end of the day he might just be too inconsistent to actually be worth running even though getting two extra cards over two turns sounds really good.
I'm almost convinced this used to be much cheaper but got changed last minute to not push Paladin even further over the edge.
Practically useless in this state. Paladin doesn't work well with token that aren't Silver Hand Recruits and Conviction doesn't require you to go that wide.
Could be interesting filler for Arena, but there's no way this sees constructed play ever.
0-attack minions need to be really useful to justify playing and this just isn't. Most of the Adventurer's are pretty subpar in terms of efficiency so there's really no point in gambling for them, even in a deck that can actually use them efficiently (like Handbuffs for example)
What will the achievement be? I really hope it's "Transform X minions with Savory Deviate Delight" and not something stupidly cumbersome like "Transform both you and your opponent's minion into Pirates X times".
Transform a minion in both hands into the same pirate 2 times in a row 50 times :^)
Step one: Play Celestial Alignment, step 2 win the game by getting 10 mana back in 1 turn AND fill your board with lots of minions with cards like Deviate Dreadfang in standard, or win with a Malygos OTK in Wild.
Lady Anacondra is a Completely insane card that will either break the game and become very oppresive.... or at worst it will be part of a really annoying/super unfun deck to face of against. Hmm maybe Mutanus the Devourer was made in order TRY to help decks in standard deal with Lady Anacondra? Meh probably not.
I seriously hope their going to nerf her effect by making it so she can't discount <1 mana, just to avoid crazy Celestial Alignment stuff. But hey they probably want to first allow people to abuse that combo for a few days in order to sell the mini set well, just to nerf her a couple days after the mini set comes out. :P
Honestly you might be right about Mutanus.
As of now, there is no way for Druid in Standard to do something else the turn they play Alignment (other than possibly spending 3 mana before playing Alignment). Meaning that whenever they do play it they are sure to pop off the next turn so it's almost guaranteed that Anacondra will be in their hand so Mutanus (who now costs 1) will be able to chomp her and hopefully give you enough of initial tempo to deal with whatever else they have to play in the coming turns.
Continuing the age old tradition of just tossing borderline game breaking stuff into Druid until it overflows and the entire class has to be nerfed again.
Why do they insist on making the Druid playstyle "stay alive while doing basically nothing for 5 turns and then win instantly".
It's not that hard to make Midrange Druid happen, just give me something tempo oriented I can play instead of Wild Growth.
Eh, with Living Seed and the new Taunt guy you could potentially build a deck specifically designed around getting this out as fast as possible and using it to just take the board and not let go of it, but Druid relies way too much on Guardian Animals at this point to ever drop those so I don't see it happening.
In Alignment Druid however this is basically just your instant win play if you pair it with Anacondra.
Probably gonna have to wait for Druid to get more big draw cards before anything happens with this though.
Nah. 2-attack weapons are notoriously terrible and are significantly worse than 3/2s. Having 3 durability also means that it is much harder to activate while giving your opponent more time to prepare for it.
I'm almost certain this used to be a 3/2 before they realized how busted that would be.
If this actually becomes an issue then we need to start looking towards buffing other classes, because they'd have to be really shit to be outpaced by this.
Paying 3-mana for 2-damage a turn is a good way to give up all your tempo and guarantee that you won't have anything useful around to buff when you finally get there.
YES. FINALLY THE PIRATE CARDBACK WILL BE MINE
Ah yes, First Day of School, the card that had to be nerfed twice because the first nerf was actually a buff.
Also, still not addressing Oh my Yogg! while adding a new secret with the miniset just to make playing around those things even harder.
Honestly, Hand of A'dal wasn't even that much of a problem compared to all the other nonsense that's going on.
Mutanus is clearly op, Guff seems...interesting to say the least.
The Demon guy is just pointless. Sure, Siegebreaker was shit, but at least it doesn't actively try to make you play worse to get value off it. I guess it's supposed to be a temporary snowballer for Demons that you Soul Devour later on
So unless I'm misreading then Perpetual Flame will Overload you for 1 each time it procs....and you can't even target the initil cast.
Why do they hate Shaman this much?
100
you're being way too optimistic
Will be a Shaman class card, don't worry
Very slow but if you can get away with passing turn 3 then this could potentially be nuts.
Getting Ysera Awakens this early as a Control deck (or even just Druid) can be huge, as would be Dream. Nightmare is probably the weakest outcome whose usefulness will depend on what is in your deck, but at the very least it has synergy with Samuro, Apotheosis and Lake Thresher.
Drake and Sister are decent curve fillers, but I don't think playing a 4-mana 7/6 after dropping this recovers that much tempo.
At the end of the day he might just be too inconsistent to actually be worth running even though getting two extra cards over two turns sounds really good.
Would be amazing in Zoolock but that deck doesn't exist currently and I doubt two more Warlock cards will bring it back.
Nice boost for DR Demon Hunter and will probably replace Death'S Head Cultist, but other than that it's unremarkable
I'm almost convinced this used to be much cheaper but got changed last minute to not push Paladin even further over the edge.
Practically useless in this state. Paladin doesn't work well with token that aren't Silver Hand Recruits and Conviction doesn't require you to go that wide.
Could be interesting filler for Arena, but there's no way this sees constructed play ever.
0-attack minions need to be really useful to justify playing and this just isn't. Most of the Adventurer's are pretty subpar in terms of efficiency so there's really no point in gambling for them, even in a deck that can actually use them efficiently (like Handbuffs for example)
Transform a minion in both hands into the same pirate 2 times in a row 50 times :^)
Honestly you might be right about Mutanus.
As of now, there is no way for Druid in Standard to do something else the turn they play Alignment (other than possibly spending 3 mana before playing Alignment). Meaning that whenever they do play it they are sure to pop off the next turn so it's almost guaranteed that Anacondra will be in their hand so Mutanus (who now costs 1) will be able to chomp her and hopefully give you enough of initial tempo to deal with whatever else they have to play in the coming turns.
Doubt it. What would even the point? Hand disruption is barely being used right now because of how inconsistent it is.
If Glide never made an impact on the meta then none of this ever will either.
Oh it could definitely be a tournament tech card, but I don't see it being used in any ladder deck at all because there's just no point.
Rogue has really good minions at this point and you really don't want to waste any of those just to occasionally mildly inconvenience your opponent.
Continuing the age old tradition of just tossing borderline game breaking stuff into Druid until it overflows and the entire class has to be nerfed again.
Why do they insist on making the Druid playstyle "stay alive while doing basically nothing for 5 turns and then win instantly".
It's not that hard to make Midrange Druid happen, just give me something tempo oriented I can play instead of Wild Growth.
so it's basically just a reference turned into a card because they needed filler
Nobody's gonna actually run it, but Rogue will somehow still discover it and then ruin your day with it.
There is no point to this other than being a meme.
At least Demonic Project was put into a control class.
Eh, with Living Seed and the new Taunt guy you could potentially build a deck specifically designed around getting this out as fast as possible and using it to just take the board and not let go of it, but Druid relies way too much on Guardian Animals at this point to ever drop those so I don't see it happening.
In Alignment Druid however this is basically just your instant win play if you pair it with Anacondra.
Probably gonna have to wait for Druid to get more big draw cards before anything happens with this though.