I thought this replaced its targets stats with its own which would be awful, but it's not so bad as a set-up play I guess. Also scales into the lategame with handbuffs which is nice. I wonder if there'S some way to make this target a specific minion
Not terrible, but is it something you would actually build your deck around? I'm assuming we get plenty of generators, but there needs to be some sort of win condition that works with this.
Also worth noting that it's not an aura effect, so no stacking damage, only intervals of 1-2-3-4...
It's not bad, but it's also fairly generic. Maybe there'S some synergy for having sticky Murlocs but just getting a bunch of Piranhas doesn't seem good enough to build a deck around.
This looks like Flamewaker 2.0. The only way this isn't insane is if you just don't have the ability to summon multiple mechs consistently or if there are no cheap mechs that are remotely playable.
If you have two of these, the maximum amount of damage you can do in one turn (not counting self-destruction) would be 33. I pray this doesn't end up as some degenerate OTK again
Good spell. No idea why it's Holy outside of synergy, but it's a strong card. Big taunt walls are never bad and Paladin seems to be going into a big spell direciton.
At the same time we also still have a decent amount of Big Paladin support.
Can't tell if it's too slow to ever see play in Constructed but it's probably a demon in Arena.
It's good and Mage definitely needs more draw post rotation, but 2-mana conditional draw 2 is not all that great I feel. Then again, we still have Multicaster so it's probably gonna be fine.
A crucial card for any mage that's not playing that god forsaken archetype that's spell mage.
But you do have to play nagas though, and whether this card rises up to be cream would be if there's enough nagas to choose from, and if a minion heavy mage is actually worth playing at all.
inb4 we get a spell that also counts as a Nage :^)
Weird but..decent? It's hard to kill so it's not unreasonable to get multiple draws but at the same time, what do you even draw with this? I mean I'm sure Pirates are going to be a thing this expansion but there needs to be a strong wincon behind this or else it's just pointless. I'm not gonna play Poison Pirate hybrid just to draw a few more cards.
Strong on paper, but if Mor'shan Elite didn'T see play despite being much easier to activate on curve I doubt this will. Well...not unless we get some really sick new weapons.
I'd say it's decent. Priest is known to have ways to cheat out big stuff so if that'S a feature then this is a strong defensive play. You also need to consider the context in which this is played. Priest has boardclears out the ass, you clear a wide board, usually your opponent will refill by going tall and then this is a good answer.
Nice card to support tribal decks, but there's not really a lot of those around currently.
Pirate warrior will probably run it for quest completion but that deck iss already 90% pirates and doesn't really suffer from quest completion inconsitency.
Murlocs might also be interested if they're around in some capacity.
The main issue is that unless your 1-drop sticks this doesn't work on curve which makes it somewhat worse then regular discover cards.
There's also an argument to be made that in tribes with low representations (such as Nagas) this could be used to look for specific cards, much like Draconic Studies
Draw in Priest is good. Question is if this is a good idea depending on your deck. Wouldn't want to make one of your lategame bombs into a miniature.
Also, you play this with Stonetusk Boar and The Darkness in Wild
I thought this replaced its targets stats with its own which would be awful, but it's not so bad as a set-up play I guess. Also scales into the lategame with handbuffs which is nice. I wonder if there'S some way to make this target a specific minion
Not terrible, but is it something you would actually build your deck around? I'm assuming we get plenty of generators, but there needs to be some sort of win condition that works with this.
Also worth noting that it's not an aura effect, so no stacking damage, only intervals of 1-2-3-4...
It's not bad, but it's also fairly generic. Maybe there'S some synergy for having sticky Murlocs but just getting a bunch of Piranhas doesn't seem good enough to build a deck around.
Sounds like interesting code. I guess it's basically Windfury for a turn but it only allows you to target a minion on the 2nd swing.
It's a Fel spell so it should see some amount of play. Nice synergy with Warblades too.
This looks like Flamewaker 2.0. The only way this isn't insane is if you just don't have the ability to summon multiple mechs consistently or if there are no cheap mechs that are remotely playable.
If you have two of these, the maximum amount of damage you can do in one turn (not counting self-destruction) would be 33. I pray this doesn't end up as some degenerate OTK again
Good spell. No idea why it's Holy outside of synergy, but it's a strong card. Big taunt walls are never bad and Paladin seems to be going into a big spell direciton.
At the same time we also still have a decent amount of Big Paladin support.
Can't tell if it's too slow to ever see play in Constructed but it's probably a demon in Arena.
It's good and Mage definitely needs more draw post rotation, but 2-mana conditional draw 2 is not all that great I feel. Then again, we still have Multicaster so it's probably gonna be fine.
inb4 we get a spell that also counts as a Nage :^)
Okay so why did we give Druid yet ANOTHER way to efficiently clear wide boards?
Also, why is this a Nature spell? Animal summoning spells have never been Nature before, why is this different?
No tribal tag, high cost and no immediate effect. Sunken treasures wouuld have to be very good for this to be any kind of useful
Weird but..decent? It's hard to kill so it's not unreasonable to get multiple draws but at the same time, what do you even draw with this? I mean I'm sure Pirates are going to be a thing this expansion but there needs to be a strong wincon behind this or else it's just pointless. I'm not gonna play Poison Pirate hybrid just to draw a few more cards.
Tutor is good. Can'T evaluate until all Nagas have been revealed, but just the Druid legendary alone is reason enough to run this.
Strong on paper, but if Mor'shan Elite didn'T see play despite being much easier to activate on curve I doubt this will. Well...not unless we get some really sick new weapons.
Is this even good? I feel like this needed to be at 3-mana to see any kind of play
Great card for Shaman, Fire support for Multicaster for basically any deck.
I'd say it's decent. Priest is known to have ways to cheat out big stuff so if that'S a feature then this is a strong defensive play. You also need to consider the context in which this is played. Priest has boardclears out the ass, you clear a wide board, usually your opponent will refill by going tall and then this is a good answer.
Nice card to support tribal decks, but there's not really a lot of those around currently.
Pirate warrior will probably run it for quest completion but that deck iss already 90% pirates and doesn't really suffer from quest completion inconsitency.
Murlocs might also be interested if they're around in some capacity.
The main issue is that unless your 1-drop sticks this doesn't work on curve which makes it somewhat worse then regular discover cards.
There's also an argument to be made that in tribes with low representations (such as Nagas) this could be used to look for specific cards, much like Draconic Studies
IT's definitely high progression..
If you have no tasks left the game justt freezes entirely and needs to be shut down
If you have less than 3 tasks available you can pick them but the run is frozen and needs to be retired.
IT sucks.
They only replace 30%. Why would they throw out King's when it's one of the most classic cards in the Paladin set.