Hey look, it's Quest Druid support, and it's only 2 years late.
I really don'T see this being good at all. You need this in your opening hand for it to even be decent and then it requires you to do nothing early to get any sort of payoff which is probably worse.
God I really want this to work. It probably won't, but hey, stranger things have happened before. As long as there aren't too many low-cost dragons it could be somewhat reliable to cast randomly.
How does Curse of Agony work? Does it just accelerate the opponent's fatigue count (aka deal a total of 6 damage if the enemy hasn't reached fatigue yet?).
So this is honestly really powerful. Broom is a good card because it gives any minion Rush. This is almost better because it gives you an attack buff as well, which is what you care about most on a rush minion. I've been trying to reintroduce Handbuff rush Warrior now that the meta is more minion-based and it's doing decently so far. This could very easily fit into that deck even as just a +2/+1 buff to enable better trades.
Now there's the Fel support we were waiting for. Is this actually good enough though? It's a pretty garbage card if your opponent doesn't go wide, in fact it does nothing if they don't have a board at all. This only makes sense if Fel Warlock somehow manages to turn itself into a tempo deck that relies on asymmetrical boardclears, otherwise this is just a worse Hellfire.
I can't tell if this is good for not. 2-maana heal for 5 isn't super exciting but as a Frost spell it further supports pure Freeze Shaman as well as some burn strategies by setting up combos.
Could be neat in Quest Shaman for the potential to heal for 10 later on while double discounting.
Really not bad for the cost but it has no spell school synergy and Shaman is not at all starved for cheap Spell damage. Perhaps you put it into Elemental Shaman for just the buff and occasional buff to some of your spells. At the end of the day it's a 2-mana 2/4 with spell damage so just the stats alone might make it viable.
Current trend of Deathrattle synergy without any actual Rogue deathrattles: rising
Yeah I don't think this is ever gonna be good even with Preparation in mind. In order for this to work you'd have to build a functional deck that's comprised of mostly deathrattles that is also able to stabilize the early game and I don't see that happening. Even accounting for Shuffle shenanigans (which we're also lacking at the moment) there'd have to be some really insane payoff for this to work.
S-tier artwork. Questionable effect. It seems like a good lategame threat for Quest Rogue, but the deck isn't really value oriented, you'd rather just turbo out the quest and then use Scabbs for the beatdown.
Maybe it's good enough just because it has the SI:7 tag and always develops tempo but I'm not sure what I would cut from the current list to fit it in. Informant is much better imo.
This seems very scary. Paladin generally thrives on just sticking something on the board and buffing it up and a 3-mana 1/5 is hard to deal with. Problems arise however if you're playing this while behind because it's just not a threat on its own. Maybe we get a 1-mana buff spell for Paladin at one point and then this becomes a lot better.
Had a feeling this suspiciously HQ artwork wasn't going to be exclusive to Mercenaries.
Question is, is this actually good? Paladin has a wide variety of holy spells and I can't think of too many that I'd go out of my way to get extra copies of. Might be better post rotation to fill the mana gap left after all the Librams and other staples rotate.
to be fair, Mage has (or used to have) way more ways to play cards for 0-mana. DH currently does not (unless you're counting post completion Quest, at which point there'S probably still better draw options)
A year ago this would have been somewhat nuts, but now...Auctioneer isn't good if your actually have to pay mana to draw cards, Field Contact only worked because of Octobot and died without it.
Maybe if the rotation tones down the mana-cheat power creep a bit this has some value but right now your best bet is for this to stick for a turn to actually get a useful payoff and that rarely happens.
Decent turn-1 play but the upgrades kinda suck. Getting only one more token doesn't seem good, not to mention that the tokens don't have any keywords so unless there's gonna be a way to tutor Urzhul Giant and turbo that out to scam games I still don't see Token DH working out.
But then again, DH doesn't really have great turn-1 openers so maybe it's good enough for just that.
I too look forward to playing Smokescreen with all my favourite Rogue deathrattles such as Loan Shark and [TBA]
Hey look, it's Quest Druid support, and it's only 2 years late.
I really don'T see this being good at all. You need this in your opening hand for it to even be decent and then it requires you to do nothing early to get any sort of payoff which is probably worse.
I can't even put it in a greedy Vanndar deck
Boy they were really counting on Gnoll to carry Thief Rogue, weren't they? This makes the Lobotomizer look decent by comparison
Well...that's a way to tutor Kazakusan.
Hard to evaluate, Paladin usually wants to be the one ahead on the board, not fighting back.
Does make a really sick combo with Samuro though.
God I really want this to work. It probably won't, but hey, stranger things have happened before. As long as there aren't too many low-cost dragons it could be somewhat reliable to cast randomly.
Maybe they'll rotate Brightwing out of core...
This sounds exceptionally strong in Ramp Druid. It'S 14-damage split and a massive comeback tool after ramping.
Then again, I thought the same about Best in Shell and that card sees no play for some reason
How does Curse of Agony work? Does it just accelerate the opponent's fatigue count (aka deal a total of 6 damage if the enemy hasn't reached fatigue yet?).
So this is honestly really powerful. Broom is a good card because it gives any minion Rush. This is almost better because it gives you an attack buff as well, which is what you care about most on a rush minion. I've been trying to reintroduce Handbuff rush Warrior now that the meta is more minion-based and it's doing decently so far. This could very easily fit into that deck even as just a +2/+1 buff to enable better trades.
There's some really degenerate shit you can pull with Soulbound Ashtongue isn't there? 4-card 10-mana combo for 20 face damage.
I get the feeling this won't cost 1-mana for long...or maybe I'm just paranoid.
Now there's the Fel support we were waiting for. Is this actually good enough though? It's a pretty garbage card if your opponent doesn't go wide, in fact it does nothing if they don't have a board at all. This only makes sense if Fel Warlock somehow manages to turn itself into a tempo deck that relies on asymmetrical boardclears, otherwise this is just a worse Hellfire.
I can't tell if this is good for not. 2-maana heal for 5 isn't super exciting but as a Frost spell it further supports pure Freeze Shaman as well as some burn strategies by setting up combos.
Could be neat in Quest Shaman for the potential to heal for 10 later on while double discounting.
Probably very meta dependant.
Really not bad for the cost but it has no spell school synergy and Shaman is not at all starved for cheap Spell damage. Perhaps you put it into Elemental Shaman for just the buff and occasional buff to some of your spells. At the end of the day it's a 2-mana 2/4 with spell damage so just the stats alone might make it viable.
Current trend of Deathrattle synergy without any actual Rogue deathrattles: rising
Yeah I don't think this is ever gonna be good even with Preparation in mind. In order for this to work you'd have to build a functional deck that's comprised of mostly deathrattles that is also able to stabilize the early game and I don't see that happening. Even accounting for Shuffle shenanigans (which we're also lacking at the moment) there'd have to be some really insane payoff for this to work.
S-tier artwork. Questionable effect. It seems like a good lategame threat for Quest Rogue, but the deck isn't really value oriented, you'd rather just turbo out the quest and then use Scabbs for the beatdown.
Maybe it's good enough just because it has the SI:7 tag and always develops tempo but I'm not sure what I would cut from the current list to fit it in. Informant is much better imo.
This seems very scary. Paladin generally thrives on just sticking something on the board and buffing it up and a 3-mana 1/5 is hard to deal with. Problems arise however if you're playing this while behind because it's just not a threat on its own. Maybe we get a 1-mana buff spell for Paladin at one point and then this becomes a lot better.
Had a feeling this suspiciously HQ artwork wasn't going to be exclusive to Mercenaries.
Question is, is this actually good? Paladin has a wide variety of holy spells and I can't think of too many that I'd go out of my way to get extra copies of. Might be better post rotation to fill the mana gap left after all the Librams and other staples rotate.
to be fair, Mage has (or used to have) way more ways to play cards for 0-mana. DH currently does not (unless you're counting post completion Quest, at which point there'S probably still better draw options)
A year ago this would have been somewhat nuts, but now...Auctioneer isn't good if your actually have to pay mana to draw cards, Field Contact only worked because of Octobot and died without it.
Maybe if the rotation tones down the mana-cheat power creep a bit this has some value but right now your best bet is for this to stick for a turn to actually get a useful payoff and that rarely happens.
Decent turn-1 play but the upgrades kinda suck. Getting only one more token doesn't seem good, not to mention that the tokens don't have any keywords so unless there's gonna be a way to tutor Urzhul Giant and turbo that out to scam games I still don't see Token DH working out.
But then again, DH doesn't really have great turn-1 openers so maybe it's good enough for just that.