Now...the Taunt pool for Warrior is fairly limited and usually costed in such a way that won't turn this into super cycle but...man, if you manage to have this stick for a turn..
Now I'm glad they were wise enough not to enable any 0-mana shenanigans but I still feel like this might break the game eventually. Until then it seems a bit.....weak? Basically you need to play at least 2-minions with 3-mana or above for it to actually be a relevant discount. My guess is that it's supposed to support handbuff and offset the downside of spending your early turns building your hand by being able to get out all your buffed lads.
Is Frost Warrior actually going to be a thing? Either way, with Heavy Plate + Hero Power this costs nothing, making it effectively a 5-mana spell in practice most of the time, which shouuld be good enough. Also means that Warrior now cares about keeping their armor instead of treating it as a second healthbar.
Nice callback to Cryostasis and equally garbage. Unless that minion is Al'akir you're not doing anything with it for 2 turns which makes this pretty much just an occasional discover option. I don't think we need to stack our Bearon Gla'shear that desperately.
Oh my, looks like [totally not Echo] makes it's return. Pretty questionable though. Effectively this is Minefield (albeit an asymmetrical one so slightly better) that gets better the more mana you have, but 3-mana on a repeatable effect is very hard to use efficiently (spending 6-mana for a 10-damage spread is barely okay and probably way too late to save you unless you're playing just to clear the board over and over). Makes me wonder why there's no cost reduction for Fel spells.
The flavor on this one's great although I doubt it's very practical. You basically require this to proc at least once to pay for itself otherwise it's a really bad deal...and it's not like a 3/5 is threatening on its own so your opponent can just...ignore it.
Premium statline and all but the amount of Fel spells you actually want to play right now is rather low. Guess it's supposed to move you away from playing Quest.
Seems....slow...but also very strong. For just 2-mana you get a lot of stats down the line in a class with no problem of drawing. Just not really sure what this archetype is supposed to be? just summon imps until your opponent gives up?
Nice callback to Light of the Naaru. Not sure this alone will make a midrange buff Priest work, but the card draw makes it a solid enough choice for any Control builds (should they exist)
That looks really strong if the Token Beast archetype works out. The question is, how fast can you plop down multiple beasts and is it faster than taunt Druid?
Boy this really demonstrates just how OP Apotheosis used to be (and technically still is). I guess Samuro gets a new gimmick in Paladin although I'm uncertain whether this is good enough outside of specific combos.
I have to disagree with you on this one, this card by itself will make Big Paladin a possibility. Guaranteed minion draw and in big decks averages out of 5-6 mana. You have the new lifestyle spell to buff up early on and gain gain that lifesteal for the late game power house.
Hadn't seen that spell yet, but still, drawing minions is one thing, you still have to survive to actually play them and not just lose the board until then.
So you pay 4-mana for a slight minus in tempo and from there on it just gives you a spider tank for free for 2 more turns? That'S kinda nutty tbh. Freezing minions cannot be ignored, especially by tempo based classes.
So...this is somewhat balanced through the fact that it hits your own board and is therefore not a tempo card, but holy shit is this a swing turn. You can Frost Nova your opponent while plopping down a fat beatstick at the same time and possibly clean up the following turn with a big AoE.
Windchill is a great standalone card already and this just makes it even better by giving you more draw for free and being an Elemental. Freeze Shaman actually viable?
Wait that's actually really good. Freezing effects usually have the issue of not being ressource efficient (wasting one card just to delay an opponent). This solves the issue and by extension makes other Freeze synergies better. Just cycling in general is good too. Kinda makes me wish it was a Mage card tbh.
Should be a strong enabler for Multicaster in Quest Shaman too.
I just want some Deathrattles, why does this keep happening...
Oh well, at least it's some legitimate payoff for burgling so that's good I guess. I wonder if they'll ever give the archetype a legit endgame condition outside of randomly randoming but at least memeing around should be fun.
Kind of good because of the statline, but historically healing your own minions for buffs has never been a viable strategy. It could become one given dedicated support but at the moment the available healing spells are just not there yet.
Now...the Taunt pool for Warrior is fairly limited and usually costed in such a way that won't turn this into super cycle but...man, if you manage to have this stick for a turn..
Now I'm glad they were wise enough not to enable any 0-mana shenanigans but I still feel like this might break the game eventually. Until then it seems a bit.....weak? Basically you need to play at least 2-minions with 3-mana or above for it to actually be a relevant discount. My guess is that it's supposed to support handbuff and offset the downside of spending your early turns building your hand by being able to get out all your buffed lads.
Is Frost Warrior actually going to be a thing? Either way, with Heavy Plate + Hero Power this costs nothing, making it effectively a 5-mana spell in practice most of the time, which shouuld be good enough. Also means that Warrior now cares about keeping their armor instead of treating it as a second healthbar.
Absolutely solid removal/burn with an occasional upside. Freeze Shaman has a future after all.
Nice callback to Cryostasis and equally garbage. Unless that minion is Al'akir you're not doing anything with it for 2 turns which makes this pretty much just an occasional discover option. I don't think we need to stack our Bearon Gla'shear that desperately.
Oh my, looks like [totally not Echo] makes it's return. Pretty questionable though. Effectively this is Minefield (albeit an asymmetrical one so slightly better) that gets better the more mana you have, but 3-mana on a repeatable effect is very hard to use efficiently (spending 6-mana for a 10-damage spread is barely okay and probably way too late to save you unless you're playing just to clear the board over and over). Makes me wonder why there's no cost reduction for Fel spells.
The flavor on this one's great although I doubt it's very practical. You basically require this to proc at least once to pay for itself otherwise it's a really bad deal...and it's not like a 3/5 is threatening on its own so your opponent can just...ignore it.
Premium statline and all but the amount of Fel spells you actually want to play right now is rather low. Guess it's supposed to move you away from playing Quest.
Seems....slow...but also very strong. For just 2-mana you get a lot of stats down the line in a class with no problem of drawing. Just not really sure what this archetype is supposed to be? just summon imps until your opponent gives up?
Oh my god I didn't even think of that one, that'S actually pretty nuts (If only Pure Paladin was still around).
I guess it's technically balanced by Truesilver not being able ot heal you if you aren't already damaged.
Nice callback to Light of the Naaru. Not sure this alone will make a midrange buff Priest work, but the card draw makes it a solid enough choice for any Control builds (should they exist)
That looks really strong if the Token Beast archetype works out. The question is, how fast can you plop down multiple beasts and is it faster than taunt Druid?
Boy this really demonstrates just how OP Apotheosis used to be (and technically still is). I guess Samuro gets a new gimmick in Paladin although I'm uncertain whether this is good enough outside of specific combos.
Hadn't seen that spell yet, but still, drawing minions is one thing, you still have to survive to actually play them and not just lose the board until then.
So you pay 4-mana for a slight minus in tempo and from there on it just gives you a spider tank for free for 2 more turns? That'S kinda nutty tbh. Freezing minions cannot be ignored, especially by tempo based classes.
Only downside is that it isn't a frost spell.
So...this is somewhat balanced through the fact that it hits your own board and is therefore not a tempo card, but holy shit is this a swing turn. You can Frost Nova your opponent while plopping down a fat beatstick at the same time and possibly clean up the following turn with a big AoE.
Windchill is a great standalone card already and this just makes it even better by giving you more draw for free and being an Elemental. Freeze Shaman actually viable?
Wait that's actually really good. Freezing effects usually have the issue of not being ressource efficient (wasting one card just to delay an opponent). This solves the issue and by extension makes other Freeze synergies better. Just cycling in general is good too. Kinda makes me wish it was a Mage card tbh.
Should be a strong enabler for Multicaster in Quest Shaman too.
I just want some Deathrattles, why does this keep happening...
Oh well, at least it's some legitimate payoff for burgling so that's good I guess. I wonder if they'll ever give the archetype a legit endgame condition outside of randomly randoming but at least memeing around should be fun.
Kind of good because of the statline, but historically healing your own minions for buffs has never been a viable strategy. It could become one given dedicated support but at the moment the available healing spells are just not there yet.