Seems a tad expensive for the effect. Tempo Priest right now depends on Shadow so this obviously doesn't work. Additionally you want to play this with a reasonably sized board in play and then hopefully snowball that to victory so even if this were playable in any capacity your opponent will just do their best to keep you off the board and make you waste the effect.
That being said, if you can set this up with Vulgar Homunculus and other sticky stuff it could get out of control quite quickly. I'm just not sure that's good for the game
Not sure if this is needed in Standard. At some point Paladin just doesn't need any more heal and there are better and more tempo focussed draw options available. NOt sure what kind of Big Paladin they are trying to create with this, but right now it's lacking heavily in actual support.
This sounds insanely powerful if you can reasonably pull it off anywhere near curve. If that is actually possible in any current deck I don't know, but good god are you not allowed to leave a Lifesteal minion up against Paladin.
What an odd card to put into Paladin of all things. I guess it's good with buffs spells but none of the less-than-3 buffs are particularly impactful on a minion with 1-health. That being said, Paladin takes any draw they can get and in Libram Paladin this is basically a guaranteed Libram or Hand (as long as you don't run Secrets)
Actually insane like holy shit. It's So[Hearthstone Card (uthsea Buccaneer) Not Found] for big spells in a class that famously has very few early game plays. The only issue is that it's just a vanilla minion if you don't have a big spell in hand at the time, but at the same time the deck encourages you to run a great many big spells anyways.
Worth noting that this is good in just about any Mage deck as long as you run spells because you can easily just use it to discount a single piece of burn or card draw as well.
Well shit, Hunter gets ramp now apparently. Curves into Bear and probably some other stuff I'm forgetting. This unironically looks like it could make bigger beasts playable again. Can also chain it with parrots although that makes very little sense.
I am honestly confused as to how you can pick Dawngrasp as your favorite when we pretty much no absolutely nothing about them and their character boils down to "friends and research I guess". Without an accompanying book of Heroes there's just nothing to work with.
Also Tamsin is the best one by virtue of having an entertaining personality without just being a copy-paste stereotype like Guff or Rokara.
Might be the best of the Hero cards. Unconditional board reset that leaves you with 8-damage on board, ,which by itself is already setup for Battlemaster.
Seriously makes me question whether we have to nerf Battlemaster again.
I feel like if you compare poorly to Fel Summoner you're already doomed. The only saving grace is the fact that now there's actually a critical mass of cheating effects so maybe that'll hold the deck together...for about two weeks until it gets rolled over by actual meta decks.
Looks terrible to me on account of the fact that cards from your opponent's deck might not work with your at all. What does Rogue do with Flesh Giant for instance?
This should have just been a flat "on kill" and it would have been balanced. Having to go the extra mile just to get a mystery box just isn't good.
For some bizarre reason I assumed this was obviously going to be a Warrior minion (ignoring the fact that we've already seen it) and figured "sweet, Rush Warrior gets some powerful synergy". Instead...this is a Druid minions apparently.
It's still good and a very good way to snowball the board (or rather refill it after value trading) but I'M still not entirely convinced of the Beast Token build.
I'm assuming there'S some Fel spell damage synergy yet to be revealed but without Legendary support I don't see this working out. Probably a set up for future expansions or the miniset.
I really don't like what this enables but at least it also supports decks that don't just draw until they oneshot you. I wonder if it makes the cut in Deathrattle DH.
Seems a tad expensive for the effect. Tempo Priest right now depends on Shadow so this obviously doesn't work. Additionally you want to play this with a reasonably sized board in play and then hopefully snowball that to victory so even if this were playable in any capacity your opponent will just do their best to keep you off the board and make you waste the effect.
That being said, if you can set this up with Vulgar Homunculus and other sticky stuff it could get out of control quite quickly. I'm just not sure that's good for the game
this + Shirvallah = Reno poggers.
Not sure if this is needed in Standard. At some point Paladin just doesn't need any more heal and there are better and more tempo focussed draw options available. NOt sure what kind of Big Paladin they are trying to create with this, but right now it's lacking heavily in actual support.
This sounds insanely powerful if you can reasonably pull it off anywhere near curve. If that is actually possible in any current deck I don't know, but good god are you not allowed to leave a Lifesteal minion up against Paladin.
What an odd card to put into Paladin of all things. I guess it's good with buffs spells but none of the less-than-3 buffs are particularly impactful on a minion with 1-health. That being said, Paladin takes any draw they can get and in Libram Paladin this is basically a guaranteed Libram or Hand (as long as you don't run Secrets)
Actually insane like holy shit. It's So[Hearthstone Card (uthsea Buccaneer) Not Found] for big spells in a class that famously has very few early game plays. The only issue is that it's just a vanilla minion if you don't have a big spell in hand at the time, but at the same time the deck encourages you to run a great many big spells anyways.
Worth noting that this is good in just about any Mage deck as long as you run spells because you can easily just use it to discount a single piece of burn or card draw as well.
Well shit, Hunter gets ramp now apparently. Curves into Bear and probably some other stuff I'm forgetting. This unironically looks like it could make bigger beasts playable again. Can also chain it with parrots although that makes very little sense.
4-mana Nourish? Yes please. This is really good with a variety of things, and really helps offset the lack of tempo on most of them.
I am honestly confused as to how you can pick Dawngrasp as your favorite when we pretty much no absolutely nothing about them and their character boils down to "friends and research I guess". Without an accompanying book of Heroes there's just nothing to work with.
Also Tamsin is the best one by virtue of having an entertaining personality without just being a copy-paste stereotype like Guff or Rokara.
Might be the best of the Hero cards. Unconditional board reset that leaves you with 8-damage on board, ,which by itself is already setup for Battlemaster.
Seriously makes me question whether we have to nerf Battlemaster again.
I feel like if you compare poorly to Fel Summoner you're already doomed. The only saving grace is the fact that now there's actually a critical mass of cheating effects so maybe that'll hold the deck together...for about two weeks until it gets rolled over by actual meta decks.
Unnerf Priestess of Fury.
Looks terrible to me on account of the fact that cards from your opponent's deck might not work with your at all. What does Rogue do with Flesh Giant for instance?
This should have just been a flat "on kill" and it would have been balanced. Having to go the extra mile just to get a mystery box just isn't good.
Ah damn, I automatically assumed that it is illegal for Warlock not to damage their own minions.
Was hoping for an actual beast here, but whatever, this helps midrange as well. Now the question is whether Rush beats Taunt.
For some bizarre reason I assumed this was obviously going to be a Warrior minion (ignoring the fact that we've already seen it) and figured "sweet, Rush Warrior gets some powerful synergy". Instead...this is a Druid minions apparently.
It's still good and a very good way to snowball the board (or rather refill it after value trading) but I'M still not entirely convinced of the Beast Token build.
I'm assuming there'S some Fel spell damage synergy yet to be revealed but without Legendary support I don't see this working out. Probably a set up for future expansions or the miniset.
This seems really really weak. Like...for one more mana you get maybe Hellfrie + draw (and Warlock is not starved for draw at all).
Sure, it works with the Hero card Rifts...but then it also kills your Imp (unless they specifically changed the sequencing just for this).
Not that I don't like the idea of Fel Warlock, but holy fuck is there no support for it currently.
I believe you.
That's a very decent control card. 8-damage for 4 as long as you have targets. Can be used in Big Demon decks as well.
I really don't like what this enables but at least it also supports decks that don't just draw until they oneshot you. I wonder if it makes the cut in Deathrattle DH.
Well....at least Felfire Deadeye will be gone next expansion...
I guess OTK out of nowhere is DEmon Hunter class identity.