Seems pointless in the current meta. Most minion based decks don'T play minions below 3-health that are worth dealing with immediately. Sick arena card though.
This seems like Skull of Gul'dan replacement for next year, Right now I don't see the point for it right now. Quest DH has more than enough draw already
Cute effect but feels a bit too inconsistent to be good. I mean we just got a spell that does the same thing but way better.
I think that you missunderstand the card effect.
That card swaps the attack of the highest and lowest attack Minions, no one spell does that.
At T5 you can easily get a 5 mana 5/8 pirate taunt that sets a enemy minion attack on 2.
It's a really cool effect, but nowadays there are a few decks that play Big boys, but maybe can deal with quest rewards.
My point is this doesn't remove anything by itself, it only cucks statsticks, which the spell does better because it also yeets their health and makes them easier to pick off, which subsequently makes it more useful against minions with ongoing effects.
Basically this one only makes sense against something like Flesh Giant or Anetheron for the counter tempo swing, but even then you're probablly better off with the spell version that actually invalidates the opposing minion completely and doesn't require you to still ahve to deal with a 2/8 or something along that size
I am beginning to notice a worrying trend of Mage getting support for archetypes that barely even exist in the first place. How is there not at least one actual big spell to work with this stuff. There's like 4 spells above 7-mana total in Standard at the moment.
Ironically enough the one class that could use this the most (MAge) doesn't need it whatsoever.
Technically it could be interesting in Secret Hunter seeing how Explosive Trap and Freezing Trap have spell schools, but you'd need at least one more spell school for this to be worth the effort.
Seems really good for Questlock. Advances Quest, thins deck, is proactive and because the deck doesn't run spells above -mana you probably won't accidentally kill yourself.
Last time I checked, Quest rewards aren't in your deck so this is worthless. Would be funny to counter Quest Priest with though. Also the 1-mana spell pool for Rogue is now crap.
So this is very interesting because it basically forces your opponent to decide what they actually want to give you. Could be really interesting forr Quest Priest if you're going 2nd because it could alllow you to play a 3-drop that finds you a 4-drop which significantly imrpoves quest consistency (even though the deck itself would still be shit)
Yes yes, big spell Mage, we get it. There'S still a baffling lack of actually useful big spells in the game. I'm not playing Deep Freeze, it's shit. I can't play Grand Finale because you refuse to print more elementals. And I can't build a minion-based deck because all MAge minions are shit.
So it's cool that this targets enemies only due to synergies with random casting, but in reality, this just doesn't seem good. It's basically a weaker Apexis Blast. You don't usually spend 5-mana to kill some small fry to get a 7/7 at best.
Looks like a solid card. The ability to give rush to a minion on the spot while also "drawing" a card is pretty good. the actual buff is neat too. Thankfully no beast-only.
I mean it's nice, but for 2-mana it's rather expensive. Could work as a neat little Tutor in Anacondra decks, but I'm not sure the deck even needs it (not to mention it's an arcane spell so no cost reduction)
It's not bad, but I feel like you don't want to spend 2-mana on an effect this slow, especially not with the current pool of Choose One cards.
The only thing I can see this being useful for is splitting Nourish so you get double benefits with Anacondra. Or realy just any Nature spell that works with Anacondra. Then again you don't want to run more minions in that deck either way.
what? That's like...giga-OP. It's basically 3-mana to kill a minion while setting up future or immediate plays. Pretty sure this pushes LIbram PAlly to the top again (Mage matchups don't count)
based on the wording it has to be the number of Imps. Stats would be ridiculous. Imagien trading this once and getting 1-mana 6/6 worth of stats the next time you find it.
Seems pointless in the current meta. Most minion based decks don'T play minions below 3-health that are worth dealing with immediately. Sick arena card though.
This seems like Skull of Gul'dan replacement for next year, Right now I don't see the point for it right now. Quest DH has more than enough draw already
My point is this doesn't remove anything by itself, it only cucks statsticks, which the spell does better because it also yeets their health and makes them easier to pick off, which subsequently makes it more useful against minions with ongoing effects.
Basically this one only makes sense against something like Flesh Giant or Anetheron for the counter tempo swing, but even then you're probablly better off with the spell version that actually invalidates the opposing minion completely and doesn't require you to still ahve to deal with a 2/8 or something along that size
I am beginning to notice a worrying trend of Mage getting support for archetypes that barely even exist in the first place. How is there not at least one actual big spell to work with this stuff. There's like 4 spells above 7-mana total in Standard at the moment.
Ironically enough the one class that could use this the most (MAge) doesn't need it whatsoever.
Technically it could be interesting in Secret Hunter seeing how Explosive Trap and Freezing Trap have spell schools, but you'd need at least one more spell school for this to be worth the effort.
Way too slow to do anything relevant, but nice off of the Quest reward.
Seems really good for Questlock. Advances Quest, thins deck, is proactive and because the deck doesn't run spells above -mana you probably won't accidentally kill yourself.
Last time I checked, Quest rewards aren't in your deck so this is worthless. Would be funny to counter Quest Priest with though. Also the 1-mana spell pool for Rogue is now crap.
So this is very interesting because it basically forces your opponent to decide what they actually want to give you. Could be really interesting forr Quest Priest if you're going 2nd because it could alllow you to play a 3-drop that finds you a 4-drop which significantly imrpoves quest consistency (even though the deck itself would still be shit)
Cute effect but feels a bit too inconsistent to be good. I mean we just got a spell that does the same thing but way better.
Yes yes, big spell Mage, we get it. There'S still a baffling lack of actually useful big spells in the game. I'm not playing Deep Freeze, it's shit. I can't play Grand Finale because you refuse to print more elementals. And I can't build a minion-based deck because all MAge minions are shit.
So it's cool that this targets enemies only due to synergies with random casting, but in reality, this just doesn't seem good. It's basically a weaker Apexis Blast. You don't usually spend 5-mana to kill some small fry to get a 7/7 at best.
Looks like a solid card. The ability to give rush to a minion on the spot while also "drawing" a card is pretty good. the actual buff is neat too. Thankfully no beast-only.
I mean it's nice, but for 2-mana it's rather expensive. Could work as a neat little Tutor in Anacondra decks, but I'm not sure the deck even needs it (not to mention it's an arcane spell so no cost reduction)
It's not bad, but I feel like you don't want to spend 2-mana on an effect this slow, especially not with the current pool of Choose One cards.
The only thing I can see this being useful for is splitting Nourish so you get double benefits with Anacondra. Or realy just any Nature spell that works with Anacondra. Then again you don't want to run more minions in that deck either way.
Wait, is this actually just Duel! except for Warrior and +1 mana? Are we that desperate already?
Nvm, I can't read, apparently your own minions duke it out. Cute but pointless, I don't need my Rattlegore killing my Troublemaker.
Did I mention I'M also colourblind and severely dense? Demon Hunter it is then.I wonder what they would even do with this.
what? That's like...giga-OP. It's basically 3-mana to kill a minion while setting up future or immediate plays. Pretty sure this pushes LIbram PAlly to the top again (Mage matchups don't count)
What use could this possibly have? Normally you actually want to use the weapons you put into your deck.
only if you played Libram on a minion
based on the wording it has to be the number of Imps. Stats would be ridiculous. Imagien trading this once and getting 1-mana 6/6 worth of stats the next time you find it.