That´s a very strong arena card, that can make lower and more consistent curve decks compete with heavyer ones if they can transform one or two small drops into legendaries late game.
In constructed, you don´t want random legendaries. Old control warrior used Elise to slow fatigue and to transform the answers it had not used in the end of the game, not midway trough the deck.
I get all the hype for wild pirates and I will try it for sure, but even drawing 3 cards may not be enough to compensate for the loss in tempo the turn its played and not being able to play stronger weapons for 3 turns.
Maaaan, all the Fate Weaver dreams! That gives us up to 5 discount ticks (emperor, 2 dragons and 2 copies). We are very close to being able to pull off those "maximum damage w/ infinite mana" in wild ladder. I just hope priest has a control shell strong enough to survive that late.
This card´s true value will depend on us getting low-mana warrior invoke cards. It is very stronger latter on, but not as broken as 3 3/2 rush by turn 3 or 4.
Increased hand size is a very fun new mechanic. This will surelly be on my Mechuthun wild deck, since it draws 4, and reduces chance of future overdraw.
In standard, I don´t think warlock has the resources to play the control game. This is an even card, which can find its way into some evenlocks there, but I´m not sure that 6 mana is ok for wild.
That is a very strong card. The effect ensures a 2-for-1 with high chances of 3-for-1 if the game goes long enough, as well as making the opponent one step closer to fatigue. That said, Rogue has always lacked the resources for playing for the long game.
I don´t know if any wild rogue deck will have room for this guy, as cool as it is.
Aside the control/taunt/time out,this may see play in aggro palladin, of all places. Coin this is a valid T1 play and a very nice way of assuring you don´t take damage is to have board control and force your opponent to trade. If a mage is pinging an aggro pally every turn to deny a 3/6, it won´t have mana to fight back the other treaths aggro pally trows at Jaina.
Its a much needed and much late counter to big priest. If the 3 minnions average 2 attack, this is a very week 3/3, so you need some effort to abuse opponent´s minnions, which I don´t think will be worth it.
I think this will be strong in a midrange dragon paladin in standard. Its a solid body, can help against aggro and even ensure a 3-for-1 healing another body after a favorable trade.
It may be used on wild´s big rogue, since it cheats out dethrattles but does not pollute N´Zoth´s res pool. If combo is active, its a +1 health over a neutral card draw, with added tutor effect.
As with the Crazed Netherwing, its a very strong card if the sinergy hits, but so far I don´t think warlocks will be a dragon class in standard or wild.
If it hits, its a VERY powerfull guy. Despite that, I think there won´t be enough tools for control warlock in standard. In wild, I don´t think warlocks will include dragons, so its in an akward space.
I don´t thin the lynx and the spear are anough for this sidequest to be consistent. Mage´s sidequest is something a control mage will acheive every game, given time. This has the same topdeck problem AND is much harder to complete.
That´s a very strong arena card, that can make lower and more consistent curve decks compete with heavyer ones if they can transform one or two small drops into legendaries late game.
In constructed, you don´t want random legendaries. Old control warrior used Elise to slow fatigue and to transform the answers it had not used in the end of the game, not midway trough the deck.
I get all the hype for wild pirates and I will try it for sure, but even drawing 3 cards may not be enough to compensate for the loss in tempo the turn its played and not being able to play stronger weapons for 3 turns.
Too expansive to see play in any serious deck.
Maaaan, all the Fate Weaver dreams! That gives us up to 5 discount ticks (emperor, 2 dragons and 2 copies). We are very close to being able to pull off those "maximum damage w/ infinite mana" in wild ladder. I just hope priest has a control shell strong enough to survive that late.
This card´s true value will depend on us getting low-mana warrior invoke cards. It is very stronger latter on, but not as broken as 3 3/2 rush by turn 3 or 4.
Increased hand size is a very fun new mechanic. This will surelly be on my Mechuthun wild deck, since it draws 4, and reduces chance of future overdraw.
In standard, I don´t think warlock has the resources to play the control game. This is an even card, which can find its way into some evenlocks there, but I´m not sure that 6 mana is ok for wild.
That is a very strong card. The effect ensures a 2-for-1 with high chances of 3-for-1 if the game goes long enough, as well as making the opponent one step closer to fatigue. That said, Rogue has always lacked the resources for playing for the long game.
I don´t know if any wild rogue deck will have room for this guy, as cool as it is.
Aside the control/taunt/time out,this may see play in aggro palladin, of all places. Coin this is a valid T1 play and a very nice way of assuring you don´t take damage is to have board control and force your opponent to trade. If a mage is pinging an aggro pally every turn to deny a 3/6, it won´t have mana to fight back the other treaths aggro pally trows at Jaina.
Its a much needed and much late counter to big priest. If the 3 minnions average 2 attack, this is a very week 3/3, so you need some effort to abuse opponent´s minnions, which I don´t think will be worth it.
This will be an auto-include in standard Galakrond decks, at least a couple of which I think will be meta.
Nice combo potential with Voltron, but will be mostly wild memes.
Maybe the growing effect can be abused by aggro decks. I think we will see a lot of things magnetized onto that.
I don´t think hunters can benefit from an equality effect. It can be a clear with Unleash, but thats waaaay to optimistic (and 9 mana).
I think this will be strong in a midrange dragon paladin in standard. Its a solid body, can help against aggro and even ensure a 3-for-1 healing another body after a favorable trade.
It may be used on wild´s big rogue, since it cheats out dethrattles but does not pollute N´Zoth´s res pool. If combo is active, its a +1 health over a neutral card draw, with added tutor effect.
As with the Crazed Netherwing, its a very strong card if the sinergy hits, but so far I don´t think warlocks will be a dragon class in standard or wild.
If it hits, its a VERY powerfull guy. Despite that, I think there won´t be enough tools for control warlock in standard. In wild, I don´t think warlocks will include dragons, so its in an akward space.
We will need much more agressive warrior invoking cards for this to have a hope of being played.
I don´t thin the lynx and the spear are anough for this sidequest to be consistent. Mage´s sidequest is something a control mage will acheive every game, given time. This has the same topdeck problem AND is much harder to complete.