This is probably not the card you want to play on Turn 2. There are some nice 2 drops you would rather play. When you have finally a board that can protect it, you may drop it and it might stick.
It deals 6 on 10 mana, wow. It's not as fast as Evis, game could be over before turn 10, but it's the same Evis since turn 5, which is still early for Rogue to find lethal. Very, very strong.
The payoff is great, but are there enough elementals? Do we really have to combine elementals with murlocs lol
This is probably not the card you want to play on Turn 2. There are some nice 2 drops you would rather play. When you have finally a board that can protect it, you may drop it and it might stick.
Dealing 1 damage may seem slow for turn 4, but this could be in a tempo deck and help with the trades.
Amazing, if Elemental Shaman is a thing.
It deals 6 on 10 mana, wow. It's not as fast as Evis, game could be over before turn 10, but it's the same Evis since turn 5, which is still early for Rogue to find lethal. Very, very strong.
Activate Frenzy (somehow), bounce to your hand, play again, activate again etc. This could lead into some great plays.
It's also a Mech, interesting. We have some Mechs in Core set.
Swinetusk Shank keeps getting better. 2 mana draw 1 if it get oozed, which is not that bad.
Chain draws. Rogue gotta Rogue.
It suits the Priest class. 4 damage may not be enough, tho. We'll see.
I think it's good for 4 mana or less. Priest usually has a couple of spells in hand. Synergizes with Sethekk Veilweaver, so it might see play.
If it sticks, it's Mind Vision on a stick (no pun intended).
A mini Reno, as they said on stream. Spell Priest is already strong and getting stronger with this.
Many of Paladin spells are Holy. If you're not interested in Libram spam strategy, it might tutor some other spells.
It's all right. It might see play due to that Secret Paladin has a lot of support now.
I've tried some Pure Dude Paladin. It's already a decent deck. This will be a great inclusion.
2 mana weapon into this to guarantee having a Secret on board. Secret Paladin coming together.
Mage wouldn't be Mage without cheap direct damage. 2 damage may not be enough to clear some early-game minions, but still decent.
Secret Mage never dies. Freeze is also very good with Rogues and such.
I don't know which cards are rotating for No Minion Mage, but if it's still viable, this is pretty amazing.
Stats are good. Could be played with 0 mana freeze spell on turn 3.