It's basically just a Rainbow DK card since I don't think you ever run it in non-Rainbow DK decks. The Reborn is a bit awkward since it'll be reborn as a 3/1 without any of the other keywords.
In Rainbow DK, you just put this in the deck with no real deckbuilding needed since you're already running all of the Runes.
The wording here is a bit confusing. If you aren't aware of this yet, Stitchensew summons the 5-drop, then the 5-drop summons the 3-drops, then the 3-drop summons the 1-drop.
Basically in other words, it's really fucking sticky. It's a bit on the slow side, but the amount of value it has is really high which might make up for that.
It is pretty easy to get this up for DH since they can always Hero Power and the process can be expedited with something like Going Down Swinging.
The only drawback is that Demon Hunter already has a lot of draw, so it's a question of whether or not it really needs or wants this when it needs to be upgraded first.
I don't think it'll be that great. It's hard to get really good value of it, and then there's always board clears. Best use of it is probably Evolve, but even then it seems a bit awkward to set up there.
A bit wonky to use since most 1-Attack or 1-Health minions won't be that useful at this stage in the game, but there's still some neat things you can do with it. It gets back all of your Minis and Paladin can even use it with Amitus, the Peacekeeper.
Temporary spells are a bit of a gamble, but there is a saving grace to this.
Most Frost spells are quite cheap, so you should generally be able to play this and one of the spells on the same turn even it just run 6 or something. The only bad thing about the card is that there's not that much Frost synergy right now.
A 3/2 with all of those keywords is already REALLY good because it trades and keeps board presence. And you even get a 1 mana 1/1 of it which is a convenient ping that also keeps board presence. Seems super good to me.
There is a SHITLOAD of potential here because it can recast so much stuff and it will pretty much always clear a board, do some face damage, and maybe summon minions.
You shouldn't need a spell of every Cost too, so its deckbuilding isn't that restrictive. Seems like it'll probably be pretty good. Its 10 mana Cost is pretty steep, but there will be ways to make it cost less or just survive that long to where you can cast it.
With a magical Dollhouse, you basically have Spell Damage +4. Which isn't quite Malygos, but it's pretty close. Great Ensmallen target too (along with other Spell Damage minions you might be playing).
Good stall for Spell Damage Druid, although the fact that you have to control Spell Damage makes me think your only good bet of getting this to go off is Magical Dollhouse since you probably don't want to use a minion when you cast this.
Probably the most playable Patron callback we've seen... which isn't saying much because this still isn't very great. The limitation makes it impossible to build a really huge board with it.
In most decks, it'll be hard to use this super well.
Warlock though: Plot Twist and Gaslight Gatekeeper. Put those two together and this can become a problem, and I do think people will actually try this out.
Rogue absolutely has ways to break this. They're basically masters of using cheap, spammable cards and this makes your cheap, spammable cards even more cheap and even more spammable. Especially works really well with Minis, especially Sandbox Scoundrel.
It's basically just a Rainbow DK card since I don't think you ever run it in non-Rainbow DK decks. The Reborn is a bit awkward since it'll be reborn as a 3/1 without any of the other keywords.
In Rainbow DK, you just put this in the deck with no real deckbuilding needed since you're already running all of the Runes.
The wording here is a bit confusing. If you aren't aware of this yet, Stitchensew summons the 5-drop, then the 5-drop summons the 3-drops, then the 3-drop summons the 1-drop.
Basically in other words, it's really fucking sticky. It's a bit on the slow side, but the amount of value it has is really high which might make up for that.
It is pretty easy to get this up for DH since they can always Hero Power and the process can be expedited with something like Going Down Swinging.
The only drawback is that Demon Hunter already has a lot of draw, so it's a question of whether or not it really needs or wants this when it needs to be upgraded first.
I don't think it'll be that great. It's hard to get really good value of it, and then there's always board clears. Best use of it is probably Evolve, but even then it seems a bit awkward to set up there.
A bit wonky to use since most 1-Attack or 1-Health minions won't be that useful at this stage in the game, but there's still some neat things you can do with it. It gets back all of your Minis and Paladin can even use it with Amitus, the Peacekeeper.
Put it in the Spell Damage Druid deck and you have a free 3 damage or sometimes even a -1 mana 3 damage and then just play whatever you want.
In the deck it's absolutely seeing play. We just need to see if Spell Damage Druid becomes a thing.
Temporary spells are a bit of a gamble, but there is a saving grace to this.
Most Frost spells are quite cheap, so you should generally be able to play this and one of the spells on the same turn even it just run 6 or something. The only bad thing about the card is that there's not that much Frost synergy right now.
This is a really good card.
A 3/2 with all of those keywords is already REALLY good because it trades and keeps board presence. And you even get a 1 mana 1/1 of it which is a convenient ping that also keeps board presence. Seems super good to me.
There is a SHITLOAD of potential here because it can recast so much stuff and it will pretty much always clear a board, do some face damage, and maybe summon minions.
You shouldn't need a spell of every Cost too, so its deckbuilding isn't that restrictive. Seems like it'll probably be pretty good. Its 10 mana Cost is pretty steep, but there will be ways to make it cost less or just survive that long to where you can cast it.
The Attack buff is pretty good and the Immune can help with trading whilst keeping board presence, and the Mini is also quite good.
By itself it basically has Spell Damage +2.
With a magical Dollhouse, you basically have Spell Damage +4. Which isn't quite Malygos, but it's pretty close. Great Ensmallen target too (along with other Spell Damage minions you might be playing).
Good stall for Spell Damage Druid, although the fact that you have to control Spell Damage makes me think your only good bet of getting this to go off is Magical Dollhouse since you probably don't want to use a minion when you cast this.
It may look unassuming, but there's environments where this can work out pretty well.
Perhaps it'll be a sleeper? I don't reckon it'll be broken, but it has a chance of being better than we believe it to be.
Will probably just sit in the collection. When it destroy your own stuff, then it becomes unappealing to use since it can backfire.
And you won't use it to pop eggs since there are better ways to do that.
Remember Giggling Inventor? Here she is again.
It is a bit slower since it's a Deathrattle instead of a Battlecry, but there are many ways to take advantage of that.
Probably the most playable Patron callback we've seen... which isn't saying much because this still isn't very great. The limitation makes it impossible to build a really huge board with it.
Very great card.
Hunters are already good at swarming the board. Play this on any board and you've got a force to be reckoned with.
In most decks, it'll be hard to use this super well.
Warlock though: Plot Twist and Gaslight Gatekeeper. Put those two together and this can become a problem, and I do think people will actually try this out.
Rogue absolutely has ways to break this. They're basically masters of using cheap, spammable cards and this makes your cheap, spammable cards even more cheap and even more spammable. Especially works really well with Minis, especially Sandbox Scoundrel.
Remember Vol'jin? This is him now.
The 1 Health funnily makes him better because a lot of classes can just ping the minion down their Hero Power after you play this.