Very nice card. Might even persuade midrange pirate warriors to run arcanite reaper, especially with the 4 drop that summons a minion equal to weapon attack.
Not as many rogue decks can use this card, but it's always worth considering.
If a midrange deck can consistently have a lifesteal minion in play that this can target, then this is a great anti-aggro tool.
The downside makes this card fairly poor against slower decks, where the buff is the same as developing a 5 mana 8/8. (Except that it and another minion can be killed by the same spell)
The pool of beasts is big, but unlike demons, they are all at least playable.
I don't think that that changes the fact that this card is a little unneeded in druid right now. If this is played aggressively, then the beasts are more likely to be sub-par than those you would put in your deck. If this card is played for value, then the payoff is meagre in the late game.
+2/+2 for 2 is not amazing, and the heal effect is very situational. Tempo priest is almost better than bad, but it doesn't need this kind of effect to improve.
A lot of these study cards pull from very big pools where there are a lot of bad neutral cards, but dragons are mostly fairly large minions, so this could be acceptable in a midrange dragon priest deck.
7 mana makes this just too late to interrupt aggro. The thing big decks really need to do is stick a really big taunt very early against aggro, and this just isn't able to do that.
Not sure what druid deck wants this, but the card is very good. The problem is that druids can do much better for drawing a lot of card using their spell suite. Maybe with that beast recuiting card.
Pretty nice card draw, even if you only have spell damage +1. This looks strong, but there is a scarcity of good spell damage minions that says to me that this goes into combo decks only, where two apprentices + Mozaki, Master Duelist help you kill in one turn.
A flamewaker that only triggers twice is probably not worth running. The card might see play in secret mage, but I think the spellburst is a little too tricky to consistently achieve there.
This doesn't seem great. This looks like a curve topper for a deck that just doesn't really exist. Secret mage doesn't play enough spells to facilitate this card, and quest mage doesn't want to spend 5 mana just to develop the board when they can kill with giants by drawing cards instead.
I'm not sure that hunters really need cheap damaging removal.
The card is strong for the cost, but fills a niche that most hunter decks don't seem to need filled, because they aim for board dominance in the early game, letting them trade problem minions away.
Very nice card. Might even persuade midrange pirate warriors to run arcanite reaper, especially with the 4 drop that summons a minion equal to weapon attack.
Not as many rogue decks can use this card, but it's always worth considering.
If a midrange deck can consistently have a lifesteal minion in play that this can target, then this is a great anti-aggro tool.
The downside makes this card fairly poor against slower decks, where the buff is the same as developing a 5 mana 8/8. (Except that it and another minion can be killed by the same spell)
Nice for aggressive token druids.
A little annoying that the summoned token doesn't get buffed by board buff effects, but that shouldn't stop the card from seeing play.
The pool of beasts is big, but unlike demons, they are all at least playable.
I don't think that that changes the fact that this card is a little unneeded in druid right now. If this is played aggressively, then the beasts are more likely to be sub-par than those you would put in your deck. If this card is played for value, then the payoff is meagre in the late game.
Nice to have, but I think that DMH prefers regular execute.
However, odd warrior might like to have access to some non-damage based spot removal to counteract big priest.
I don't think that rogues want this, but I could be surprised.
+2/+2 for 2 is not amazing, and the heal effect is very situational. Tempo priest is almost better than bad, but it doesn't need this kind of effect to improve.
Pretty nice in raza priest. Not sure where else this slots, but it can definitely outclass most 0 or 1 mana priest spells.
Not sure if this really helps any warlock decks, but the 0 mana cost is helpful. Might have potential in discardlock.
A lot of these study cards pull from very big pools where there are a lot of bad neutral cards, but dragons are mostly fairly large minions, so this could be acceptable in a midrange dragon priest deck.
A nice combo disruption card, but also almost certain to be usable as a way to destroy the opponent's deck.
Looking forward to seeing new alternatives to togwaggle priest.
7 mana makes this just too late to interrupt aggro. The thing big decks really need to do is stick a really big taunt very early against aggro, and this just isn't able to do that.
Like a baby frost nova, this card mitigates a lot of damage against aggro, and the low cost means it can slot nicely into raza priest.
Not sure what this really does for paladin, but It's a tool that have access to now.
Not very impressive, especially when so many other options for healing are available to both classes.
It's good, but it's remarkably hard to control a damaged minion in the early turns of the game when you're up against a control deck.
Very matchup dependant, but probably slots into at least one deck. Not sure if that deck is pirate warrior, but it's worth trying.
Very inconsistent. I don't think that any deck runs this competitively, just because the effect cannot be relied upon.
Not sure what druid deck wants this, but the card is very good. The problem is that druids can do much better for drawing a lot of card using their spell suite. Maybe with that beast recuiting card.
Pretty nice card draw, even if you only have spell damage +1. This looks strong, but there is a scarcity of good spell damage minions that says to me that this goes into combo decks only, where two apprentices + Mozaki, Master Duelist help you kill in one turn.
A flamewaker that only triggers twice is probably not worth running. The card might see play in secret mage, but I think the spellburst is a little too tricky to consistently achieve there.
This doesn't seem great. This looks like a curve topper for a deck that just doesn't really exist. Secret mage doesn't play enough spells to facilitate this card, and quest mage doesn't want to spend 5 mana just to develop the board when they can kill with giants by drawing cards instead.
I'm not sure that hunters really need cheap damaging removal.
The card is strong for the cost, but fills a niche that most hunter decks don't seem to need filled, because they aim for board dominance in the early game, letting them trade problem minions away.
The biggest problem this card has is the sheer magnitude of awful cards in the pool.
The card's unreliability might be mitigated if the discount helps you curve into a big deathrattle minion, but this seems unlikely to see play.