This is a very interesting card, not to be underestimated. I like the flavor of this one, making your opponent actions anticipated, forcing them to slow down.
Bad secret, but might actually be what you want in a secret deck, a secret that sticks so you can play you payoff cards earlier. Kinda like Ice Block. But this really is bad though.
Only Caravan that might be worth running, only because of the tag. Murloc decks will have multiple, more dangerous engines you'll want to remove, or can buff this guy. Can easily stick for a few turns.
Pass on this one.
Those hand-Taunt buffs never worked out.
Slow, but I think it's worth it. This guarantees your weapons will be decent, and you dig hard for poisons anyway. This is a card for consistency.
This is a very interesting card, not to be underestimated. I like the flavor of this one, making your opponent actions anticipated, forcing them to slow down.
Maybe, but doesn't look impactful enough.
I bet Control Warriors are crying tears of joy for this one. Seems really good.
Bad secret, but might actually be what you want in a secret deck, a secret that sticks so you can play you payoff cards earlier. Kinda like Ice Block. But this really is bad though.
Murlocs will be a thing, they slept for too long.
I really don't see the combo this is worth running for. Thus, bad.
Nice payoff for playing elementals.
This is a dangerous one to leave alive, elemental deck or not.
Must synergize with both weapons and pirates to be relevant. Can see play in Wild.
Can actually be good in aggro. A better Pit Lord, it didn't see play, but it was bound to a class that was already damaging itself.
One of the reasons you'll consider playing Elemental Shaman. Might be wanted by general Control decks.
The payoff for waiting a turn is garbage. This is worse than 2/1 dormant murloc.
I'm tempted to try that Secret archetype after all those additions.
This is bonkers. Although you'll rarely see it's final form ;)
Guaranteed premium 4 drop, there will be threats you'll have to kill. Will completely shut down Rogue in wild.
So they continue Discover train with mage, huh? Really good card on its own.
Only Caravan that might be worth running, only because of the tag. Murloc decks will have multiple, more dangerous engines you'll want to remove, or can buff this guy. Can easily stick for a few turns.