Locations are quite strong, but they won't be in every deck. You'll run it only if there's a specific top-tier, overplayed deck that absolutely relies on a location as part of its win condition. I give this 2 stars.
Locations are all extremely powerful, and discovering from your own deck is the best type of discover, so this is gets 5 stars. I think the played win rate will be quite high in most decks.
The cost is prohibitive, and so far I see no payoff cards that will be all that synergistic. Is it any surprise that a card named Red Herring is a trap? One star!
Dismissing it as an "Arena card" is a bit silly. Arena cards are actually quite strong in Standard when the meta is heavily minion-based, which it definitely will be. I give it 3 stars because several archetypes will definitely use it, even if it's not the best all-purpose neutral.
I agree with Nightmare -- so many decks depend on curving out very precisely that I think this little gem will shine. It's even better when the opponent wants to play multiple small minions, which many do at the moment. I give it 3 stars because it's worth considering whenever you have an open slot.
A 2-cost 2/2 with discover is just plain good. Any deck with a little extra space should consider this. (I'm looking at you, Reno-thal!) I'd give it 3.5 stars if I could but I will round up to 4 because I think it's going to lead to a lot more rage than anyone is expecting.
The stats are good, but at this point there are so many 1-Cost 1/3 minions that it's not all that impressive. The battlecry is not great. Picking a card that you want and do not mind giving to your opponent is going to be tough. Picking a card that's not super easy to guess is nearly impossible because there are too many bad legendaries. I give it 2 stars, and that second star is mainly for the stat line.
MY question on this is if you get multiple copies of the card, or draw multiple cards with the Infuse? It reads like you'll get multiple copies of it, but I'd like to know for sure.
If infused, you draw one spell and get one additional copy of the drawn spell that disappears at the end of the turn. If you cast the temporary copy, you do not get another one.
Too dependent on the type of deck your opponent is playing. It's great against about a third of the field, utter garbage against another third, so-so against the rest. I'll say 2 stars until I see some kind of real synergy.
I'm curious as to what would happen if you just played a standard 30 card deck with this to get the health boost? I'd imagine that you'd have to fill the next 10 cards or it will say it's an invalid deck.
I do think that miracle decks could/would use this to get more health at the beginning to help them not die to aggro so quickly. But who knows.
"Your deck size (is) 40." That means you must have 40 cards in your deck.
The cooldown makes this a lot worse than people think. Knowing you won't have access to it for a turn makes it a lot easier for your opponent to deal with. It's still pretty good, but not mind-blowing. Three stars.
Locations are quite strong, but they won't be in every deck. You'll run it only if there's a specific top-tier, overplayed deck that absolutely relies on a location as part of its win condition. I give this 2 stars.
Infuse decks should never be in topdeck mode, so that's not really a concern. Any deck geared toward infuse will run this. It gets 4 stars.
Locations are all extremely powerful, and discovering from your own deck is the best type of discover, so this is gets 5 stars. I think the played win rate will be quite high in most decks.
The cost is prohibitive, and so far I see no payoff cards that will be all that synergistic. Is it any surprise that a card named Red Herring is a trap? One star!
Easy 4 stars. Fits into nearly any deck, and sticky cards like this always see success. Also counts as a two-in-one for the purposes of infuse.
Dismissing it as an "Arena card" is a bit silly. Arena cards are actually quite strong in Standard when the meta is heavily minion-based, which it definitely will be. I give it 3 stars because several archetypes will definitely use it, even if it's not the best all-purpose neutral.
I agree with Nightmare -- so many decks depend on curving out very precisely that I think this little gem will shine. It's even better when the opponent wants to play multiple small minions, which many do at the moment. I give it 3 stars because it's worth considering whenever you have an open slot.
Easy four stars because it fits into every infuse archetype and is a pretty good card on its own.
A 2-cost 2/2 with discover is just plain good. Any deck with a little extra space should consider this. (I'm looking at you, Reno-thal!) I'd give it 3.5 stars if I could but I will round up to 4 because I think it's going to lead to a lot more rage than anyone is expecting.
Rating the card, not the archetype, I give it 3 stars because the DR can hit face.
With Brann, you get two of each, minus one due to board space, which means if you high roll, you'll have two 6-attack charge minions.
Without Brann, if you have two Castle Kennels in play, you can boost the charge to 9 attack.
It also lets DH fish for Relics.
Seems like a fun game, but I hate everything about the business model and the way they are rolling it out.
The stats are good, but at this point there are so many 1-Cost 1/3 minions that it's not all that impressive. The battlecry is not great. Picking a card that you want and do not mind giving to your opponent is going to be tough. Picking a card that's not super easy to guess is nearly impossible because there are too many bad legendaries. I give it 2 stars, and that second star is mainly for the stat line.
If infused, you draw one spell and get one additional copy of the drawn spell that disappears at the end of the turn. If you cast the temporary copy, you do not get another one.
It does a lot for 1 mana, so I give it 4 stars.
I hear they are officially changing the class name from Shaman to Fun-Ruiner, which means this gets 5 stars.
Sure to become one of the most hated archetypes right out of the gate, so 5 stars.
Too dependent on the type of deck your opponent is playing. It's great against about a third of the field, utter garbage against another third, so-so against the rest. I'll say 2 stars until I see some kind of real synergy.
"Your deck size (is) 40." That means you must have 40 cards in your deck.
The cooldown makes this a lot worse than people think. Knowing you won't have access to it for a turn makes it a lot easier for your opponent to deal with. It's still pretty good, but not mind-blowing. Three stars.