Seems like they are handing out these suspicious minions because they feel bad about having to nerf Pandaren Importer (as they should). This is actually better than the panda for Mages -- I feel like the other suspicious classes got a bit shafted. I'm not fond of the constant guessing games we're going to have to sit through for the next year and a half, but I still have to give this 4 stars.
Adding defense to an archetype that already seems very scary? Four armor, 4 face damage and 4/4 worth of stats? That seems to want 4 stars, so that's what I'll give it.
A minion-based deck with more removal than you can shake a stick at? Yes, please. This is a 5-star card because it lessens the skeleton deck's reliance on card draw, which is a very big deal.
It not hard at all to build a Pure Paladin deck, so this deck-building restriction is trivial. The only problem is that she's a 7-drop with no board impact, but Paladin should be able to set up for and recover from that with no trouble. I'll say 5 stars because she just might be good enough to enable Paladin to run more than one type of pure deck.
You only need 4 class card hand to get the full effect, and it's a considerable effect. I give it 5 stars because it's on par with a 5-star card from days of yore, and it fits into nearly every Paladin archetype.
It's kind of petite for someone called "biggun." However, this kind of deck will find it extremely easy to infuse this guy, so the value will nearly always be off the charts -- 4 stars.
Your opponent would be foolish to play into this, so don't expect to be hitting ginormous enemy minions with it after it's already on the board. You might catch one as you play the location, but no more than that.
Other than that, it looks like it's supposed to go into a Silver Hand - Quest deck, which is fine, but that deck has better ways to buff your dudes. I think you'll more likely be buffing the non-Silver Hand minions you have to play to complete the Questline. It's pretty OK for that purpose, so 3 stars.
Paladin is always a powerful class because it has powerful class cards. Even non-pure decks tend to run very few neutrals. You are not going to build a Paladin deck with mostly neutral cards just so you can use this thing as a tutor.
So, with the tutor myth debunked, what's left? A 3-Cost spell that discovers a card in your deck and maybe draws an extra copy. That's pretty bad. This spell is worth no more than 2 stars.
Kind of expensive if not infused, but I like that you have the option to play it uninfused if you have some biggish minions. Still, it's clunky, and there are better options that are not much more expensive, so 3 stars. A control deck might run it if it wants as many clears as it can get.
It pays for itself if you've copied even a single card. It can give massive returns if you've copied more. Xerox Priest can really pop off after something like this. Mana cheat with high swing potential deserves 4 stars.
Buff Priest has a ton of support at this point, and this card is the nuts in such a deck. I don't know that you'll want it in any other archetype, but I'm willing to give it an optimistic 4 stars.
If Xerox Priest is going to work, it's because of this card. It also helps a ton with Murloc Holmes, but OMG what a headache. I hope the Deck Tracker devs add some kind of module to display the relevant known parts of the opponent's deck and hand in an easily readable way. Anyway, this gets 4 stars because it's pretty strong even outside that archetype.
I'll be kind and give it 3 stars, but only because Secret Rogue already looks strong. I don't think this legendary adds much to the archetype, but it doesn't hurt. It looks a lot harder to trigger than other "keep coming back" minions have been in the past, and those have never been all that great. Best case is that it forces suboptimal plays, but it still gets killed permanently in the end, maybe coming back once.
Seems like they are handing out these suspicious minions because they feel bad about having to nerf Pandaren Importer (as they should). This is actually better than the panda for Mages -- I feel like the other suspicious classes got a bit shafted. I'm not fond of the constant guessing games we're going to have to sit through for the next year and a half, but I still have to give this 4 stars.
With Invalid Deck ID in play, I can see this sticking against heavily minion-based decks. Also, the damage goes face! That's a 4-star card, for sure.
Adding defense to an archetype that already seems very scary? Four armor, 4 face damage and 4/4 worth of stats? That seems to want 4 stars, so that's what I'll give it.
A minion-based deck with more removal than you can shake a stick at? Yes, please. This is a 5-star card because it lessens the skeleton deck's reliance on card draw, which is a very big deal.
It not hard at all to build a Pure Paladin deck, so this deck-building restriction is trivial. The only problem is that she's a 7-drop with no board impact, but Paladin should be able to set up for and recover from that with no trouble. I'll say 5 stars because she just might be good enough to enable Paladin to run more than one type of pure deck.
The stewards are a race of small owl-like servants to the kyrians in Bastion, one of the four afterlife settings in WoW: Shadowlands.
You only need 4 class card hand to get the full effect, and it's a considerable effect. I give it 5 stars because it's on par with a 5-star card from days of yore, and it fits into nearly every Paladin archetype.
It's ... just OK. I give it 3 stars because there's an archetype that can actually exploit the fact that it costs 1.
It is a significantly worse Consecration, worth exactly 1 star.
Ideal stats for a 1-drop deathrattle, and it gives Dude Paladin exactly what it needs, more dudes. I give it 4 stars.
A taunt that discovers a class card is pretty much an auto-include, and that means it gets 4 stars.
It's kind of petite for someone called "biggun." However, this kind of deck will find it extremely easy to infuse this guy, so the value will nearly always be off the charts -- 4 stars.
Your opponent would be foolish to play into this, so don't expect to be hitting ginormous enemy minions with it after it's already on the board. You might catch one as you play the location, but no more than that.
Other than that, it looks like it's supposed to go into a Silver Hand - Quest deck, which is fine, but that deck has better ways to buff your dudes. I think you'll more likely be buffing the non-Silver Hand minions you have to play to complete the Questline. It's pretty OK for that purpose, so 3 stars.
Paladin is always a powerful class because it has powerful class cards. Even non-pure decks tend to run very few neutrals. You are not going to build a Paladin deck with mostly neutral cards just so you can use this thing as a tutor.
So, with the tutor myth debunked, what's left? A 3-Cost spell that discovers a card in your deck and maybe draws an extra copy. That's pretty bad. This spell is worth no more than 2 stars.
Kind of expensive if not infused, but I like that you have the option to play it uninfused if you have some biggish minions. Still, it's clunky, and there are better options that are not much more expensive, so 3 stars. A control deck might run it if it wants as many clears as it can get.
It pays for itself if you've copied even a single card. It can give massive returns if you've copied more. Xerox Priest can really pop off after something like this. Mana cheat with high swing potential deserves 4 stars.
Buff Priest has a ton of support at this point, and this card is the nuts in such a deck. I don't know that you'll want it in any other archetype, but I'm willing to give it an optimistic 4 stars.
If Xerox Priest is going to work, it's because of this card. It also helps a ton with Murloc Holmes, but OMG what a headache. I hope the Deck Tracker devs add some kind of module to display the relevant known parts of the opponent's deck and hand in an easily readable way. Anyway, this gets 4 stars because it's pretty strong even outside that archetype.
Extremely cheap removal that scales up, this will be auto-include in every Priest archetype. A clear 4-star spell for the class that needed it most.
I'll be kind and give it 3 stars, but only because Secret Rogue already looks strong. I don't think this legendary adds much to the archetype, but it doesn't hurt. It looks a lot harder to trigger than other "keep coming back" minions have been in the past, and those have never been all that great. Best case is that it forces suboptimal plays, but it still gets killed permanently in the end, maybe coming back once.