Since the effect also damages the enemy hero, this card can also be used in aggressive decks. Due to 6 health, the effect will most likely trigger at least two times if this minion is played on curve.
I like that this card makes minion placement more important. Due to its high cost and the aggressive playstyle of DH, this card will probably see not much play in constructed though.
This defensive spell might not fit the aggressive play style of DH on the first sight, but the lifesteal might be crucial if the DH has to face tank a lot of minions.
This effective 4 mana card, since it will be played in combination tith the hero power most of the time. The combined stats of 6/4 are good for 4 mana, and this card might even generate more tokens if it doesn't get killed immediately.
Card draw is always important for aggressive decks, since the decks tend to run out of steam very quick. If this spell draws two cards, it is already better than Arcane Intellect.
Triggering this battlecry is easy for DHs. This card will probably be an auto-include in most DH decks, even though the stats of the minion are not that good.
This card would be bonkers for most of the other classes, but it doesn't fit to the aggressive playstyle of DHs. Maybe, some kind of control DH get's more support later this year.
This card is great! 2/1 for 1 mana are good, and the battlecry is just amazing. Besides Tempo Warrior, this card will probably see play in most of the aggressive decks. On the other hand, it might also fit into midrange decks to defend am expensive minion.
Another strong board clear for Warlock. I like the decicion making that is involved with this card. There might be a lot of situations where it is better to not play this card immediately, but wait for a later turn to use it 'only' as a hard removal.
Besides the synnergy with Akama, there are probably not enough stealth minions to consistently trigger this effect. Furthermore, decks like Galakrond Rogue do already have enough card draw and value generation, such that they don't rely on more ways to draw cards.
This is no card that an aggressive decks wants to play on turn 1. But in the mid-game, there are always turns where aggro decks don't want to overextend on the board to play around board clears. In such a case, this card might be a good play to have some board presence after a board clear.
Mana cheating is always strong. If this card is played on turn 4, the DH could for example play a Priestess of Fury on turn 5.
Since the effect also damages the enemy hero, this card can also be used in aggressive decks. Due to 6 health, the effect will most likely trigger at least two times if this minion is played on curve.
I like that this card makes minion placement more important. Due to its high cost and the aggressive playstyle of DH, this card will probably see not much play in constructed though.
This card is strong for sure, but probably too expensive for constructed. Great arena card though.
The Demon Hunter version of Waterboy. This card is both a good turn 1 play and a decent card in later turns.
This is a solid card, but DH has access to better card draw option like Feast of Souls, Skull of Gul'dan, and Spectral Sight.
This defensive spell might not fit the aggressive play style of DH on the first sight, but the lifesteal might be crucial if the DH has to face tank a lot of minions.
This effective 4 mana card, since it will be played in combination tith the hero power most of the time. The combined stats of 6/4 are good for 4 mana, and this card might even generate more tokens if it doesn't get killed immediately.
Another great card for DH, basically a Soul Juggler for constructed.
Card draw is always important for aggressive decks, since the decks tend to run out of steam very quick. If this spell draws two cards, it is already better than Arcane Intellect.
On it's own this card is alread good, and it has some nice synnergies with cards like Feast of Souls and Wrathscale Naga.
A bigger version of Coordinated Strike. While this card provides more value, the cheaper Coordinated Strike has the advantage that it can be combined more easy with cards like Feast of Souls and Wrathscale Naga.
Triggering this battlecry is easy for DHs. This card will probably be an auto-include in most DH decks, even though the stats of the minion are not that good.
This card would be bonkers for most of the other classes, but it doesn't fit to the aggressive playstyle of DHs. Maybe, some kind of control DH get's more support later this year.
This card is great! 2/1 for 1 mana are good, and the battlecry is just amazing. Besides Tempo Warrior, this card will probably see play in most of the aggressive decks. On the other hand, it might also fit into midrange decks to defend am expensive minion.
Good arena card. This card might also fit into Embiggen Druid, but is probably still too bad to see a lot of play.
Great arena card, but only a bad pack filler for constructed.
Another strong board clear for Warlock. I like the decicion making that is involved with this card. There might be a lot of situations where it is better to not play this card immediately, but wait for a later turn to use it 'only' as a hard removal.
Besides the synnergy with Akama, there are probably not enough stealth minions to consistently trigger this effect. Furthermore, decks like Galakrond Rogue do already have enough card draw and value generation, such that they don't rely on more ways to draw cards.
This is no card that an aggressive decks wants to play on turn 1. But in the mid-game, there are always turns where aggro decks don't want to overextend on the board to play around board clears. In such a case, this card might be a good play to have some board presence after a board clear.