If I recall, it was only 7 dragons that was the "magic number" to reliably have one in hand to activate effects. The new lacky and various dragon explorer cards may lower it a tad, so I would expect this mostly from those cards rather than as a planned inclusion.
My understanding is that battlecry is specifically "when played directly from hand" which is why we don't see battlecries from cards played by Tess / Alarm-o-bot / etc. So I would guess that this will not copy battlecries.
That said, it's still a strong effect to be copying spells and bodies in a number of match ups.
Wild has a "hostage shudderwock" with lotheb, glacial shard, king mukla and ice cream peddler, etc. that stop your opponent from doing anything. Why can't this be "your opponent's next hero power costs 1 more" so that we can lock down the one last option? [sarcasm]
I want to say it's too slow, but we've seen how forest aid and soul of the forest have given token druid enough resiliency to be a threat, so we may finally be at the tipping point of having enough support to see treant druid being a thing.
I'm always wary of 0 cost cards vis-a-vis Auctioneer, but the increase in mana cost looks a bit more balanced and skew to the usual cheap token + buff approach. Worth experimenting with to be sure though.
This reminds me of Prince Liam -- fill your deck with cheap neutrals for the early game and then drop this after your curve is clean to upgrade them to (hopefully) more useful cards for the late game.
This just feels bad. Why not "this minion ignores armor" or "Battlecry: This turn your damage is doubled against armor". I suppose might keep odd warrior in check if they ever give it enough tools to pop back into Tier 1?
By my count, we have only 5 in druid currently which is a 36% chance to get at least one copy of a specific one-cost spell you were hoping for. That's pretty consistent if you ask me. Or go paladin so that your opponent has to try to play around any of a bunch of random secrets.
Elemental mage was the first deck I really got into. It may not be top tier, but I'm brushing it off in wild once this set goes live.
This is a good design. If only the ui could be updated to let us control the direction instead. Almost like choosing between the pair of options.
I can only think of open the waygate in wild dropping this alongside the arcane giants. I'm sure there are better uses, but that just sounds fun.
How much support until big druid is actually a thing?
Helps with curve in treant druid and 3/3 for 2 mana isn't shabby.
Even at 1 treant this is an arcane intellect, and with two or three it's amazing value.
If I recall, it was only 7 dragons that was the "magic number" to reliably have one in hand to activate effects. The new lacky and various dragon explorer cards may lower it a tad, so I would expect this mostly from those cards rather than as a planned inclusion.
Just with lackeys alone this would be strong. I have a feeling that tempo rogue is going to be pretty good in this meta too.
My understanding is that battlecry is specifically "when played directly from hand" which is why we don't see battlecries from cards played by Tess / Alarm-o-bot / etc. So I would guess that this will not copy battlecries.
That said, it's still a strong effect to be copying spells and bodies in a number of match ups.
It's pretty good early on, but I'm not sure how well it will hold up in the mid-late game.
Day 1: Everyone has 4 mana 8/8 on curve.
Day 20: A good card to help control some of the opponent dragons, but (hopefully) not so ubiquitous.
Wild has a "hostage shudderwock" with lotheb, glacial shard, king mukla and ice cream peddler, etc. that stop your opponent from doing anything. Why can't this be "your opponent's next hero power costs 1 more" so that we can lock down the one last option? [sarcasm]
I want to say it's too slow, but we've seen how forest aid and soul of the forest have given token druid enough resiliency to be a threat, so we may finally be at the tipping point of having enough support to see treant druid being a thing.
More cheap druid spells! I'm off to go theory craft a toggwaggle-mill deck.
I'm always wary of 0 cost cards vis-a-vis Auctioneer, but the increase in mana cost looks a bit more balanced and skew to the usual cheap token + buff approach. Worth experimenting with to be sure though.
This reminds me of Prince Liam -- fill your deck with cheap neutrals for the early game and then drop this after your curve is clean to upgrade them to (hopefully) more useful cards for the late game.
This just feels bad. Why not "this minion ignores armor" or "Battlecry: This turn your damage is doubled against armor". I suppose might keep odd warrior in check if they ever give it enough tools to pop back into Tier 1?
By my count, we have only 5 in druid currently which is a 36% chance to get at least one copy of a specific one-cost spell you were hoping for. That's pretty consistent if you ask me. Or go paladin so that your opponent has to try to play around any of a bunch of random secrets.
Not as crazy strong as a lot of the other options, but definitely one of the better lackey generators we've seen for warrior.
Turn 10: Play Galakrond to draw this as a 7/6, then play this to put 21/18 worth of stats on the board that can immediately rush.